Gruul Werewolves – Innistrad: Midnight Hunt Standard

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Gruul Werewolves
by DoggertQBones
Standard
Tribal
best of 3
6 mythic
40 rare
14 uncommon
0 common
0
1
2
3
4
5
6+
Planeswalkers (2)
Instants (4)
4
Play with Fire
$1.16
Artifacts (4)
4
Esika's Chariot
$15.96
Enchantments (4)
4
Ranger Class
$47.96
Lands (24)
8
Forest
$2.00
5
Mountain
$1.25
4
Rockfall Vale
$23.96
60 Cards
$210.16
  • Visual view
Gruul Werewolves
Standard
by DoggertQBones
6 mythic
40 rare
14 uncommon
0 common
0
1
2
3
4
5
6+

5 Responses

  1. josh says:

    can someone explain why you would use Esika’s Chariot in this deck? I was building a werewolves deck and had about 80% of the cards in here but couldn’t for the life of me think why you would run 4 of those?

    • DoggertQBones says:

      Simply because it’s one of the best cards in Standard. Thematically it doesn’t fit, but you need an extraordinarily good reason to not play Chariot if you’re playing Green.

    • Rob says:

      Esika’s Chariot is essentially a 4 mana 8/8, that can be even more power than that. The card is an auto include because it is so good. That’s probably why it is in this deck!

  2. Devin says:

    I would think Werewolf Pack Leader would be a must.

    • DoggertQBones says:

      In theory yes, but I can’t see how to build the mana base to make that work well. It’s a great card but not so good that I can butcher the mana base to play it or risk not being able to cast it on 2. Per Frank Karstens math, you would need 20 untapped sources of a color to cast a CC spell consistently (90% of the time on curve) and we have, at best, 14 including Florahedron and Rockfall Vale which you would need to play tapped turn 1.