There are 5 cards with Werewolf or Werewolves in them (I almost missed 2, since I forgot Werewolves) that are not Werewolves. 2 of them are Anti-Werewolf, however, one of them is black, and probably not being ran by many Werewolf decks.
Since I feel wolves are a part of their tribe, they all have high mana abilities that are... good I guess, they help you not change your werewolves back, I included them, there are 3.
And there are 12 Werewolf creatures, since they transform (there are effectively 24 different creatures you can have in your deck, I included them here side by side just for you!).
Whew, that sucked to autocard, anyway, at first I felt like werewolves were the worst tribe (that is one of the reasons I wrote these), I still feel pretty eh about them, they only have 2 support cards, but they are insanely powerful, what I really like about them, they do beat face, they are very well costed compared to other creatures in the set, at least most straightforward to cast. However, since your opponent can really control keeping them humans, I still put them at 4th place. I think running some Human Equipmens could help, but still feels kinda counter-intuitive, you equip and they are stronger, but when they transform they are the same power level?
I don't wanna run out of room, so I will continue on Selfless Cathar .
Dragon5911
★★★★☆ (4.0/5.0)(3 votes)
A wolf in shepherd's clothing.
Zoah
★★★★★ (5.0/5.0)(1 vote)
He's pretty good. For me, he's the most flavorful werewolf in the set thus far. he's also inexpensive, and has green intimidate... I like him, he doesn't have anything on the mayor, but he's still playable. Defiantly one of the better green werewolves.
Drewsel
★★★★★ (5.0/5.0)(1 vote)
Does no one realize the potential this guy has? He's gonna be buffed by all sorts of werewolf support, AND he's got Intimidate. Some unblockable Kessig Wolf Run every turn should be fun.
Nayanwarmachine
☆☆☆☆☆ (0.0/5.0)
I had a strange idea for this guy and his human counterpart. The human part would summon in with him 2 or so 0/1 Sheep tokens and he would also summon more when he transforms back into human since they said that some of the weres are repentant it would fit for the story if he wanted to get more sheep even after his metamorphosis; the wolf form would make him sac all sheep tokens and give him +X/+0 where X=the number of sheep sacced. Just a fun little thought.
Shadoflaam
☆☆☆☆☆ (0.0/5.0)
Strike the shepherd, sheep will scatter, Mountains of despair, I can see your pain, it's written all over your face...
Lash_of_Dragonbreath
☆☆☆☆☆ (0.0/5.0)
One of my first thoughts for this were Spellbinder - wich helps you not to play spells and benefits from intimidate.
Other than that, better bears are always decent, and better bears with tribal sinergy (Mayor of Avabruck, Moonmist and all the rest of Innistrad's werewolf stuff) are great, even though I'm not quite fond of 2-drops in green since it's so easy to have 3 mana in turn 3 (Llanowar Elves or my all-times favourote Utopia Sprawl, for example).
Kryptnyt
☆☆☆☆☆ (0.0/5.0)
@Tommy9898 Wouldn't you say the better card is the one that punishes the right play, rather than encourages it?
Comments (12)
There are 5 cards with Werewolf or Werewolves in them (I almost missed 2, since I forgot Werewolves) that are not Werewolves. 2 of them are Anti-Werewolf, however, one of them is black, and probably not being ran by many Werewolf decks.
Full Moon's Rise
Moonmist
Victim of Night
Elite Inquisitor (Anti-Werewolf)
Slayer of the Wicked (Anti-Werewolf)
Since I feel wolves are a part of their tribe, they all have high mana abilities that are... good I guess, they help you not change your werewolves back, I included them, there are 3.
Darkthicket Wolf
Feral Ridgewolf
Kessig Wolf
And there are 12 Werewolf creatures, since they transform (there are effectively 24 different creatures you can have in your deck, I included them here side by side just for you!).
Hanweir Watchkeep/Bane of Hanweir
Daybreak Ranger/Nightfall Predator
Gatstaf Shepherd/Gatstaf Howler
Grizzled Outcasts/Krallenhorde Wantons
Kruin Outlaw/Terror of Kruin Pass
Mayor of Avabruck/Howlpack Alpha
Instigator Gang/Wildblood Pack
Village Ironsmith/Ironfang
Reckless Waif/Merciless Predator
Tormented Pariah/Rampaging Werewolf
Ulvenwald Mystics/Ulvenwald Primordials
Villagers of Estwald/Howlpack of Estwald
Whew, that sucked to autocard, anyway, at first I felt like werewolves were the worst tribe (that is one of the reasons I wrote these), I still feel pretty eh about them, they only have 2 support cards, but they are insanely powerful, what I really like about them, they do beat face, they are very well costed compared to other creatures in the set, at least most straightforward to cast. However, since your opponent can really control keeping them humans, I still put them at 4th place. I think running some Human Equipmens could help, but still feels kinda counter-intuitive, you equip and they are stronger, but when they transform they are the same power level?
I don't wanna run out of room, so I will continue on Selfless Cathar .
he's also inexpensive, and has green intimidate...
I like him, he doesn't have anything on the mayor, but he's still playable.
Defiantly one of the better green werewolves.
Mountains of despair,
I can see your pain, it's written all over your face...
Other than that, better bears are always decent, and better bears with tribal sinergy (Mayor of Avabruck, Moonmist and all the rest of Innistrad's werewolf stuff) are great, even though I'm not quite fond of 2-drops in green since it's so easy to have 3 mana in turn 3 (Llanowar Elves or my all-times favourote Utopia Sprawl, for example).
Wouldn't you say the better card is the one that punishes the right play, rather than encourages it?