EDIT: For some reason, the title turned into another thread's title I wrote a while back. Could a moderator change it please? Thanks
After getting frustrated after repeatedly trying to make a half-decent control deck with the expansion and failing miserably, I decided on making that an aggro deck. Your traditional warrior aggro mix of human allies and mumbo jumbo? Bah, too mainstream. After some deep thought and consideration, I realized that Wulven had been given the exact tools that were necessary for a 'tribal' aggro deck to succeed. Strong options for board control? Lightning Hunter, Call of the Pack, and Howlfang, Terror of the Vale answer the call. Some decent unilateral draw at last? Blood Moon
. A truckload more efficient, ruthless, and above all, Wulven, allies? It's a long list. Mix that all together into one, tidy package, and you have one helluva mean, lean, furry ball of claws and teeth, all vying for your opponent's throat.
***HERO***
Moonstalker
***Allies (21)***
4x Bad Wolf
4x Pack Wolf
4x Ironhide Karash
4x Wulven Predator
3x Lightning Hunter
2x Howlfang, Terror of the Vale
***Abilities (18)***
3x Captured Prey
3x Now You're Mine
2x Bloodlust
4x Bad Santa
4x Blood Moon
2x Call of the Pack
TOTAL: 39 cards + Hero
I will now explain my card choices.
Moonstalker: Millstalker has a long and infamous history of being the most boring deck type in Shadow Era existence to both play and play against. Rest assured that this deck says no to such stagnant practices. In this deck, Moonstalker
's ability is absolutely invaluable for gaining board control and keeping it. Stealthing all your allies for a turn is almost the equivalent of giving all of your allies haste, that is, it almost ensures 100% that your allies will do something. On top of all this, Moonstalker
himself is hidden. A truly incredible, almost game-breaking ability. And it's all for the cost of just 3 Shadow Energy.
Bad Wolf: While not as survivable as an Infernal Gargoyle
or as good a utility tool Death Mage Thaddeus is, Bad Wolf
is still a very solid 3cc drop. He also has positive interactions with Howlfang and Call of the Pack. While the health regeneration ability rarely saves Bad Wolf
from prolonged hero and ally assault, it does negate a good number of DoTs, such as Flaming Arrow, Cobra Demon, Engulfing Flames
, etc. If you need something to fling at a Molten Destroyer
, this card's the... well, card.
Pack Wolf: Puwen
wishes he could be as good as this guy, and this guy wishes that Champion of Irum would take a nerf bat to the face. In all seriousness though, Pack Wolf is your staple 2cc drop, which gets exponentially better as you drop more and more of his brothers, something which is surprisingly easy to do between Howlfang, Call of the Pack, and Moonstalker
's ability. Preferably, you would try to avoid saccing these, because they are still very relevant in the late game.
Ironhide Karash: A ram thing with, presumably, iron hide. Ironhide is your backup 2cc drop, in cases where you don't draw Pack Wolf
. While definitely more saccable than your Pack Wolves, Ironhide is still pretty decent as a mini-weapon destruction battery, especially since this deck lacks any specialized item destruction. He's immune to Anklebreaker
, unbuffed Soul Seekers, Rusty Longswords, Gargoyles, Acolytes, the list goes on and on. Really great card if you're expecting weapons from your foe.
Wulven Predator: A pretty staple 3cc drop. Decent body, good interactions, and a nice ability. This card hoses Night Owls pretty hard. Wulven Predator
's ability also allows it to stop shenanigans that Wulven would otherwise have trouble stopping, eg: Erikas, Nightshades, and other allies with stealth. Anything that's lurking behind a big, fat Aeon
also has nowhere to run.
Lightning Hunter: Definitely one of the best additions to Wulven in this expansion, this card and Blood Moon
balances out the pile of trash commons that Kyle also gave Wulven in Dark Prophecies. Lightning Hunter is fast. He is really fast. He's so fast that he can come in sprinting on turn 4, slap that turn 3 Jasmine
in the face, run out, and also nuke your support abilities because he's so damn fast. Lightning Hunter
is just an absolutely excellent card for board control and can really help mitigate the infamous human weenie rush, as well as other assorted shenanigans (tm). The reasons that this card isn't a 4 of in this deck is twofold: firstly, all your support abilities are lost as soon as Lightning Hunter comes into play. This card really cripple the effectiveness of Blood Moon
and Call of the Pack
if you have too many. The 1 Shadow Energy ping does also add up over time, as well. The second reason is because this deck is meant to be fast, and Lightning Hunter, while very fast himself, has a very slow resource cost. 4 of a 4cc drop raises the resource ramp too high in almost any aggro deck.
Howlfang, Terror of the Vale: This card is your bomb and game-winner. If Howlfang sticks, you've pretty much won the game. Howlfang is your Wulven tribal lord, the alpha of your Wulven minions. He can provide close to 12 resources of value in a single cast, if you play him correctly. You have Howlfang himself, as a 6cc drop. You can bring a 3cc Wulven minion in for free, giving 9 resources of value. Finally, Howlfang acts like an War Banner
, just only on your turn. 9+3+3= 12. I've been considering raising this card to 3 slots, but it might also raise the resource curve too high. Only playtesting will tell.
Captured Prey: Standard Wulven removal from Call of the Crystals. This card practically renders any opposing ally completely helpless. In most Wulven decks, I would play 4 of these, but playing 4 in this aggro-style deck would probably do more harm than good. A nice little quirk about Captured Prey
is that it also disrupts Gravebone
recursion cycles.
Now You're Mine: This card is cheap and yet, extremely effective. Instantly killing a Jasmine
or an Aldon can sometimes tip the board in your favour and keep it that way. Now You're Mine
obviously does start losing value in the late game, however, so a full playset is not necessary.
Bloodlust: A fairly situational card, which is why I only run 2 copies of it in this deck. When you draw it, though, it can often mean the difference between killing an opponent and completely forfeiting the board and inevitably, the game. The reason Bloodlust
is played over Full Moon
is simply because Lust is cheaper. The hero damage prevention effect of Full Moon
is not even truly necessary.
Bad Santa: A classic from the original set, Bad Santa
is used in this deck for quick, fast burst draw. The low resource cost means that it can be slotted into a turn very easily, and because this deck is fairly fast and most of the cards in it are capable of killing an opponent, the card disadvantage of Santa is not a massive downside.
Blood Moon: Arguably the best card Wulven have been given in DP, this card gives good, simple card advantage that keeps the furry machine a-chugging. Even though Blood Moon rarely reaches its full potential between Lightning Hunter and Moonstalker's ability, 1 or 2 cards for 2 resources is still not bad at all, and 3 cards for 2 resources is absolutely epic.
Call of the Pack: This card, while possessing no use when you already have allies on the board, is a great card for both regaining and keeping board control. While behind, Call of the Pack effectively allows you to churn out furry killing machines at double the usual rate. Eventually, sheer numbers and Moonstalker's ability will allow you to crush through even the most stalwart of defenders. As aforementioned, this card is situational in use, hence the use of only 2 copies.
Well, that is my Wulven tribal aggro deck for Dark Prophecies, 1.7. I hope you'll enjoy playing the deck as much as I am. I'm still constantly tuning and tweaking the deck, so do expect some updates. Feel free to give me any feedback or criticism. It's what a forum's for, isn't it?![]()
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