First Build of the Standard RG Werewolves Innistrad: Midnight Hunt Version

The deckbuilding for Standard hypes up after the complete Innistrad: Midnight Hunt spoiler is out. This is one of the reasons why I like the spoiler season for each upcoming Magic: the Gathering set though I am not that of a good deck brewer myself. At the least, I just get to update some existing deck archetypes in the format. Anywho for the deck feature today, I will be sharing an initial build for Red-Green Werewolves which I think will be one of the newest archetypes in Standard 2022 or after the rotation.

The lineup of the card components are these:

The Creatures

Reckless Stormseeker – This is basically a 3/3 haste if it is your first creature on the battlefield and the bonus later on of just giving haste to your next creature drops. It gets better when flipped to its Nightside with the +2/+0 and tramples which is what your creatures need to overcome chump blockers or trade with larger creatures.

Hound Tamer – Going beyond the generic 3/3 for three drops, the Hound Tamer is a good mana sink for getting your horde bigger and you can easily trigger Daybound by just passing the turn and activating its ability on your opponents’ turn.

Outland Liberator – Utility creatures are good but having it in the main deck can be conditional according to the metagame. I might have this card as an addition to the two-drop slot if needed.

Tovolar’s Huntmaster – The Wolf Titan, Tovolar’s Huntmaster can be a good plan late game but can get stuck in your hand most of the time if the deck build is leaning to aggro. You would have probably winning when you get the mana to cast it. I’d have on the sideboard for the long game plan against control decks.

Arlinn, the Pack’s Hope – she might be the icon planeswalker for this deck archetype but I am not convinced enough of her ability. Her minus 3 loyalty generating a Wolk creature that token can protect her, but it just opens to a kill via a mere burn spell. You have to wait a turn for her +1 ability to be efficient and it matters if there is a crucial game scenario. Sure your creatures cast earlier may divert the attention from Arlinn but then having no immediate effect is what a planeswalker’s drawback is.

Kessig Naturalist – He is the current creature anthem for Wolves and Werewolves and can ramp up your mana for your other threats. Oh and also a two-drop for two. A three-for-one value.

Tovolar, Dire Overlord – The lord mastermind of the deck build. Having card draws is ideals for an aggro deck to sustain its flow of creature threats. Given that facing a control would likely wipe its initial assault, drawing cards for a new batch of Werewolves will help you recover.

The Instants and Sorceries

As for the Instants and Sorcery spells, a few card choices from the set are Moonrager’s Slash, Play with Fire, and Defend the Celestus.

Wrapping up the deck, here below is the initial list of the Red Green Werewolves for Standard:

Creatures
3 Hound Tamer
4 Kessig Naturalist
4 Tovolar, Dire Overlord
4 Reckless Stormseeker
2 Outland Liberator
4 Prosperous Innkeeper
1 Tovolar’s Huntmaster
4 Werewolf Pack Leader

Non-Creatures
1 Arlinn, the Pack’s Hope
2 Esika’s Chariot
3 Moonrager’s Slash
1 Defend the Celestus
3 Ranger Class
3 Shatterskull Smashing

Lands
4 Cragcrown Pathway
4 Rockfall Vale
7 Forest
6 Mountain

The mana fixing will follow based on the current dual lands applicable for Red and Green. I am considering one or two manlands but situations that make them enter the battlefield tapped might be crucial to the aggro draws of the deck, and affect its consistency.

That is a wrap for now for this deck build. We will check if a similar list may come up online on the various platforms with the proper playtest so we might get to update our list.

Thanks for reading and until the next blog post. Also, see the complete card image gallery for Innistrad: Midnight Hunt here.