Top 10 Werewolves for Commander

Werewolves 

Nothing unites the Magic: The Gathering community like the excitement ahead of a new Innistrad set, and Innistrad - Midnight Hunt is on its way in just a few short weeks. To celebrate, we're continuing our series looking at some of the most iconic horror tribes in the game and where they can fit in your Commander decks. You can check out our take on the best of the best vampires here

This week, we're looking at werewolves. Wizards took a real risk with their design in the original Innistrad, introducing double-sided modal flip cards specifically to capture the flavour of werewolves transforming under a full moon. It was a huge flavour win, and while it does involve a lot of messing around with sleeves in paper magic, we think it was a perfect way to capture the transformation and offer totally distinct effects for each half of the card. 

Almost all werewolves transform according to the number of spells cast in a turn, with any turn where no spells are cast representing the 'quiet of the night' and causing them to transform into their wolf forms. When the bustle of daytime comes (i.e. a player casting two or more spells) they transform back into humans again. It's great fun to watch, and it gives them a unique rythmn to their play. The fact that they allow your opponents to have some control over transformations can make them a challenge to play with, but that just adds to the fun of deckbuilding to ensure that you get to leverage all those transformations to your advantage. Cards like Moonmist are one obvious path, but as we'll see in our list, there are other werewolves that you'll actively want to transform back and forth as much as possible.

Immerwolf

Immerwolf

We couldn’t put this vicious little guy on our main list because he isn’t technically a werewolf, but he’s definitely what you might call a flavour werewolf. For those who know their German, Immerwolf translates as “always wolf”, and given his ability specifically prevents werewolves ever turning back into humans, it looks like this is meant as a werewolf that has lost its human form an gone permanently feral. 

Regardless of the backstory though, Immerwolf pairs fantastically with werewolves, not just giving them a handy lord bonus to buff their already meaty stat-lines, but crucially preventing them from ever transforming back into their weaker human forms while he remains in play. While there are some Werewolves we will meet later that you will actively want to flip back and forth to get repeated use of their transformation triggers, for most you will be very happy indeed if they stay in Werewolf form forever, happily ripping tearing and maiming away full moon or no. 

Arlinn Kord

Arlinn, Embraced by the Moon

10.   Arlinn Kord/Arlinn, Embraced by the Moon

A transforming werewolf planeswalker? The concept is so you almost don’t need to read the card to want this in your deck. We read it anyway, and trust us, she’s great. 


Unlike most of her werewolf brethren, Arlen can reliably transform immediately while generating immediate value in the form of a 2/2 wolf token. Once in her Werewolf form, you get a whole suite of new options, including a minor overrun effect as a +1, a lightning bolt effect for creatures or players and an ultimate that lets creatures you control claw and bite directly at your opponents just by tapping to do damage equal to their power. 

It’s tricky to get to that ultimate, but Arlinn has great flexibility with the ability to create synergistic creatures and destroy creatures to protect herself, as well as threatening a lot of trampling damage or some nasty surprise haste creatures if you’re ahead. 


Daybreak Ranger

Nightfall Predator

9. Daybreak Ranger/Nightfall Predator

Two forms of cheap, repeatable creature removal on a stick is nothing to be sniffed at, and this card can generate a surprising amount of havoc over the course of a game. Admittedly, there won’t always be fliers with 2 power or less to snipe with Daybreak Ranger, but when there are from spirit token decks or decks that rely on small flying Commanders (like poor old Kalia of the Vast), this card is a massive pain to face with its completely free activation every turn. 

 

The Werewolf side is where the more reliable action is. Nightfall Predator can fight for a deliciously cheap one red mana, and is big enough to eat utility creatures for breakfast. Quite literally. Of course there will often be bigger targets that won’t make quite such an easy meal, but you can always slap a Basilisk Collar on this thing to make sure it takes down its target with it no matter how outclassed the Predator is. The Collar is an even better fit with Daybreak Ranger since it simply deals damage without taking any in return, meaning any means of giving it deathtouch allows it to snipe the biggest fliers out of the sky with impunity.  


Geier Reach Bandit

Vildin-Pack Alpha

8. Geier Reach Bandit/Vildin-Pack Alpha

A 3/2 haste for 3 is decent for a human side on werewolf, but the action here is all about that flipped version, Vildin-Pack Alpha. Once this has transformed, it lets you instantly transform all your Werewolves as they enter play. Obviously for almost all Werewolves that is going to be exactly what you want to do, immediately getting them into play on their much more powerful transformed side without having to mess around taking any turns off casting spells.



The ability is actually even better than it looks at first glance, given that the Werewolf still enters the battlefield on its human side, meaning that with, say, a Huntmaster of the Fells played while Vildin-Pack Alpha is in play, you get to create the wolf from its human side, then immediately transform it to do two damage to a creature and two damage to an opponent. That’s a lot of impact delivered very quickly, and it makes this card one of the best possible Werewolves for a dedicated Werewolf theme deck. 


Huntmaster of the Fells
Ravager of the Fells

7. Huntmaster of the Fells/Ravager of the Fells

Another repeatable wolf generating machine, Huntmaster of the fells guarantees you at least one 2/2 wolf on cast, along with a little lifegain. Then, once he flips into Ravager of the Fells, he doubles his power and toughness, gains trample and does both direct damage to an opponent while sniping down smaller utility creatures. 

Huntmaster is one of those werewolves you actively want to be flipping back and forth repeatedly over the course of a game, which is no bad thing since that’s often the fate of werewolves in Commander anyway! Huntmaster at demands a permanent answer if your opponents don’t want to keep losing life and creatures and giving you wolf tokens every couple of turns. 


Mayor of Avabruck
Howlpack Alpha

6. Mayor of Avabruck/Howlpack Alpha 

We’re not sure who put this guy in charge of a town, but this is Innistrad after all. The whole ‘occasionally turning into a terrifying monster’ thing is probably considered a minor blip on the CV.

On his front side, Mayor of Avabruck offers an important lord effect to boost  the much weaker human side of your werewolves, allowing them to attack more effectively and offer better blocks even when not transformed. He does the same as Howlpack Alpha for all your werewolves, which works out great since your werewolves will usually be flipped at the same time for the most part given how their transformation mechanic works. 

Howlpack Alpha’s upkeep ability is what really makes him shine in Commander given that it triggers not just on your upkeep but on each upkeep, meaning that he can potentially generate you four wolf tokens each and every turn cycle. Don’t expect your opponents to let that happen too often, but there will certainly be times when this card can generate you a wolf army all on its own, all while buffing them to 3/3s into the bargain.  


Instigator Gang
Wildblood Pack

5. Instigator Gang/Wildblook Pack

There is no side of Instigator Gang that doesn’t deliver a beating to your opponents. Assuming you can attack with any decent number of creatures – and decks featuring werewolves will definitely want to be doing that whenever possible – this card offers either a decent attack boost or an absolutely massive one, depending on which side is in play. It doesn’t need those creatures to be other Werewolves either, making this a good pairing with any go-wide strategy. At the very worst, a transformed Wildblood Pack is an 8/5 trample that you paid four mana four, not a bad rate at all. With a few supporting creatures, this thing is an absolute terror. 

Duskwatch Recruiter

Krallenhorde Howler

4. Duskwatch Recruiter/Krallenhorde Howler 

Mana sinks are rare on Werewolves, but Duskwatch Recruiter is a great place to put any unused mana. That’s a great option to have on his human side in particular, meaning you can use your mana to generate you card advantage while allowing all of your Werewolves to flip when you don’t cast any spells on your turn.


The reverse side is really well designed to fit perfectly with what the front side wants to do – all those creatures you found with the activated ability are going to come at a discount until Krallenhorde Howler transforms again. Put together, the human side can find your Werewolf army while the Werewolf side cheaply deploys it. A must include in any dedicated Werewolf deck. 


Afflicted Deserter
Werewolf Ransacker

3. Afflicted Deserter/Werewolf Ransacker

Afflicted Deserter is held back a little by a particularly weak human side, but its value in Commander is still undeniable given just how hard it hates on artifacts and those who dare have them in play. Mana rocks and other utility artifacts are everywhere in Commander, and there are few creatures better at wrecking them than this. 


When Afflicted Deserter transforms into Werewolf Ransacker, it can destroy any artifact in play while growing to a decently threatening 5/4. Then, just to rub salt in the wound, it does 3 direct damage to that artifact’s controller. Needless to say, you’ll want to be transforming this back and forth for as long as there are artifacts to target. Luckily, this is a great candidate for what you might call a ‘politics werewolf’ in that you can do deals with opponents to let you flip this back and forth by tailoring the number of spells they cast if you promise to deal with particular artifacts controlled by their rivals. This card is a great threat to hang over your opponents, and should find a place in any werewolf themed deck in Commander. 


Ulrich of the Krallenhorde
Ulrich, Uncontested Alpha

2. Ulrich of the Krallenhorde/Ulrich Uncontested Alpha

Ulrich is a big beefy guy who transforms into an even bigger, beefier werewolf. Plus even when he’s a hulking, feral wolf-monster, he somehow manages maintain a fantastic head of hair. Surely the ultimate real role model in the half-man, half-wolf community. 

Ulrich is the best kind of werewolf for Commander, an impactful card on both sides that offers a repeatable major combat buff (including to himself if necessary) and a repeatable fight effect on a powerful body. If he stays in play for any length of time you can expect to see both abilities trigger multiple times in a game, which is guaranteed to get messy for your opponents.

Uncontested Alpha he may have been on Innistrad, but where Commander is concerned, he's not quite the Alpha of our list. 


Sage of Ancient Lore
Werewolf of Ancient Hunger

1.  Sage of Ancient Lore/Werewolf of Ancient Hunger

One of the more expensive Werewolves, this card definitely repays the investment. It’s not without risk – the human side Sage of Ancient Lore can be very weedy indeed if you have only one or two cards in hand, and is a terrible topdeck since it will instantly die with its card-draw ability on the stack if you cast it empty handed. Still, it’s very welcome to have access to a cantripping Werewolf. And anyway, it’s not the human side we’re really interested in. 

The real reason though that this card tops our list is because of some very important wording on its Werewolf side. Werewolf of Ancient Hunger counts all the cards in all players’ hands to determine its power and toughness. In a full Commander game with four opponents, that could very easily make it a 20/20 or bigger if played in the midgame, and that’s in games where no player has stacked 15 cards in their hand with a Reliquary Tower.  Given that this thing has both Vigilance and Trample, you get to aim this at someone every single turn and threaten to chunk off around half their starting life total, all while still leaving it back for blocks. Yes it’s a big dumb beater, but that's what Werewolves do best, and it hits harder than any other Werewolf printed. 


Card Crate Blog Team

Jonathan Widnall

Previous Post Next Post

  • Jon Widnall
We use cookies to improve your experience on our site. To find out more, please read our updated privacy policy. More information
Accept