









Overview:
This Gruul Werewolf tribal deck leverages Tovolar, Dire Overlord as its central engine and enabler, focusing on aggressive combat strategies fueled by transforming Werewolves. The primary game plan involves deploying efficient Werewolves early, maintaining night to keep them transformed, and overwhelming opponents with boosted stats and card draw from Tovolar's trigger. Key themes include tribal synergy, combat damage triggers, and day/night manipulation. Threats are primarily deployed through casting, with some token generation from cards like Arlinn, Voice of the Pack and Tovolar's Huntmaster. Tovolar is essential as the card draw engine, night enabler, and late-game mana sink. While recastable at 6 mana, reliance on combat makes the strategy vulnerable to board wipes and transformation disruption. "Hidden commanders" like Immerwolf (prevents detransformation) and Howlpack Resurgence (trample anthem) provide critical support.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Prioritize ramping with Sol Ring, Rampant Growth, or mana dorks like Scorned Villager. Deploy low-cost Werewolves (e.g., Village Messenger, Ascendant Packleader) to establish board presence. Cast Tovolar ASAP to enable card draw and force night. Use Moonmist or Waxing Moon to transform Humans proactively.
- Maintain Night & Build Board (Turns 3-7): Avoid casting unnecessary spells during opponents' turns to preserve night. Use The Celestus or Unnatural Moonrise to enforce night. Deploy lords like Immerwolf, Mayor of Avabruck, and Kessig Naturalist to boost the pack. Leverage Tovolar's draw to refuel. Protect key pieces with Full Moon's Rise regeneration.
- Combat Execution (Turns 5-9): Swing wide with trample enablers (Howlpack Resurgence, Breakneck Rider). Maximize Tovolar's draw trigger. Use pump effects like Kessig Wolf Run or Tovolar's ability for lethal. Finish with alpha strikes enabled by Instigator Gang/Wildblood Pack or Uncaged Fury on a large threat.
Mulligan Priorities:
- Keep hands with 2-3 lands (including green/red sources) and at least 1 ramp spell or low-cost Werewolf.
- Prioritize hands containing Tovolar, a night enabler (The Celestus, Unnatural Moonrise), or an early lord (Immerwolf).
- Avoid hands lacking early plays or with too many high-CMC cards without ramp.
Key Tips:
- Night Management: Track spell counts meticulously. Use Into the Night for card filtering while forcing night. Geier Reach Bandit lets you transform Werewolves on entry.
- Protect Your Pack: Full Moon's Rise regeneration and Horrid Vigor indestructible/deathtouch are crucial against removal. Silverfur Partisan generates tokens when targeted.
- Leverage Synergies: Cult of the Waxing Moon creates Wolves when permanents transform. Runebound Wolf scales damage with your board. Moonlight Hunt turns your pack into removal.
- Utility Plays: Outland Liberator handles artifacts/enchantments. Dire-Strain Rampage offers flexible removal and ramp. Duskwatch Recruiter provides creature tutoring.
Weaknesses:
Critical
- Extreme vulnerability to board wipes (e.g., Blasphemous Act, Damnation). Limited mass recursion makes recovery slow and resource-intensive.
- Heavily disrupted by transformation prevention (e.g., Torpor Orb, Humility). Shuts off synergies and stat boosts.
- Severely hampered by "can't attack" effects (e.g., Propaganda, Ghostly Prison). Lacks evasion beyond trample.
Moderate
- Graveyard hate (e.g., Rest in Peace) disrupts flashback (Ancient Grudge, Unnatural Moonrise) and recursion (Eternal Witness not present).
- Rule of Law effects (e.g., Deafening Silence) limit spellcasting, making night harder to maintain.
- Flying threats can bypass ground defenses. Limited reach/flying in the deck.
Minor
- Artifact/Enchantment focus makes key pieces (The Celestus, Howlpack Resurgence) vulnerable to targeted removal.
- Mana base fragility due to tapped lands (e.g., Gruul Guildgate, Rugged Highlands) slowing early tempo.
Most Important Cards:
- Immerwolf (Prevents detransformation, anthem effect)
- Tovolar, Dire Overlord (Card draw engine, night enabler, win condition)
- Howlpack Resurgence (Flash anthem with trample)
- The Celestus (Day/night control, card filtering, mana fixing)
- Mayor of Avabruck // Howlpack Alpha (Anthem, token generation)
- Huntmaster of the Fells // Ravager of the Fells (Value engine, removal)
- Kessig Naturalist // Lord of the Ulvenwald (Mana acceleration, anthem)
- Unnatural Moonrise (Forces night, combat trick, flashback)
- Tovolar's Huntmaster // Tovolar's Packleader (Token generation, removal)
- Full Moon's Rise (Regeneration shield, anthem)
Attribute Ratings:
Speed: 5/10
- Can pressure life totals by turn 4-5 with optimal draws, but typically requires turns 7-9 to threaten lethal combat kills without fast mana or combos.
Resilience: 4/10
- Some protection (regeneration, indestructible) and card draw, but heavily reliant on board state. Weak to wipes and struggles to rebuild quickly.
Consistency: 6/10
- Tovolar provides steady card draw, and tribal synergy offers redundancy. However, lacks tutors for key pieces like Immerwolf or Resurgence.
Interaction: 5/10
- Runs targeted removal (Abrade, Bite Down, Decimate) and fight spells, but lacks countermagic and has minimal stack interaction beyond combat tricks.
Rating Justification:
This deck operates effectively in the Casual/Focused Casual range, leveraging tribal synergy to threaten combat wins around turns 9-11 with moderate resilience against targeted removal. Its reliance on combat and vulnerability to board wipes prevent higher optimization, placing it below decks with combos or overwhelming value engines.
Power level: 4.0 - 4.5

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
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