Cardsplain

This creature can't be blocked by .

When this creature enters, put a on target creature.

Grade C+ Grade from the win rate

Win rate when drawn 55.7% −0.5 vs average 33,195 games

Win rates and picks

56.5% 68,003 games
Average pick ()
7.3

By deck

  • Ferocious Wolves 56.2% 18,164 games
  • Goblin Army 56.4% 9,438 games
  • Elf Landfall 50.6% 1,264 games
  • Removal Control 51.0% 878 games
  • Removal Midrange 55.5% 869 games

Win rates from , 323,114 games. This card is compared with the set average (56.2%).

Reviews

The best part about Duskwatch Hunter is that you can have it put the counter on itself, which enables your abilities as early as turn 3, but it also has the flexibility of buffing something else. Getting around army is also a nice bonus, so this looks like a solid playable to me.

Nasty Little Rabbit and Nighthowl Pursuer are ludicrously under-costed when is running, which makes cards like Duskwatch Hunter more useful than you'd expect. Those two, The Chief Warg, and Ravening Warg (don't underestimate the value of incidental lifegain in HOB) are the main reasons to care about ferocious.

Fortunately, Duskwatch Hunter makes that much easier by giving you a reliable way to hit the magic number for just three mana, whether it's pumping itself or helping another creature new heights.

How to draft it

Roles in each deck

  • Goblin Army Early play

    Tokens can't block this 3-mana 3/1, and as it enters you put a +1/+1 counter on target creature: itself (a 4/2 that turns on ), your (which triggers The Great Goblin) or Desolation Prowler.

    How to play it

    Put the counter where it changes the next attack, on itself with Nighthowl Pursuer or Ravening Warg out and on the when the Army has a blocker to beat. Opposing Army, Wolf and Soldier can't block it, so attack while their side is mostly tokens.

    Learn the Goblin Army deck
  • Ferocious Wolves Sets up the plan

    Its +1/+1 counter can make itself a 4/2 on turn 3, and can't block it after that.

    How to play it

    A Rabbit with two counters is the better target, because the third brings it to 4 power and it grows on its own from then on.

    Learn the Ferocious Wolves deck
  • Elf Landfall Early play

    Ferocious Wolves gets 56.2% from this 3-mana 3/1 Wolf because its cards use the +1/+1 counter it hands out on entering to 4 power, and this deck has few of those. With 1 toughness the Hunter to almost any blocker.

    How to play it

    Take Mirkwood Pathmaker or Wood Elves for the slot instead. If you play it, the counter usually goes on itself, and can't block it, so it hits hardest against Goblin Army.

    Learn the Elf Landfall deck
  • Removal Control Sets up the plan

    Ferocious Wolves puts its +1/+1 counter on a creature to . This deck gets a 3/1 that can't block, and its 1 toughness means it blocking almost anything.

    How to play it

    Put the counter where toughness saves a creature, such as Long Lake Nuisance, which becomes a 4/2 that survives -1/-1 effects. For a , Patient Instructor and Mirkwood Nurturer block better.

    Learn the Removal Control deck
  • Removal Midrange Early play

    Tokens can't block this 3/1, and white and black opponents block with plenty of them: Soldiers and Armies. As it enters it puts a +1/+1 counter on target creature, so it arrives as a 4/2 or grows Gollum, Silent Slinker or Desolation Prowler for good.

    How to play it

    Keep the on it unless another creature gains clearly more, because a 3/1 to any 1 damage or -1/-1.

    Learn the Removal Midrange deck
  • Beasts and Burn Sets up the plan

    The +1/+1 counter it puts on a creature when it enters can go on itself, making it a 4/2 on turn 3, one of the few here with 4 power.

    How to play it

    Put the on the Hunter unless it brings the Rabbit to 4 power. Tokens can't block it, included, so send it at an opponent on Goblin Army, and don't block big creatures with its 2 toughness.

    Learn the Beasts and Burn deck
  • Patchwork Midrange Sets up the plan

    The +1/+1 counter it brings can turn on, making the Hunter a 4/2 on turn 3 or a three-land Mirkwood Pathmaker a 4/4. Tokens can't block it, which matters against 's 1/1 Soldiers and .

    How to play it

    Pathmaker is usually the better home for the counter, since the 3/1 Hunter trades with almost any blocker and the counter with it.

    Learn the Patchwork Midrange deck