Monday, January 16, 2012

New Card - Feed the Pack

An interesting green enchantment from Dark Ascension that won't see play outside of casual:

First Impression

I'm going to take a guess and say that the only reason Feed the Pack is rare is because of the wordiness of the card (and for no other reason).

This is a really bad card.

It's not that creating mass wolf tokens is a bag thing, it's the fact that this tries to be an alternative to Kessig Cagebreakers. While in reality, Feed the Pack is a conditional Kessig Cagebreaker which requires a sacrifice, which creates wolf tokens on your turn (giving your opponent a chance to respond to it), which costs more mana to cast. That being said...

Deck Ideas

...if you're a brand new player, if you opened two packs of Dark Ascension, and if you were unfortunately to open two copies of Feed the Pack and were forced to play Feed the Pack, you might as well go all out. Consider this trio of Innistrad Block enchantments: If you're going to make a deck based on creating token creatures, I say you might as well go all out. There are plenty of cards you can borrow from Enchanter Decks out there such as Argothian Enchatress and Enchantress's Presence (among others) that you can use to fill your deck. I still think it's a really bad card, but with the right deck, facing opponents of equally bad decks, you could still have some fun with it.


  1. To be quite honest, I don't think that you have spent enough time thinking of the possibilities with this one. The main plan is to play Tree of redemption and (if unopposed) wins you the game with 13x 2/2. Combo with intangible virtue, these can be played by turn 4 in a ramp deck...the time when your common blue deck will be trying to get situated on the board.

    It is a literal BOMB.

  2. I like it.

    You could even tap swap life totals before if happens if need be. The fact that it has to happen during your end step still opens you up to Blasphemous Act or Sever the Bloodline, but you're right. There might be some potential here. Maybe even make it a control deck that has both Tree of Redemption and Ludevic's Test Subject for another target. (Dissipates for Blasphemous Act & Sever the Bloodline?)


  3. I'm thinking just a straight up G/W token ramp deck. Intangible out on turn five with your wolves on turn 4...the only thing that stops that enchantment is instant speed removal. I hear a lot of people not thinking that this will make it into standard decks...but's green. Casting cost of 6 is like 3 for any other colour. Ramp deck.
    Turn 1: land and bird
    Turn 2: land, bird, rampant growth
    Turn 3: land, bird/avacyn pilgrim, tree
    Turn 4: land, whatever you want, feed the pack - 13 wolves
    Turn 5: intangible virtue, attack, game over.

    Fog as necessary

    Overpowered combo.

  4. "An interesting green enchantment from Dark Ascension that won't see play outside of casual"

    I think you underestimate this card. It has a lot of potential in current standard and we have yet to see what AVR has to combo with this. In G/B you get Undying Evil and Falkenrath Noble, two things that will stop field wipes from killing you.

    In G/R you get Hellrider, Pyreheart Wolf along with a lot of burn.

    G/W offers Mentor of the Meek, although I am unsure if he will trigger at the end of turn with the wolves? Either way, you still get Intangible Virtue and Avacyn's Pilgrim.

    Also I'd like to mention Elder of Laurels. That's off the top of my head.

  5. What can I say? I can't be wrong all the time. ^_^

    It sounds like a lot of people are having success with this in limited and other people are trying to break it in constructed. Taking a second look at it, I think the real power of it is that its effect triggers at the end of your turn. This is as opposed to the beginning of your next turn's upkeep like so many other green enchantments.