Magic: The Gathering - Wolverine, The Best There Is Commander Deck Guide
One of the five legendary creatures released in Magic: The Gathering'sMarvel Superdrop is Wolverine, Best There Is. The Marvel superdrop features five different Secret Lairs, each focused on a different Marvel hero. Each drop includes four reprints with new art and one mechanically unique card, which is the hero the drop is centered around.
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Posts By Paul DiSalvoWolverine, Best There Is can be a very explosive commander, always dealing double the damage it would normally deal. Wolverine has built-in protection as well as a way to grow its own stats, making it the perfect choice for a Gruul (red/green) Voltron commander (a commander that is the primary source of offense and defense).
Decklist
Commander: Wolverine, Best There Is
Chishiro, the Shattered Blade
Elvish Mystic
Forgotten Ancient
Halana and Alena, Partners
Kami of Whispered Hopes
Lizard Blades
Llanowar Elves
Neyith of the Dire Hunt
Taurean Mauler
Vigor
Xenagos, God of Revels
Animist's Might
Beastie Beatdown
Blasphemous Act
Contest of Claws
Fangs of Kalonia
Farseek
Nature's Lore
Rampant Growth
Three Visits
Beast Within
Berserk
Chaos Warp
Hunter's Insight
Ram Through
Prizefight
Titanic Brawl
Soul's Fire
Mutant's Prey
Ancient Animus
Windswift Slice
Tail Swipe
Arcane Signet
Basilisk Collar
Blackblade Reforged
Brotherhood Regalia
Fireshrieker
Gruul Signet
Lightning Greaves
Mage Slayer
Mithril Coat
Power Fist
Sol Ring
Swiftfoot Boots
Talisman of Impulse
The Ozolith
The Reaver Cleaver
Trailblazer's Boots
Two-Handed Axe
Alpha Authority
Bear Umbra
Branching Evolution
Burning Anger
Concord with the Kami
Hardened Scales
Innkeeper's Talent
Power of Fire
Predatory Urge
Rancor
Rite of Passage
Roaring Earth
Snake Umbra
Sticky Fingers
Strong Back
Well Rested
Bonders' Enclave
Cinder Glade
Command Tower
Copperline Gorge
Cragcrown Pathway // Timbercrown Pathway
x10 Forest
Karplusan Forest
Kessig Wolf Run
Mosswort Bridge
x8 Mountain
Rockfall Vale
Rogue's Passage
Rootbound Crag
Skarg, the Rage Pits
Spinerock Knoll
Tyrite Sanctum
War Room
Witch's Clinic
The decklist contains 11 creatures, nine sorceries, 12 instants, 17 artifacts, 16 enchantments, and 34 lands. Since the deck is a Voltron one, the creature count is low, and the amount of Equipment and Auras is high.
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Wolverine, Best There Is
In a Voltron deck, the commander is the most important, and as such, Wolverine, Best There Is is what the deck is built around. While Wolverine's stats start low, every time it deals damage, it gets a +1/+1 counter at the end step. Since Wolverine can regenerate, even if the opposing creature has bigger stats, Wolverine won't die in combat, only get tapped.
The static ability to double all damage Wolverine deals includes commander damage, meaning if it deals 11 combat damage, that will be doubled into 22 and be able to take someone out fully through commander damage.
Wolverine's regenerate ability is great defensively and helps to protect from any non-exile based removal. Wolverine's effect triggers at every end step, meaning if you block with Wolverine, the ability to get a +1/+1 counter goes off at the end step, giving you a potential three triggers before your turn comes back around.
Burning Anger
Burning Anger is a way to deal a ton of damage with the large stats that Wolverine can amass. It is a bit of a hefty mana investment, but being able to deal double the power of Wolverine to any target is a fantastic way to either remove any creature or deal burn damage to an opponent.
Since Wolverine can get a ton of power quickly, Burning Anger is great for closing out a game. While the damage isn't considered commander damage, when you're dealing upwards of 20 damage with one activation, you can close out games consistently by burning life totals directly.
Mage Slayer
Thanks to Wolverine's Gruul coloration, you can take advantage of Mage Slayer. It is one of the best Equipment cards you can put on Wolverine, as it can lead to explosive swings in damage. Since Mage Slayer has the creature deal damage equal to its power, Wolverine will double that burn damage.
If Wolverine isn't blocked, Mage Slayer and Wolverine combined will essentially deal damage equal to four times whatever Wolverine's power is. If Wolverine is at ten power, one swing is enough to take someone out of the game with just one attack while equipped.
Neyith Of The Dire Hunt
Neyith of the Dire Hunt is a great way to keep your hand refreshed while also forcing Wolverine to be blocked to make sure its effect goes off. If Wolverine is made unblockable, Neyith will simply just double Wolverine's power for no downside.
There are a ton of different fight spells in the deck to make sure you can trigger Wolverine every turn. With Neyith on the battlefield, they are immediately refreshed in the hand since you'll draw a card with it.
Well Rested
Well Rested is a fantastic Aura since you are often always going to have Wolverine tapped one way or another. Well Rested gives a creature two +1/+1 counters and draws you a card when it gets untapped. Since regenerate taps the creature instead of destroying it, you can practically guarantee Wolverine will be untapping.
There are multiple ways to put extra +1/+1 counters on your creature, and when combined with Well Rested, they can lead to Wolverine gaining massive stats to becoming a giant threat in only a few turns.
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A Wolverine, Best There Is deck is all about loading Wolverine up with Equipment and Auras to make it as damaging as possible. Since Wolverine's ability gives it +1/+1 counters when it deals damage to another creature, there's also a fight subtheme to the deck as well.
Wolverine's effect triggers every end step. Instant speed fight spells like Ancient Animus, Mutant's Prey, Prizefight, and Tail Swipe are great for removing a creature while growing Wolverine's stats.
Putting +1/+1 counters on Wolverine as quickly as possible is ideal, as the bigger its stats, the more damaging it can be. Branching Evolution, Hardened Scales, and Innkeeper's Talent all help to get extra counters on Wolverine. The Ozolith is a way to keep those counters around if Wolverine ever gets removed to not lose any progress.
There are a ton of great Equipment spells you want on Wolverine as soon as possible. Power Fist gives it more +1/+1 counters, Two-Handed Axe will double Wolverine's power, and Brotherhood Regalia makes Wolverine unblockable and protection with ward two.
The primary win condition is winning through combat. This is either achieved through commander damage (dealing 21 or more combat damage with your commander to an opponent) or by straight-up combat and burn spells. You want to make Wolverine difficult, if not impossible, to block to ensure you can close out your games. There are various ways to make Wolverine do burn damage equal to its power, which helps close games out if you can't quite reach the commander damage threshold.
The biggest downside of the deck is the heavy reliance on your commander. As with all Voltron decks, your commander is one of the few creatures you play in the deck, so decks that go-wide with a ton of creatures can be a struggle to fight against. If you notice an opponent that plays a deck that generates a ton of creatures, you want to target them before they get too many creatures for you to handle.
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