
Wargling
AI draftAI-generated draft analysis — not yet human-reviewed. Treat with healthy skepticism.Limited summary
Wargling is a solid two-drop whose Ferocious attack trigger turns it into a 3-power attacker and gives your entire team trample. Its floor is merely a 2/2, so it is best in BG decks with a reliable supply of 4-power creatures.
Roles
Archetypes
Gameplay notes
Cast or grow a 4-power creature before declaring attackers so Wargling triggers. If Ferocious is active when Wargling attacks, the trigger remains on the stack even if your 4-power creature is subsequently removed or shrunk.
Key synergies
The two counters make Wargling a 4/4, so it can satisfy its own Ferocious condition and grant your team trample whenever it attacks.
Casting Reverent Howl on Wargling before combat makes it a 4/4, so its Ferocious attack trigger gives it another +1/+0 and grants your whole team trample.
Wargling counts as one of the other Wolves needed for the Company to attack, while the Company's 5 power enables Wargling's Ferocious trigger. Wargling then grants trample to the Company's high-power attack and to the Wolf tokens it produces.
Casting Troll Negotiations before combat turns Wargling from a 2/2 into a 4/4, so it immediately satisfies Ferocious and attacks as a 5/4 while granting trample to the team; the fight can also remove a blocker first.
Desolation Prowler can become a 4/4 before attackers are declared, enabling Wargling to get +1/+0 and grant trample to the entire attacking team.
Old Fat Spider reliably enables Wargling's Ferocious attack trigger, and the resulting teamwide trample fixes the Spider's main offensive weakness by letting its 6 power push through larger chump blockers.
Equipping the 2/2 Wargling makes it a 4/3, turning on its own Ferocious attack trigger and granting your team trample.
A self-countered Duskwatch Hunter supplies the 4-power creature Wargling needs to attack as a 3-power threat and grant trample to the team.
Keeping Ordinary Bear on the battlefield turns Wargling's attack trigger on, increasing Wargling's power and granting the entire attacking team trample.
Head of the Hunt immediately supplies the 4-power creature Wargling needs, and its replacement effect can create additional Wolves that benefit from Wargling granting the whole attacking team trample.
Galion's 4 power enables Ferocious, and when both attack Galion can make another small attacker a 4/4. Wargling then gives that enlarged creature and the rest of the team trample.
Once another 4-power creature enables both cards, Scrounger's attack trigger grows the entire team while Wargling grants trample, converting the added power into substantially more damage through blockers.
Hospitality can permanently grow a creature to 4 power and enable Wargling's Ferocious attack trigger; the resulting teamwide trample makes Hospitality's accumulated +1/+1 counters much harder to chump-block.
Glóin's natural 4 power enables Wargling's Ferocious attack trigger, pumping the Wargling and granting the entire attacking team trample.
The Raider's 4 power enables Wargling's ferocious attack trigger, which grants trample to the large Army that the Raider builds and lets its concentrated power push through blockers.
Once Ferocious is enabled, Wargling's attack trigger gives Nighthowl Pursuer trample while Pursuer becomes a 3/3, making double blocks against its menace less effective.
The crewed Boat provides the 4 power needed for Wargling's attack trigger, which then grants trample to the entire attacking team, including the Boat and any larger recruited Humans.
With Ferocious active, the Staff doubles Wargling's attack trigger, giving it a total of +2/+0. The repeated trample grant is redundant, but the extra power combines well with the Staff's doubled prowess.
Beorn's 6 power reliably enables Wargling's Ferocious attack trigger, making Wargling attack as a 3/2 while granting trample to the rest of the team.


















