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Chief Warg's Company
AI draftAI-generated draft analysis — not yet human-reviewed. Treat with healthy skepticism.Limited summary
Two-mana 5/3 trample that makes a 2/2 Wolf every upkeep but can't attack without two other Wolves. Absurd stats for the cost — it defends immediately, builds its own pack, and turns on every Ferocious card in your deck.
Roles
Archetypes
Gameplay notes
It blocks as a 5/3 from turn two with no restriction — the attack clause only delays offense. Two upkeeps of tokens unlock it by itself.
Key synergies
The 5/3 Company permanently satisfies Ferocious, and its Wolf tokens let it attack — every combat now draws a card.
A 5/3 Wolf permanently turns on Ferocious, and its weekly Wolf tokens fill the attack requirement alongside the Pursuer.
Company naturally supplies the 5-power creature needed for Ferocious and produces a Wolf token every upkeep for Puppyyyy to grow. Puppyyyy also helps satisfy Company's attack restriction: after Company creates a token, Puppyyyy and that token are the two other Wolves it needs.
Head of the Hunt is another Wolf toward the Company's attack restriction, and every opposing creature that dies can supply another Wolf token. In return, the Company's upkeep tokens make it much easier to keep enough Wolves for both large creatures to attack.
Ravening Warg is a cheap Wolf that helps satisfy the Company's requirement to control two other Wolves. In return, the 5-power Company immediately enables Ravening Warg's Ferocious life-gain trigger and produces additional Wolves.
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.
Bejeweled Warg is a cheap Wolf that helps satisfy the Company's requirement for two other Wolves, while the Company's recurring Wolf tokens provide additional targets for Bejeweled Warg's +1/+1 counters.
Chief Warg's Company creates a fresh 2/2 Wolf every upkeep, giving Tom, Bert, and William renewable sacrifice fodder that converts into two cards before the discard without consuming nontoken creatures.
Rhovanion Rampager counts toward the two other Wolves needed for Chief Warg's Company to attack, while the Company's recurring 2/2 Wolf tokens provide expendable sacrifice fodder that gives the Rampager two +1/+1 counters each turn.
Desolation Prowler counts toward the two other Wolves required for Chief Warg's Company to attack, while the Company's upkeep token helps complete that requirement and builds a wider Wolf board.
Chief Warg's Company creates a fresh 2/2 Wolf every upkeep for Galion to turn into a 4/4 attacker, letting the repeated tokens apply substantially more pressure without risking a more valuable creature.
Choosing Wolf gives Chief Warg's Company and every Wolf token it produces +2/+2, converting its recurring token engine into a rapidly growing board of 4/4 attackers while making the Company itself a 7/5 trampler.
Chief Warg's Company continually supplies Wolf tokens that can be cashed in to The Sackville-Bagginses for a card and a Treasure, allowing the sacrifice effect to generate value without consuming an important nontoken creature.
Its 5 power immediately enables Ferocious, and its recurring Wolf tokens help protect both creatures so the Rabbit can keep growing over multiple combats.
Duskwatch Hunter counts toward the two other Wolves required for Chief Warg's Company to attack, and its counter can strengthen a fragile Wolf while developing that required board.
Mirkwood fixes both of the Company's colors and can later put two +1/+1 counters on either Chief Warg's Company or one of its Wolf tokens, turning the land into a substantial tribal upgrade.
















