Chief Warg's Company
Chief Warg's Company1 B G
Creature — Wolf
Trample This creature can't attack unless you control two or more other Wolves. At the beginning of your upkeep, create a 2/2 green Wolf creature token.
rare5/3

Versions

Chief Warg's Company — Base #151
Base #151
Chief Warg's Company — #208
#208

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

CreatureRole — Mainly provides a body on the board.Token MakerRole — Creates token creatures or artifacts.Build-AroundRole — Worth warping your deckbuilding to support.EnablerSets up the condition its archetype's payoffs reward. Count your enablers before valuing payoffs highly.

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 Chief Warg
The Chief WargEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 3/3 — Strong

The 5/3 Company permanently satisfies Ferocious, and its Wolf tokens let it attack — every combat now draws a card.

Nighthowl Pursuer
Nighthowl PursuerEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 3/3 — Strong

A 5/3 Wolf permanently turns on Ferocious, and its weekly Wolf tokens fill the attack requirement alongside the Pursuer.

Synergy graph

Min strength
Chief Warg's Company ↔ The Chief Warg Enabler → Payoff · strength 3/3Chief Warg's Company ↔ Nighthowl Pursuer Enabler → Payoff · strength 3/3Chief Warg's Company (this card)
Showing 2 of 2 connections · click a card to explore its graphLine thickness = strength