Like the -3 ability which destroys creatures with mana value 3 or above
For example, your deck could contain lots of enchantments and artifacts to boost a relatively low number of creatures
Turn 3-4 seems to be about the point that the first players start missing land drops, and especially if you ramped already with another catch-up-card or a ramp piece then youre not going to be able to trigger it
Dusknoir, surprisingly, has a -20 resistance to colorless Pokemon so it will be able to last even longer because most decks have some normal Pokemon in it so that Pokemon's damage will do 20 hp less to Dusknoir
The combination of pressure, card draw, and mana production makes it a one-card value engine
I've divided the best Werewolf/Wolf related cards from best to worst: The Alpha Of all the options available to us, there's a single card that stands our as the alpha of the pack: Geier Reach Bandit