Awesome art, awesome card. A nice big werewolf that'll kill all those little utility creatures.
A3Kitsune
★★☆☆☆ (2.5/5.0)(1 vote)
@Tsuniki: Poison? Nope. Poison doesn't affect creatures, it only harms players. You might be thinking of Infect.
Also, the Fight ability is not combat, and abilities that only function during combat do nothing when creatures Fight. Deathtouch still works, though, as it activates from dealing damage.
Add the right equipment and this thing will kill anything. This thing is Boss with Deathtouch.
Not sure if this has been mentioned yet but... Basilisk Collar
Pie_Harbinger
★★☆☆☆ (2.8/5.0)(2 votes)
I want a double sided card to have one side like common and the other face mythic rare or something, not saying its a good idea just think it would be cool:)
DarthParallax
★★★☆☆ (3.2/5.0)(3 votes)
AngelicOverseer, you're just wrong. If you're looking for breaking Deathtouch WIDE OPEN, go with Infernal Titan, and that's straight up BETTER than Visara, IMO. This guy will get kiled trying to mimic Visara. BUT BUT!
He's stil very good. He's repeatabe Flame Slash, and I personally want to give him Inquisitor's Flail because it exactlly doubles what he does. Since "Fight" is a double-edged sword, and I like that interaction, I'd rather keep this guy as "be very violent, with a chance of dying", then "be very cruel, with no drawback".
But I understand people will try to give him DeathStrike anyway. (Deathtouch + First Strike)
My guess for the Werewolf Mirror is that either this guy or the Ironsmith will be one of the most important 'Tech' cards because every deck need some way of axing Reckless Waif. This guy has better odds against the Mayor, though. Unsurprisingly, the rare is just better than the common.
The only thing I don't like about this card is that his art desc ription did not give the order "must have include the moon". I dunno if some people think that putting the moon on all werewolves would be too 'cute', in a lame way, or 'actually badass', but personally the idea tickles me. :)
My FAVORITE thing about Werewolves is that they are the first monsters I might try really collecting, being both quite good enough for serious decks and cheap enough to acquire playsets. I also like how the chasey expensive rares this time are cards I would personally only desire one-of, since all 3 (Snapcaster and the two Walkers), have something about them that justifies them as 'Legendary' to my sensibilities.
Anybody else think that Wizards gave "Completely Frakkin Awesome" more than it's share of the Color Pie this Block? (Completely Frakkin Awesome is now the 6th color.)
I'm kinda tempted to make a deck with this and Stuffy Doll, so I can buff it up and have it beat it up.
Tsunaki
★★☆☆☆ (2.8/5.0)(2 votes)
Not only does this kill "Utility" Creatures... It can "Attack" Flying, Shadow, and other 'Uncrackable' or other such immured Creatures. Not to mention this is a 4/4 and can be buffed up to increase it's damage and resistance.
Basically says "I get to attack who I want for and you can't stop me" Although it's a decent card for most games, I do believe it's usefulness is limited. As it is one of the only Green Lycanthopes people might end up playing because of it is one of the only Green werewolf that is somewhat decent.
Strengths: 4/4 for three with " I can attack anyone I want", can intimidate your opponent into wasting cards just to prevent him from transforming, werewolf support
Weakness: 2/2 for 3 until "Night time", can be reverted with vs Aggro Stiles, Opponent can lay against his weakness by playing card to prevent/revert it's trance formation, being the only Green werewolf that has a decent effect for a reasonable cost, it will be hard to play. The way the ability is written, it will STILL harmed by Poison, Flanking, First/Double Strike, Deathtouch and other such negative "Combat" effect's the opponent might have.
Playstyle: (?) Aggro, Werewolf cards FORCE your opponent to play their cards as soon as they can to either prevent a trance formation or revert it back to it's former form. This is good to make players waste their cards early on, but easily hurt by other aggro play stiles.
Final Rating 3.5 While it is very effective in certain situations, but because of it's effect change from "deal damage" to "fight" when it transforms, it is much less effective. Fighting, while allows it to fight flying and other such battle immuned creatures, it also damages it when fighting ceatures with first/double strike or deathtouch.
::Edit:: @Kitsune: When did I ever say "Flight"? I said "Flanking" you know, the old "Creatures without flanking that battle this card gets -1/-1 until the end of this turn"? It has nothing to do with flying, but because this card down NOT have flanking, it will take the -1/-1 until the end of turn if you find yourself playing against a casual game Flanking deck. That being One ability outside of standard that hurts this card, there are MANY other cards that hurt this card still...
But yes, I am sorry, I did mean Infect/Wither...
Manadeath
☆☆☆☆☆ (0.5/5.0)(3 votes)
Deathtouch does NOT work. Prey Upon is not combat damage and here is the ruling on deathtouch 702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature‘s toughness.
Only infect and lifelink work with prey upon, death touch first/double strike do not.
Zoltantf
☆☆☆☆☆ (0.0/5.0)
Very cool werewolf. This set is full of unique creatures. It kind of reminds me of the kamigawa block, without the legendary restriction. On the discussion about breaking deathtouch, combo basilisk colar, and goblin sharpshooter. This combo is a one sided board board sweep.
Darkvayne
★★★☆☆ (3.5/5.0)(1 vote)
Very nice card, however i think that it would be better if it weren't a trasformable.
Tynansdtm
★★★★★ (5.0/5.0)(4 votes)
@Manadeath: The rule you're quoting is 100% irrelevant, because it's about how to assign lethal combat damage (for example, from a source with trample). The reminder text for Deathtouch reads "Any amount of damage dealt to a creature by a source with deathtouch is enough to destroy it." @Tsunaki: Flanking reads "Whenever this creature blocks or becomes blocked by a creature without flanking, that creature gets -1/-1 until end of turn." Blocks or becomes blocked. Fighting is neither. Fighting doesn't interact with flanking. If you knew how to read, we wouldn't have this problem.
Tiemuuu
★★☆☆☆ (2.8/5.0)(2 votes)
first strike and double strike do not work deathtouch and lifelink do work
Axelle
★★★★★ (5.0/5.0)(1 vote)
Never running from a real fight! She is the one named Daybreak Ranger!
Kirbster
★★★☆☆ (3.4/5.0)(4 votes)
I used to be an archer... then I took a werewolf to the knee.
Seth346
☆☆☆☆☆ (0.5/5.0)(1 vote)
The best werewolf... Right up there with huntmaster of the fells... amazing card for beginning of you opponents 4th turn... Kill one of their creatures, or the one they just put out. Can always be tapped in response to kill spells or fiend hunter... Can block/kill 2 creatures each combat, can let game-winning damage get through... Also allows a deck with no flying creatures.
Lifegainwithbite
☆☆☆☆☆ (0.0/5.0)
@seth346: What you don't seem to understand is that for that situation to occur, you would have to rely on your opponent playing lots of small flying creatures. What if your opponent plays none at all? What do you do then? Huntmaster of the Fells works well in every situation, this works well in very limited situations.
RamenAwesome
☆☆☆☆☆ (0.0/5.0)
Nightfall predator is easily my second favorite werewolf, trailing just behind Terror of Kruin Pass. Once she's transformed she'll easily start wiping out your opponents utilities, and if you play an Increasing Savegry or give her deathtouch than you basically got yourself a one mana kill spell.
TowerDefender
☆☆☆☆☆ (0.0/5.0)
Nightshade Peddler or Necrobite the first side can kill most indestructible flyers, even Gisela as Daybreak Ranger deals two damage! And this side can bring the pain at most things without protection from Green! Just pulled one and looking forward to trying her out in my Gruul deck!
Irandrura
☆☆☆☆☆ (0.0/5.0)
As far as I can tell, Nightfall Predator is the only way in M:tG to get a creature to fight itself.
Toquinha1977
☆☆☆☆☆ (0.0/5.0)
@Fellkitty: although the visual of a werewolf trying to tear apart a tiny little doll and failing is hilarious.
Comments (24)
Also, the Fight ability is not combat, and abilities that only function during combat do nothing when creatures Fight. Deathtouch still works, though, as it activates from dealing damage.
Add the right equipment and this thing will kill anything.
This thing is Boss with Deathtouch.
Not sure if this has been mentioned yet but...
Basilisk Collar
He's stil very good. He's repeatabe Flame Slash, and I personally want to give him Inquisitor's Flail because it exactlly doubles what he does. Since "Fight" is a double-edged sword, and I like that interaction, I'd rather keep this guy as "be very violent, with a chance of dying", then "be very cruel, with no drawback".
But I understand people will try to give him DeathStrike anyway. (Deathtouch + First Strike)
My guess for the Werewolf Mirror is that either this guy or the Ironsmith will be one of the most important 'Tech' cards because every deck need some way of axing Reckless Waif. This guy has better odds against the Mayor, though. Unsurprisingly, the rare is just better than the common.
The only thing I don't like about this card is that his art desc ription did not give the order "must have include the moon". I dunno if some people think that putting the moon on all werewolves would be too 'cute', in a lame way, or 'actually badass', but personally the idea tickles me. :)
My FAVORITE thing about Werewolves is that they are the first monsters I might try really collecting, being both quite good enough for serious decks and cheap enough to acquire playsets. I also like how the chasey expensive rares this time are cards I would personally only desire one-of, since all 3 (Snapcaster and the two Walkers), have something about them that justifies them as 'Legendary' to my sensibilities.
Anybody else think that Wizards gave "Completely Frakkin Awesome" more than it's share of the Color Pie this Block? (Completely Frakkin Awesome is now the 6th color.)
He's a Flame Slash on 4/4 legs.
Bitchin' hell.
It can "Attack" Flying, Shadow, and other 'Uncrackable' or other such immured Creatures.
Not to mention this is a 4/4 and can be buffed up to increase it's damage and resistance.
Basically says "I get to attack who I want for
Although it's a decent card for most games, I do believe it's usefulness is limited. As it is one of the only Green Lycanthopes people might end up playing because of it is one of the only Green werewolf that is somewhat decent.
Strengths: 4/4 for three with "
Weakness: 2/2 for 3 until "Night time", can be reverted with vs Aggro Stiles, Opponent can lay against his weakness by playing card to prevent/revert it's trance formation, being the only Green werewolf that has a decent effect for a reasonable cost, it will be hard to play. The way the ability is written, it will STILL harmed by Poison, Flanking, First/Double Strike, Deathtouch and other such negative "Combat" effect's the opponent might have.
Playstyle: (?) Aggro, Werewolf cards FORCE your opponent to play their cards as soon as they can to either prevent a trance formation or revert it back to it's former form. This is good to make players waste their cards early on, but easily hurt by other aggro play stiles.
Final Rating 3.5
While it is very effective in certain situations, but because of it's effect change from "deal damage" to "fight" when it transforms, it is much less effective. Fighting, while allows it to fight flying and other such battle immuned creatures, it also damages it when fighting ceatures with first/double strike or deathtouch.
::Edit::
@Kitsune: When did I ever say "Flight"? I said "Flanking" you know, the old "Creatures without flanking that battle this card gets -1/-1 until the end of this turn"? It has nothing to do with flying, but because this card down NOT have flanking, it will take the -1/-1 until the end of turn if you find yourself playing against a casual game Flanking deck. That being One ability outside of standard that hurts this card, there are MANY other cards that hurt this card still...
But yes, I am sorry, I did mean Infect/Wither...
702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch
is considered to be lethal damage, regardless of that creature‘s toughness.
Only infect and lifelink work with prey upon, death touch first/double strike do not.
@Tsunaki: Flanking reads "Whenever this creature blocks or becomes blocked by a creature without flanking, that creature gets -1/-1 until end of turn." Blocks or becomes blocked. Fighting is neither. Fighting doesn't interact with flanking. If you knew how to read, we wouldn't have this problem.
deathtouch and lifelink do work
She is the one named Daybreak Ranger!