Heck, take out the mayor to let this guy transform and murder turn 3
UncreativeNameMaker
★★★★★ (5.0/5.0)(6 votes)
Basking Rootwalla for werewolves. Especially nice in this tribe because it gives you something to do with your mana when you want to avoid casting.
yxbljab
★★★★☆ (4.5/5.0)(6 votes)
Why does he go back into the cage after he becomes a werewolf? :(
Laguz
★★★☆☆ (3.2/5.0)(6 votes)
"Well, my time as a werewolf is over. Time to voluntarily go back in the cage."
Flavor errors like this really bug me, especially in a flavor-centric block
StoicChampion
★★★★★ (5.0/5.0)(4 votes)
There's multiple cages depicted in the art. Once he transforms back, I'm sure his captor wouldn't mind having another "word" with him.
Macsen
★★☆☆☆ (2.0/5.0)(3 votes)
He kinda reminds me of Mad Mardigan. Those old school fantasy movies were so much better than Harry Potter!
Fert12334
★★★★★ (5.0/5.0)(2 votes)
How does a guy in a cage manage to attack someone!? Am I the only one who noticed this? XD
Anyways, about the card, it seems really solid. It can beat down for 3 on turn two, and the Krallenhorde Killer's more expensive pump is useful later in the game when he manages to flip. Even if he flips too early, it's not bad to have a static 2/2 rather than a 3/3 that needs mana constantly pumped into it.
I think it has a lot of potential, aggro Werewolves are becoming more and more viable.
4.5/5
chainsmoker
★★★★★ (5.0/5.0)(2 votes)
@Laguz - we can assume he is "re-captured" during the day. also an extra cage hangs empty there. Certainly a good card, he may replace waif as the one drop.
SkaerKrow
★★★☆☆ (3.5/5.0)(3 votes)
Not bad, but I don't think he's far enough ahead of Young Wolf to get me to shell out the money for a playset of him.
Jannissary
★★★★★ (5.0/5.0)(4 votes)
Werewolves tend to be a little weak, and this guy's no exception. He's not terrible, and the cost is about right at G, but how often are you not casting a single spell?
If more werewolves had mana abilities, or non-spell ways to fetch more werewolves or generate tokens, the whole tribe would be better off.
SetCollector
☆☆☆☆☆ (0.0/5.0)
Watch out MTGO seem to be bugged so that that won't allow you to pump after it flips if you pump before the card has flipped in the same turn.
Guest1381794618
☆☆☆☆☆ (0.0/5.0)
I play him as a 1 drop in a standard MGA deck, and I like this side of him much more than his werewolf side. I find he's actually considerably more flexible, and therefore more threatening than his counterpart. Maybe I'm crazy.
Underrated for sure.
garabor
★★★☆☆ (3.5/5.0)(1 vote)
The trick to werewolves is you have to be satisfied with their human side and view their flipside as only a bonus. That being said, this guy is pretty solid. A 1/1 for g with relevant creature types that people are hesitant to block because of pumps is just plain good if he fills a niche for you.
I use him in mono g human stompy and he is a boss. T1 captive, T2 leave mana open and swing. They never block for fear of pumps. Second main I drop down two thirsty skarrgan pit-skulks. He stays relevant with hamlet captain, mayor of avabruck, and kin. I actually normally prefer his human side.
Mike-C
★★☆☆☆ (2.8/5.0)(2 votes)
@Fert12334: "How does a guy in a cage manage to attack someone!? Am I the only one who noticed this?"
My guess is this.. He transforms when you cast no spells, right? Maybe Wizards was hinting that the most effective way to use him is to DO NOTHING or, metaphorically speaking, just sit there in a cage. How memorable is a 1/1 to your opp right? And then, when the time is right, he flips, you attack, catching your opp off guard and pump for 6 damage! Idk, just a theory :)
Btw, I love the Mad Mardigan reference!! lol
ToAsTy42o
★★☆☆☆ (2.0/5.0)(3 votes)
@ SetCollector and Superllama12
correct me if I'm wrong, but his ability reads "Wolfbitten Captive gets +2/+2," so if you flip him after the fact (with moonmist), his flip side wont get that pump because it is no longer a wolfbitten captive, its a Krallenhorde Killer. I don't think it's a bug online, it's a differently named side, so the pump doesn't apply. Notice his werewolf side's ability specifically says "Krallenhorde Killer gets +4/+4."
Am i right?
edit: Also, if the pump carried over to both sides, it would say "This creature gets +2/+2."
wholelottalove
☆☆☆☆☆ (0.5/5.0)(1 vote)
Werewolves are boring.
DoragonShinzui
★★★★★ (5.0/5.0)(1 vote)
@Toasty420: Wrong. Whenever a card refers to itself, it's referring to the card and not any specific name. This is why other Wolfbitten Captives aren't boosted, for instance. As transforming doesn't make the creature a new object, just alters many of its attributes, the buff would carry over for the same reason auras and counters carry over during a transformation: Same permanent object.
As for the card itself...boring and confusing. I've never understood "pay to buff but only once" abilities, especially in green. Just makes inefficient creatures. And I can't figure out why a guy stuck in a cage can get up and attack anybody anyways. Had they made him, say, a 1/3 with defender, then made his wolf form a 6/3 with trample or something, that'd be interesting. As is...bleh. Bad werewolf.
RamenAwesome
☆☆☆☆☆ (0.0/5.0)
Its kinda ehh, but there is only one other werewolf one drop (Reckless Waif) so you kinda don't have a choice if you want an all werewolf tribal.
Comments (19)
T1: Krallenhorde Killer
T2: Mayor of Avabruck, swing
T3: Immerwolf
T4: Pump this guy, then Moonmist and swing
Heck, take out the mayor to let this guy transform and murder turn 3
Flavor errors like this really bug me, especially in a flavor-centric block
Am I the only one who noticed this? XD
Anyways, about the card, it seems really solid. It can beat down for 3 on turn two, and the Krallenhorde Killer's more expensive pump is useful later in the game when he manages to flip. Even if he flips too early, it's not bad to have a static 2/2 rather than a 3/3 that needs mana constantly pumped into it.
I think it has a lot of potential, aggro Werewolves are becoming more and more viable.
4.5/5
Certainly a good card, he may replace waif as the one drop.
If more werewolves had mana abilities, or non-spell ways to fetch more werewolves or generate tokens, the whole tribe would be better off.
Underrated for sure.
I use him in mono g human stompy and he is a boss. T1 captive, T2 leave mana open and swing. They never block for fear of pumps. Second main I drop down two thirsty skarrgan pit-skulks. He stays relevant with hamlet captain, mayor of avabruck, and kin. I actually normally prefer his human side.
Am I the only one who noticed this?"
My guess is this.. He transforms when you cast no spells, right? Maybe Wizards was hinting that the most effective way to use him is to DO NOTHING or, metaphorically speaking, just sit there in a cage. How memorable is a 1/1 to your opp right? And then, when the time is right, he flips, you attack, catching your opp off guard and pump for 6 damage! Idk, just a theory :)
Btw, I love the Mad Mardigan reference!! lol
correct me if I'm wrong, but his ability reads "Wolfbitten Captive gets +2/+2," so if you flip him after the fact (with moonmist), his flip side wont get that pump because it is no longer a wolfbitten captive, its a Krallenhorde Killer. I don't think it's a bug online, it's a differently named side, so the pump doesn't apply. Notice his werewolf side's ability specifically says "Krallenhorde Killer gets +4/+4."
Am i right?
edit: Also, if the pump carried over to both sides, it would say "This creature gets +2/+2."
As for the card itself...boring and confusing. I've never understood "pay to buff but only once" abilities, especially in green. Just makes inefficient creatures. And I can't figure out why a guy stuck in a cage can get up and attack anybody anyways. Had they made him, say, a 1/3 with defender, then made his wolf form a 6/3 with trample or something, that'd be interesting. As is...bleh. Bad werewolf.