Cheap. Dangerous by itself. A lord. A potentially game-winning ability that will ensure your cards are always at their best. Best of all, it is an uncommon. What doesn't this card have? oh right, it requires you to play green werewolves... At least they are better in Ascension, but the red ones are still best.
Superllama12
★★★☆☆ (3.6/5.0)(6 votes)
HOLY CRAPP!!!! SWEET MOTHER OF F***!!!! WEREWOLVES ALL THE WAY!!!!!!!! AWWWWWOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!
Excuse me there, don't really know what just happened
I'm gonna run away from society now before the Church catches me
phyrexiantrygon
★★★★☆ (4.2/5.0)(6 votes)
I think its the best of the lords cycle because it grants an EXTREMELY relevant ability to its tribe: essentially the removal of their drawback. Maybe not as constucted playable, but it makes Werewolf decks elsewhere MUCH more reliable/playable.
Symar
★★☆☆☆ (2.8/5.0)(2 votes)
@jsttu If you're playing werewolves, you're going to want Moonmist and/or Full Moon's Rise anyway, so R/G wolves is what it is, even if you never use the green wolves. And Mayor.
SgtSwaggr
☆☆☆☆☆ (0.5/5.0)(2 votes)
Why are these uncommon!?
Kryptnyt
★★★☆☆ (3.9/5.0)(4 votes)
Intimidate on multicolored creatures is not all that great, but he's still solid.
pedrodyl
★★★★☆ (4.1/5.0)(5 votes)
Are you complaining that these lords are uncommon? This is awesome! I love the art; it's a cute little puppy wolf that's going to rape your face off. Also the third ability is awesomesauce. Oh you like my 3/2 one drop for little to no drawback? me too.
Dolorosa
★★★★★ (5.0/5.0)(3 votes)
Sup Wurwolves, ready to be NOT *** awful? Cause boy, do I have a card for you.
Not even mother *** Legendary. Stack them wolves, lodsacounters!
lorendorky
★★★☆☆ (3.5/5.0)(3 votes)
Mono-White, Human and Spirit tokens, and Zombies, and won't be blocking this pup.
Totema
★★★☆☆ (3.5/5.0)(3 votes)
It's already quite dangerous without it, but that last ability makes this borderline broken. I think my inner Johnny is getting some sweet ideas. It's just too bad that it interacts badly with some werewolves.
Vividice
★★★★★ (5.0/5.0)(6 votes)
This card is the single reason why Werewolfs became a viable deck with DKA. Huntmaster of the Fells probably makes them a Deck to Beat.
.Blaze.
★★☆☆☆ (2.8/5.0)(4 votes)
Werewolfs needed this card a lot. Now that they have it they are howling with joy. Looks like they are moving up in the world.
RAV0004
★★★☆☆ (3.9/5.0)(4 votes)
The best Were/wolf cards are this and huntmaster of the fells.
Unfortunately, the two contradict each other. That's terrible design space, when you make the two best cards of a certain type utterly useless together. This isnt what Werewolves needed. What werewolves needed was things to happen when you waste a turn flipping them, like huntmaster or that red looter one.
Anna_Thema
☆☆☆☆☆ (0.5/5.0)(1 vote)
Got this today during the pre-release, but I was running blue-white...
UncreativeNameMaker
★★★☆☆ (3.5/5.0)(3 votes)
There is some anti-synergy between this and Huntmaster of the Fells but not enough to make me hesitate to use both in a deck. Even if the Huntmaster only gets off each of his abilities once, he's still a really good card. And keeping your werewolves big will almost always be better than getting another 2/2 token and 2 life.
sarroth
☆☆☆☆☆ (0.5/5.0)(1 vote)
I'd say it's only the second best of the uncommon lord cycle, as the hexproof from Drogskol Captain is really valuable to creature-based builds. Nevertheless, saying it's only the sedonb best of the cycle isn't bad, as they're all amazing. Obviously Werewolf decks need this, especially if they're multiplayer ones, because it isn't easy getting those guys to flip with multiple opponents to cast spells, and you definitely will want them to stick once you finally get them there.
Grouchu
☆☆☆☆☆ (0.5/5.0)(1 vote)
I pulled two of these at the prerelease, and had no wolves or werewolves. I was sad.
Saikuba
★★★★☆ (4.3/5.0)(7 votes)
The name could be translated as "always wolf." Which makes sense considering the effect.
Zoah
★★★☆☆ (3.5/5.0)(3 votes)
Why Does everyone think that werewolves need trigger abilities when they transform? That's an awful idea. They do much better just being werewolves. Trigger abilities would make the user want to shift back and forth... into the weaker form and back out again. That's not a good idea.
This guy rocks. He eliminates the drawback of werewolves rather than trying to cover it up, see the huntmaster and the ransacker. This card is a very good tribal card. It makes the whole deck stronger rather than just being strong itself.
DarthParallax
☆☆☆☆☆ (0.5/5.0)(3 votes)
I believe the use of 'Immer' instead of English 'Ever' was a 'happy coincidence' that someone seized on when they were looking for ways to tease the Plane of Valla being the setting in the near future- probably the block right before Return to Ravnica is Valla something or other.
Yes, I know Innistrad has got lots of Eastern European/Germanic language references. I think this one was a two-for-one.
Magic players like two-for-ones, don't they? look up Warstorm Surge and Immerstorm and tell me what you think.
kyp48
☆☆☆☆☆ (0.5/5.0)(2 votes)
This card has totally revolutionised my werewolf deck. not for the sheer fact with garruk i can go looking for these guys, there are now two creatures you can 4 up on which give +1/+1 for a massive +8/+8. The fact that this guy boosts wolves as well means howlpack alpha can pump out 4/4 wolf tokens when they're both out. Immerwolf's last ability takes the only real drawback out of the game. (which isn't that much of a drawback considering you are always running 4 moonmists) To be honest probably the best "Captain" card from Dark Ascension.
jcourie
★★★☆☆ (3.5/5.0)(3 votes)
I have a question, do Lord cards pump each other? Like for example if I have 4 Immerwolves and I get two out, do they pump each other? If I get three out, do any two pump the other one?
thanks in advance to anyone who can clarify this.
MindAblaze
☆☆☆☆☆ (0.5/5.0)(2 votes)
Maybe not the best captain, cause Drogskol Captain is awesome, but probably the most valuable to his tribe.
CapnShapiro
★★★★☆ (4.7/5.0)(3 votes)
@jcourie: Yes, they pump each other, but not themselves. Two Immerwolves give each other +1/+1, three Immerwolves give all Immerwolves +2/+2, and four Immerwolves give all Immerwolves +3/+3.
TheWallinator74
★★★★★ (5.0/5.0)(5 votes)
SWEET. RAPTOR. JESUS!!!
As a player who has been running Werewolves since Innistrad, the revealing of this card was a godsend. Plus, it gave us another lord alongside Mayor of Avabruck/Howlpack Alpha, making Werewolf a viable Standard deck build at last. Just be sure to pack as many Moonmist as possible, epic synergy with this guy!
Kaixe-Rho
☆☆☆☆☆ (0.0/5.0)
Man do I sure love Kessig Captain.
Now where is my darn Gavony Captain?!?
Kasmodian
☆☆☆☆☆ (0.0/5.0)
Love this guy, but with the obvious application of locking our werewolves in to wolf mode, we need a better mythic for werewolf tribal. Huntmaster becomes pretty meh since he's dependent on the flip mechanic.
HowardTreesong
☆☆☆☆☆ (0.0/5.0)
Just awesome in wolf and werewolf decks. Some might say that he conflicts with the Huntmaster, but he works very well with all other werewolves and the Huntmaster is well worth keeping as a trampling 4/4 (well 5/5 with immerwolf) unless you really need more tokens. A couple of these and even wolf tokens are 4/4.
I take him in wolf decks and leave out the werewolf stuff. If you're playing modern, there's great fun to be had with Wolfbriar Elemental.
Tzaph
☆☆☆☆☆ (0.0/5.0)
In my group, he's earned the nickname "I'm A Wolf." Appropriate.
Loompy
☆☆☆☆☆ (0.0/5.0)
Key card in a werewolf deck, totally removes the detriment of the transform mechanic. Also buffs them like a lord! 5/5
dlgn
☆☆☆☆☆ (0.0/5.0)
In response to Zoah, even though I know he isn't going to read this:
The back-and-forth mechanic has several advantages:
1. It has good flavor. "Oh look, I hunt delicious food." "ARGGHHH!"
2. It makes werewolves less 1-dimensional; if there were no triggers, they would basically be "Play a bad card, make it a good card, and hope it doesn't turn back".
3. It creates more ways to play, and changes assumptions, and who doesn't love that?
thisisnotmyname
☆☆☆☆☆ (0.5/5.0)(2 votes)
Sadly the worst of the monster lord cycle. His bonus is useless to werewolves until they are transformed, making him a pretty bad topdeck. He would have been much better if they tacked a moonmist on to him, or gave him flash instead of intimidate. Not getting any bonus from Full Moon's Rise was the final straw. He is no longer in my werewolf deck.
psychichobo
☆☆☆☆☆ (0.0/5.0)
Don't forget he's also a regular Wolf Lord too. For that ability he's not bad.
Sadly, he sorta suffers from my idea of running Ixidron in a werewolf deck...
Caleb4717
☆☆☆☆☆ (0.0/5.0)
I'm confused by some of the comments of "it's anti-synergistic with Huntmaster of the Fells." Are they thinking that Huntmaster won't transform to his werewolf side, because he should. His side with the mana cost is a type of "human werewolf". Immerwolf says only NON-human werewolves can't transform. 5/5
Paprik
★★★★★ (5.0/5.0)(1 vote)
@Caleb4717: No, they are referring to the fact that Huntmaster of the Fells cannot transform back and forth when alongside this card, which is the main point of his existence. Without his turning effects he is just a 4/4 with trample for 4.
Arachnos
★★★★★ (5.0/5.0)(1 vote)
The one true werewolf lord.
enjoy
☆☆☆☆☆ (0.0/5.0)
use this, transformed werewolves with bloodrush , and watch them burn ;) true that huntmaster becomes meh with this
Lord_of_Tresserhorn
★★★★★ (5.0/5.0)(2 votes)
Sup, I heard you like Werewolves, so we put more Wolves in you're Werewolves so your Werewolves will always stay Werewolves!
Anyway, I drew TWO of these puppies at the pre-release today, as well as the Wolfbitten Captive and several common red Werewolves. I never managed to get an army out, but once had both in play, pumping each other. Loads of people played red, so the intimidate was not always effective, but generally, they were probably my best creature.
Gives a great boost to dedicated werwolf decks.
EDIT:
Trivia: This card's name is identical in German, because it is German. It kind of means "Everwolf", as in "Always a Wolf" which is an apt de***ion of how it interacts with the werewolves.
Lifegainwithbite
☆☆☆☆☆ (0.0/5.0)
It's fine with Huntmaster. Huntmaster is not just a 4/4 with trample for 4. Huntermaster is a 4/4 with trample for 4 with crazy ETB effects with this. So what if it can't keep using those effects? It's still a great beater. Mostly Huntmaster would get removed so fast it wouldn't be able to switch back and forth anyway.
RamenAwesome
☆☆☆☆☆ (0.0/5.0)
When I first started playing MTG I was hellbent on making my first deck a werewolf deck. So I bought a red/green starter deck and 7 packs from Innistrad and Dark Ascension and what do I get? Two Reckless Waifs, a Daybreak Ranger, a Kruin Outlaw, and two of these guys. The gods smiled upon me that day.
Cool card. I wish it had better art and/or a little flavor text though...
EDIT:
I've been doing a lot of thinking about this card lately, mainly because I basically bought an entire Warewolf Deck online and it's currently being shipped to me. Anyway, I hear a lot of people on both this thread and other warewolf threads complaining that there needs to be more cards punishing players for casting spells, and then I hear those same people complaining that Immerwolf here doesn't combo with Huntmaster of the Fells... and I have to say that HuntMaster is the answer to those problems. Yes his best attributes are when he's transforming, but he's still a good combo with Immerwolf. Immerwolf buffs all your other wolves/warewolves and doesn't let them change back, which is awesome. A stampede of normal warewolves will prove more useful than huntmaster time and time again, not to mention he doesn't make a bad warewolf himself even if you only get his 2/2 token and 2 damage to creature and player once. That's still card advantage. So what I'm getting at, is having Huntmaster and Immer on the table at the same time is still good. Two reasons, your forcing your opponent to either deal with all your wolves getting buffed, or they'll have to deal with Huntmaster flipping back and forth. I think they go well together. Now I just have to wait for Huntmasters price to go down lol
Ataraxiom
☆☆☆☆☆ (0.0/5.0)
Although not my favourite of the captain cycle, this guy's a close second.
Tribal Support: Werewolves may have been the single hardest-pushed tribe in all of Innistrad. Having by far the most double-sided cards, these suckers have an inconsistency that would make Volatile Rig cry. When untransformed, most Werewolves are below the curve and generally useless for combat. However if you can manage to get your team flipped, they become a force to be reckoned with, with bulky stats and over-the-curve abilities that can turn the match into an early beatdown. The only problem with this is how Werewolves transform; you're either going to have to pass a turn without casting any spells, or somehow cause your opponent to do the same. Cards like Moonmist and Full Moon's Rise provide excellent support, but I can't help but wish that there were some way to restrict your opponent into casting less spells while allowing you to remain in Red/Green colours. Curse Of Exhaustion feels like a missed opportunity here.
Buff Ability: Immerwolf has what is possibly the most creative and flavourful ability of the captain cycle. Not only does he allow you to cast spells at a regular pace without fear of reverting your Werewolves, but he also prevents your opponents from interfering as well. Because unflipped Werewolves generally have the Human Werewolf typing, Immerwolf provides his +1/+1 boost to your entire tribe, even while the tribe is in its weaker form. This goes a long way to helping your army survive until you can initiate a beatdown. (Don't forget that regular wolves like Wolfir Silverheart also benefit from Immerwolf's +1/+1 bonus!)
Solo Ability: Intimidate is an interesting ability here. Although it feels flavourably appropriate on this captain, it is not a very effective ability on a Red/Green hybrid card. Most decks using Green as a mana source are going to be creature-based, therefore much of the time Intimidate is going to be an unusable ability. That aside, when Intimidate does manage to be functional, it allows Immerwolf to join in on the beatdown with the rest of his tribe without risking the loss of a captain.
Balanced, fairly well supported, and fun: 4/5
PackRaTT
☆☆☆☆☆ (0.0/5.0)
Has nobody considered Feed the Pack? I threw it into my werewolf deck and it has worked out great for transforming Huntmaster of the Fells. Sacrifice immerwolf with feed the pack. Gain 2 2/2 wolf tokens from feed, then a 3rd 2/2 from Huntmaster. And gain 2 life. Seems worth it to me. Also seems like a good way to control transformations, and immerwolf. Easily replaceable and grants you wolf tokens when you sac. What does everyone else think?
Mode
☆☆☆☆☆ (0.0/5.0)
You know, I think intimidate would be more awesome if it read: "This creature can't be blocked except by artifact creatures and/or creatures that share all colors with it."
I feel like having more colors makes a card more mysterious than familiar. Or at least keeps some mystery towards a creature with one color if the intimidator doesn't turn from a foreign color into an other, but merely adds the other.
So the flavor would be that Immerwolf for example wouldn't seem quite familiar and somewhat foreign to both a monored Pyreheart Wolf and and monogreen Darkthicket Wolf, since the wolf's other color is more unknown to them.
Also, I don't remember any WUBRG that wouldn't be Intimidating even without the keyword.
Kaleidostorm
☆☆☆☆☆ (0.0/5.0)
Wolves finally get a lord as soon as a lot of the good wolf token blasters fall out of standard.
Dr.Pingas
☆☆☆☆☆ (0.0/5.0)
If you really need huntsmaster to keep flipping, run it with ruined stalagmite
Comments (47)
Excuse me there, don't really know what just happened
I'm gonna run away from society now before the Church catches me
I love the art; it's a cute little puppy wolf that's going to rape your face off.
Also the third ability is awesomesauce. Oh you like my 3/2 one drop for little to no drawback? me too.
Not even mother *** Legendary. Stack them wolves, lodsacounters!
Huntmaster of the Fells probably makes them a Deck to Beat.
Unfortunately, the two contradict each other. That's terrible design space, when you make the two best cards of a certain type utterly useless together. This isnt what Werewolves needed. What werewolves needed was things to happen when you waste a turn flipping them, like huntmaster or that red looter one.
This guy rocks. He eliminates the drawback of werewolves rather than trying to cover it up, see the huntmaster and the ransacker. This card is a very good tribal card. It makes the whole deck stronger rather than just being strong itself.
Yes, I know Innistrad has got lots of Eastern European/Germanic language references. I think this one was a two-for-one.
Magic players like two-for-ones, don't they? look up Warstorm Surge and Immerstorm and tell me what you think.
thanks in advance to anyone who can clarify this.
As a player who has been running Werewolves since Innistrad, the revealing of this card was a godsend. Plus, it gave us another lord alongside Mayor of Avabruck/Howlpack Alpha, making
Now where is my darn Gavony Captain?!?
I take him in wolf decks and leave out the werewolf stuff. If you're playing modern, there's great fun to be had with Wolfbriar Elemental.
The back-and-forth mechanic has several advantages:
1. It has good flavor. "Oh look, I hunt delicious food." "ARGGHHH!"
2. It makes werewolves less 1-dimensional; if there were no triggers, they would basically be "Play a bad card, make it a good card, and hope it doesn't turn back".
3. It creates more ways to play, and changes assumptions, and who doesn't love that?
Sadly, he sorta suffers from my idea of running Ixidron in a werewolf deck...
true that huntmaster becomes meh with this
Anyway, I drew TWO of these puppies at the pre-release today, as well as the Wolfbitten Captive and several common red Werewolves. I never managed to get an army out, but once had both in play, pumping each other. Loads of people played red, so the intimidate was not always effective, but generally, they were probably my best creature.
Gives a great boost to dedicated werwolf decks.
EDIT:
Trivia: This card's name is identical in German, because it is German. It kind of means "Everwolf", as in "Always a Wolf" which is an apt de***ion of how it interacts with the werewolves.
EDIT:
I've been doing a lot of thinking about this card lately, mainly because I basically bought an entire Warewolf Deck online and it's currently being shipped to me. Anyway, I hear a lot of people on both this thread and other warewolf threads complaining that there needs to be more cards punishing players for casting spells, and then I hear those same people complaining that Immerwolf here doesn't combo with Huntmaster of the Fells... and I have to say that HuntMaster is the answer to those problems. Yes his best attributes are when he's transforming, but he's still a good combo with Immerwolf. Immerwolf buffs all your other wolves/warewolves and doesn't let them change back, which is awesome. A stampede of normal warewolves will prove more useful than huntmaster time and time again, not to mention he doesn't make a bad warewolf himself even if you only get his 2/2 token and 2 damage to creature and player once. That's still card advantage. So what I'm getting at, is having Huntmaster and Immer on the table at the same time is still good. Two reasons, your forcing your opponent to either deal with all your wolves getting buffed, or they'll have to deal with Huntmaster flipping back and forth. I think they go well together. Now I just have to wait for Huntmasters price to go down lol
Stromkirk Captain
Immerwolf
Drogskol Captain
Diregraf Captain
Tribal Support: Werewolves may have been the single hardest-pushed tribe in all of Innistrad. Having by far the most double-sided cards, these suckers have an inconsistency that would make Volatile Rig cry. When untransformed, most Werewolves are below the curve and generally useless for combat. However if you can manage to get your team flipped, they become a force to be reckoned with, with bulky stats and over-the-curve abilities that can turn the match into an early beatdown. The only problem with this is how Werewolves transform; you're either going to have to pass a turn without casting any spells, or somehow cause your opponent to do the same. Cards like Moonmist and Full Moon's Rise provide excellent support, but I can't help but wish that there were some way to restrict your opponent into casting less spells while allowing you to remain in Red/Green colours. Curse Of Exhaustion feels like a missed opportunity here.
Buff Ability: Immerwolf has what is possibly the most creative and flavourful ability of the captain cycle. Not only does he allow you to cast spells at a regular pace without fear of reverting your Werewolves, but he also prevents your opponents from interfering as well. Because unflipped Werewolves generally have the Human Werewolf typing, Immerwolf provides his +1/+1 boost to your entire tribe, even while the tribe is in its weaker form. This goes a long way to helping your army survive until you can initiate a beatdown. (Don't forget that regular wolves like Wolfir Silverheart also benefit from Immerwolf's +1/+1 bonus!)
Solo Ability: Intimidate is an interesting ability here. Although it feels flavourably appropriate on this captain, it is not a very effective ability on a Red/Green hybrid card. Most decks using Green as a mana source are going to be creature-based, therefore much of the time Intimidate is going to be an unusable ability. That aside, when Intimidate does manage to be functional, it allows Immerwolf to join in on the beatdown with the rest of his tribe without risking the loss of a captain.
Balanced, fairly well supported, and fun: 4/5
"This creature can't be blocked except by artifact creatures and/or creatures that share all colors with it."
I feel like having more colors makes a card more mysterious than familiar. Or at least keeps some mystery towards a creature with one color if the intimidator doesn't turn from a foreign color into an other, but merely adds the other.
So the flavor would be that Immerwolf for example wouldn't seem quite familiar and somewhat foreign to both a monored Pyreheart Wolf and and monogreen Darkthicket Wolf, since the wolf's other color is more unknown to them.
Also, I don't remember any WUBRG that wouldn't be Intimidating even without the keyword.