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Community Rating: 3.410 / 5  (61 votes)
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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.
Posted By: UncreativeNameMaker (1/28/2012 1:50:06 PM)
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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.
Posted By: StoicChampion (1/31/2012 12:39:05 PM)
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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.
Posted By: Jannissary (2/7/2012 4:12:06 PM)
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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
Posted By: Fert12334 (2/4/2012 7:53:42 PM)
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@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.
Posted By: chainsmoker (2/4/2012 11:57:42 PM)
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@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.
Posted By: DoragonShinzui (5/15/2013 10:31:50 PM)
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Why does he go back into the cage after he becomes a werewolf? :(
Posted By: yxbljab (1/29/2012 2:44:16 AM)
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Wow. Just wow. Imagine
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
Posted By: Superllama12 (1/26/2012 3:43:25 PM)
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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.
Posted By: SkaerKrow (2/6/2012 6:18:11 AM)
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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.
Posted By: garabor (4/6/2012 7:58:55 AM)
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