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Community Rating: 3.896 / 5  (139 votes)
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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.
Posted By: phyrexiantrygon (1/26/2012 5:51:33 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: pedrodyl (1/26/2012 7:30:50 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: jsttu (1/26/2012 3:16:32 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Intimidate on multicolored creatures is not all that great, but he's still solid.
Posted By: Kryptnyt (1/26/2012 7:27:49 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: RAV0004 (1/27/2012 4:36:18 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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
Posted By: Superllama12 (1/26/2012 4:16:13 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Mono-White, Human and Spirit tokens, and Zombies, and won't be blocking this pup.
Posted By: lorendorky (1/26/2012 10:28:20 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: Totema (1/26/2012 10:37:07 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: UncreativeNameMaker (1/28/2012 1:34:33 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: Zoah (2/2/2012 3:36:06 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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