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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.
Posted By: Lifegainwithbite (4/15/2013 12:43:05 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: RamenAwesome (5/30/2013 4:20:24 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Although not my favourite of the captain cycle, this guy's a close second.

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 ... (see all)
Posted By: Ataraxiom (7/24/2013 1:43:06 PM)
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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?
Posted By: PackRaTT (8/15/2013 11:22:09 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: Mode (9/8/2013 4:06:56 PM)
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Wolves finally get a lord as soon as a lot of the good wolf token blasters fall out of standard.
Posted By: Kaleidostorm (10/20/2013 11:37:52 AM)
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If you really need huntsmaster to keep flipping, run it with ruined stalagmite
Posted By: Dr.Pingas (4/19/2014 3:09:43 PM)
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Gatherer works better in the Companion app!

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