Geier Reach Bandit // Vildin-Pack Alpha
Geier Reach Bandit
Creature — Human Rogue WerewolfHaste
At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.
Vildin-Pack Alpha
Creature — WerewolfWhenever a Werewolf enters the battlefield under your control, you may transform it.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.
Legalities
- brawl: banned
- commander: legal
- legacy: legal
- modern: legal
- pauper: legal
- standard: banned
- vintage: legal
- pioneer: legal
Rulings
- 2016-04-08:
The abilities that transform a Werewolf back and forth look at the entire previous turn, even if the Werewolf with that ability wasn’t on the battlefield for some or all of that turn.
- 2016-04-08:
If you control three Vildin-Pack Alphas and a Werewolf enters the battlefield under your control, you may transform it, transform it again, and transform it a third time.
- 2016-04-08:
If a creature with haste transforms and no longer has haste on the same turn that it comes under your control, such as if you cast a Geier Reach Bandit when you already control a Vildin-Pack Alpha, it won’t be able to attack that turn.
- 2016-04-08:
To trigger the Werewolf’s back face’s transform ability, a single player must have cast two or more spells during the previous turn. If multiple players each cast just one spell during the previous turn, the ability won’t trigger.
- 2016-07-13:
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).