While I am glad that there is finally a werewolf commander, he is kind of boring. It would be a lot nicer if the +4/+4 gave trample as well. Or if it was instead "Whenever any werewolf you control transforms, target creature gets +2/+2 until end of turn."
While I didn't fall out of my chair he's still spitting out a pump spell if he ETBs that's fairly sizable. I mean, a 5 damage thopter coming in on round 5 isn't the worst thing in the world when you have a beefy blocker as backup that still needs an answer.
He also seems fairly nuts with menace. sin prodder, goblin dark-dwellers, etc. those also just happen to be straight value creatures on their own too. Maybe playable?
Unfortunately I don't think this will stem the tide of GW tokens and that's unfortunate. Spending 5 mana and running a large creature into a 0/1 plant token is embarrassing. Especially when they follow up with something like swing+planar outburst+spit out 0-2 more dudes off my walkers, go.
He's disappointing, guys...it needs a build around deck. It could make the cut into standard as top of the curve in a zoo-like deck, but that's all. Sadness...no modern viable legendary werewolf...
Oh noes, the niche standard tribe isn't one of the average of three cards per set that break into the power fest that is Modern! WHATEVER SHALL WE DO!!!!
You know what, he should have given +8/+8, Annihilator 10, Trample, Infect, Flying, and cost RG. That would have been Modern playable!
No, dude...that would have been Modern-Legacy-all formats-immediatly-banned. That's simply my opinion...I said the same thing about Sin Prodder and a bunch of people called me a hater...well, sin prodder sees exactly 0 play.
Sure it's not modern playable. If you wanna see a modern playable werewolf, look no further than Huntmaster of the Fells.
In standard, could see play in a Zoo-like deck but after rotation. A turn 4 Languish makes this a turn 5, 5cmc, 4/4 vanilla.
So, no ofense buddy, let's agree to disagree and have a talk about this in 2 months time.
Best of whises! Cheers!
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He's disappointing, guys...it needs a build around deck. It could make the cut into standard as top of the curve in a zoo-like deck, but that's all. Sadness...no modern viable legendary werewolf...
Oh noes, the niche standard tribe isn't one of the average of three cards per set that break into the power fest that is Modern! WHATEVER SHALL WE DO!!!!
You know what, he should have given +8/+8, Annihilator 10, Trample, Infect, Flying, and cost RG. That would have been Modern playable!
No, dude...that would have been Modern-Legacy-all formats-immediatly-banned. That's simply my opinion...I said the same thing about Sin Prodder and a bunch of people called me a hater...well, sin prodder sees exactly 0 play.
Sure it's not modern playable. If you wanna see a modern playable werewolf, look no further than Huntmaster of the Fells.
In standard, could see play in a Zoo-like deck but after rotation. A turn 4 Languish makes this a turn 5, 5cmc, 4/4 vanilla.
So, no ofense buddy, let's agree to disagree and have a talk about this in 2 months time.
Best of whises! Cheers!
You were asking for a Modern playable. We see around three of those per set. Don't you think asking for that is a little much?
It does what it needs to. Gives a werewolf commander. Does its own thing while not being a format staple, a good thing for a mythic. Provides a strong R/G creature in standard that won't break the game, but you'll rarely be sorry to see it. Might see play, might not. But the only way it was going to see Modern play is if it gave overwhelming card advantage (Collected Company, K-Command) or cost 2. The Modern card pool is far too tight for anything else.
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"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
Yeah what's sad is he isn't "bad", and werewolf fans like myself should just be happy to have a werewolf commander, but he doesn't exactly inspire you to build around him. You play him because... werewolves?
If he was standard powerful and just happened to be legendary for commanders then that'd be cool but I feel like he just does the bare minimum to be what we wanted. Ahh well. I still want one.
Well...so far Edlritch Moon just has me full of conflicted feelings. Perhaps that was its goal?
This is adding to my turmoil. I am SUPER happy that I don't have to convince my playgroup to let me use Arlinn as my werewolf commander. I am glad we got a werewolf legendary...maybe I should just leave my comments at that....
Nah, can't do it. This is the internet. Honestly, we really had to wait 5 years for them to "figure out how a legendary flip creature would work" just to get something as uninspired as a Wolfir Silverheart with a flip of Prey Upon? Are YOU JOKING?! Listen, I'm not even discussing the power-level of this card yet. I am just talking about the painfully bland, and basic design. Werewolves have only gotten 2 Blocks!! 2!! We don't have access to multiple lord styles or play types. Our only thing is the flip mechanic and you can't let our legendary have some influence on that? Why? Because we got Vildin-Pack Alpha? Just full of wtf right now.
This card's flavor is basically - looky, I make my wolf companion thuper thtrong when I enter! Hey, don't hurt my wolfie buddy!! I'm gonna fight you now! FFS...I hate myself for typing that sentence but I'm going to let it stick.
Where is my meme? Makes Werewolf Lord ==> Has Nothing To Do With Werewolves - someone make that for me, please (with the stupid hat and stuff).
Also, why does Ulrich look so much like Sage of Ancient Lore? Hey, great job in making him unique and identifiable as a Legendary...G** Da****!
Now, his power level outside of my bias for wanting a werewolf - it seems very good in this standard meta. That's a very big power buff on the front and I like the removal potential on the backend. In all honesty, this card has no need to be a werewolf, so looking at it as just a static creature, I would be happy to pay 5 mana for these effects. Especially in green.
Btw, this guy is nowhere close to as good as Huntmaster. If your board is empty and you cast Ulrich, ypu paid 5 for a 4/4 unless yoy can give him haste. If you can, you get an 8/8 that's easily chumped. He is a step in the direction that werewolves should go but definitely not Huntmaster level
Pretty boring card. ETB/Flip buff and fight flip? This design is simply plain boring.
Also I don't think he is that strong, considering that you don't have full control over the flipping, and outside of the flip, both of this abilities are pretty bland. He could have flash or haste on the front side, and maybe trample on the back.
So the RG werewolf legend that everyone wanted for commander... is actually pretty terrible in commander, the irony. Bomb in limited obviously, in constructed I don't know, a 5 mana creature isn't what agressive red-green decks are looking for. His boost doesn't give trample, which is a big deal since standard is infested with thopter, plant, warrior and gideons tokens. I think he will see at least some play, but I really doubt that he's so good you'd want more than two copies in your deck.
I'm SO SICK of the "too strong for Standard" argument. It's the new "Dies to removal". We can have a two mana 4/4 with a zillion abilities, but we can't just have Accumulated Knowledge. Makes sense.
Well...so far Edlritch Moon just has me full of conflicted feelings. Perhaps that was its goal?
This is adding to my turmoil. I am SUPER happy that I don't have to convince my playgroup to let me use Arlinn as my werewolf commander. I am glad we got a werewolf legendary...maybe I should just leave my comments at that....
Nah, can't do it. This is the internet. Honestly, we really had to wait 5 years for them to "figure out how a legendary flip creature would work" just to get something as uninspired as a Wolfir Silverheart with a flip of Prey Upon? Are YOU JOKING?! Listen, I'm not even discussing the power-level of this card yet. I am just talking about the painfully bland, and basic design. Werewolves have only gotten 2 Blocks!! 2!! We don't have access to multiple lord styles or play types. Our only thing is the flip mechanic and you can't let our legendary have some influence on that? Why? Because we got Vildin-Pack Alpha? Just full of wtf right now.
This card's flavor is basically - looky, I make my wolf companion thuper thtrong when I enter! Hey, don't hurt my wolfie buddy!! I'm gonna fight you now! FFS...I hate myself for typing that sentence but I'm going to let it stick.
Where is my meme? Makes Werewolf Lord ==> Has Nothing To Do With Werewolves - someone make that for me, please (with the stupid hat and stuff).
Also, why does Ulrich look so much like Sage of Ancient Lore? Hey, great job in making him unique and identifiable as a Legendary...G** Da****!
Now, his power level outside of my bias for wanting a werewolf - it seems very good in this standard meta. That's a very big power buff on the front and I like the removal potential on the backend. In all honesty, this card has no need to be a werewolf, so looking at it as just a static creature, I would be happy to pay 5 mana for these effects. Especially in green.
Btw, this guy is nowhere close to as good as Huntmaster. If your board is empty and you cast Ulrich, ypu paid 5 for a 4/4 unless yoy can give him haste. If you can, you get an 8/8 that's easily chumped. He is a step in the direction that werewolves should go but definitely not Huntmaster level
Yeah, the card is bland as far as design goes. However, I think it's a perfectly fine card. Its not amazing but not trash like everyone else seems to think. I'm gonna wait to see what else is in the set before saying he's bad or great.
Well, there is technically a werewolf legendary now... Cool casual card, but suuuuuuper boring do-nothing for commander. Sorry commander players; your werewolf decks still don't have a leader.
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Nice, I love bulk mythics that are intended for EDH but yet seem much worse of a themed general than some legends who aren't even the right tribe (Ruric-Thar, the Unbowed or Animar, Soul of Elements) Ideally, the legendary werewolf would have made werewolves in EDH actually viable and not just a gimmick deck for furries.
In EDH, you have to deal 120 damage to win a pod via creature damage. An efficient way to do that is with combos or infect or alternate win conditions. An INEFFICIENT way to do that is with three and four-drop critters with a power/toughness lower than their CMC. By the time you can build up enough werewolves to be any kind of a noticeable threat some chuckle ***** has already Tooth and Nailed you back to the stone age four turns ago. Ulrich should have made your werewolves bigger or cheaper or some other kind of tribal (maybe he should pump everyone when he transforms?) or had an activated ability to transform them.
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Slightly disappointed. He is like Arlinn Kord. Looks awesome during spoiler season, but kinda meh and does not fit in current meta. But then again, this could turn the other way.
Slightly disappointed. He is like Arlinn Kord. Looks awesome during spoiler season, but kinda meh and does not fit in current meta. But then again, this could turn the other way.
I feel like the tribal synergy is still here, even if it's indirect, because he heavily incentivizes your opponents from casting two spells to flip your werewolves back because you can just pass turn and get a couple powerful effects without spending any mana or cards. Ultimately, I feel like his playability is going to be heavily influenced by how good the other red spells are in this set, especially the instants. While he does combo really well with Vildin-Pack Alpha, he'll probably wind up in some sort of good-stuff Jund deck instead of werewolf tribal being a thing, though.
I personally was hoping for something like
"nonhuman werewolf creatures you control cannot transform,"
but I learned to quit expecting WotC to print what I wanted a while ago
I personally was hoping for something like
"nonhuman werewolf creatures you control cannot transform,"
but I learned to quit expecting WotC to print what I wanted a while ago
Oh wow, I forgot that effect already existed!
It would still make a great "night side" ability
(as long as it said "all *other* nonhuman werewolf creatures")
And ShadowFenril's idea would have been great for the "day side".
Oh well, now we have this. Xenagos, God of Revels is probably still a better Commander for this type of deck.
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Well he isn't anything splashly and kind of boring but he is powerful he you can get him going. Repeatable fight is powerful and I have a huge amount of werewolf pumpers so he defiantly won't be fighting for just 6/6 and a lot of werewolves have trample/menace/intimidate which will be hitting hard with that +4/+4.
He is not a game winner but more of a support/utility card.
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Ah ha ha ha, oh god, this is hilarious. That's what you get when enough players beg for a legendary creature in a tribe that isn't optimized in EDH. You get this beautiful beatstick. Anyhow, the people who are really serious about a werewolf EDH deck probably don't care how well he stacks up against Ruric or Xenagod.
Werewolves are all about killing creatures and beating face, and that's exactly what he does. A comparison to Huntmaster of the Fells doesn't really work, since jacking up your dudes doesn't really compare to spitting out tokens, and fighting lets him take out bigger opposing creatures. That +4/+4 is a great disincentive to transforming him back, and werewolves enough trample granting effects that the lack of it doesn't matter on Ulrich.
I thought of one small line to add to his etb/flip effect: "Reduce the number of spells you cast this turn by 1." I don't know if this is mechanically possible, but for garsh sake, let it actually help werewolves somehow...
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Storm Crow is strictly worse than Seacoast Drake.
He also seems fairly nuts with menace. sin prodder, goblin dark-dwellers, etc. those also just happen to be straight value creatures on their own too. Maybe playable?
Unfortunately I don't think this will stem the tide of GW tokens and that's unfortunate. Spending 5 mana and running a large creature into a 0/1 plant token is embarrassing. Especially when they follow up with something like swing+planar outburst+spit out 0-2 more dudes off my walkers, go.
No, dude...that would have been Modern-Legacy-all formats-immediatly-banned. That's simply my opinion...I said the same thing about Sin Prodder and a bunch of people called me a hater...well, sin prodder sees exactly 0 play.
Sure it's not modern playable. If you wanna see a modern playable werewolf, look no further than Huntmaster of the Fells.
In standard, could see play in a Zoo-like deck but after rotation. A turn 4 Languish makes this a turn 5, 5cmc, 4/4 vanilla.
So, no ofense buddy, let's agree to disagree and have a talk about this in 2 months time.
Best of whises! Cheers!
Looks cool, might try and build werewolf edh
You were asking for a Modern playable. We see around three of those per set. Don't you think asking for that is a little much?
It does what it needs to. Gives a werewolf commander. Does its own thing while not being a format staple, a good thing for a mythic. Provides a strong R/G creature in standard that won't break the game, but you'll rarely be sorry to see it. Might see play, might not. But the only way it was going to see Modern play is if it gave overwhelming card advantage (Collected Company, K-Command) or cost 2. The Modern card pool is far too tight for anything else.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
If he was standard powerful and just happened to be legendary for commanders then that'd be cool but I feel like he just does the bare minimum to be what we wanted. Ahh well. I still want one.
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This is adding to my turmoil. I am SUPER happy that I don't have to convince my playgroup to let me use Arlinn as my werewolf commander. I am glad we got a werewolf legendary...maybe I should just leave my comments at that....
Nah, can't do it. This is the internet. Honestly, we really had to wait 5 years for them to "figure out how a legendary flip creature would work" just to get something as uninspired as a Wolfir Silverheart with a flip of Prey Upon? Are YOU JOKING?! Listen, I'm not even discussing the power-level of this card yet. I am just talking about the painfully bland, and basic design. Werewolves have only gotten 2 Blocks!! 2!! We don't have access to multiple lord styles or play types. Our only thing is the flip mechanic and you can't let our legendary have some influence on that? Why? Because we got Vildin-Pack Alpha? Just full of wtf right now.
This card's flavor is basically - looky, I make my wolf companion thuper thtrong when I enter! Hey, don't hurt my wolfie buddy!! I'm gonna fight you now! FFS...I hate myself for typing that sentence but I'm going to let it stick.
Where is my meme? Makes Werewolf Lord ==> Has Nothing To Do With Werewolves - someone make that for me, please (with the stupid hat and stuff).
Also, why does Ulrich look so much like Sage of Ancient Lore? Hey, great job in making him unique and identifiable as a Legendary...G** Da****!
Now, his power level outside of my bias for wanting a werewolf - it seems very good in this standard meta. That's a very big power buff on the front and I like the removal potential on the backend. In all honesty, this card has no need to be a werewolf, so looking at it as just a static creature, I would be happy to pay 5 mana for these effects. Especially in green.
Btw, this guy is nowhere close to as good as Huntmaster. If your board is empty and you cast Ulrich, ypu paid 5 for a 4/4 unless yoy can give him haste. If you can, you get an 8/8 that's easily chumped. He is a step in the direction that werewolves should go but definitely not Huntmaster level
Also I don't think he is that strong, considering that you don't have full control over the flipping, and outside of the flip, both of this abilities are pretty bland. He could have flash or haste on the front side, and maybe trample on the back.
Yeah, the card is bland as far as design goes. However, I think it's a perfectly fine card. Its not amazing but not trash like everyone else seems to think. I'm gonna wait to see what else is in the set before saying he's bad or great.
I cant imagine a group that is casual enough to let you use huntmaster, but competative enough to warrent using huntmaster instead of this.
Feel free to tell me yours!
In EDH, you have to deal 120 damage to win a pod via creature damage. An efficient way to do that is with combos or infect or alternate win conditions. An INEFFICIENT way to do that is with three and four-drop critters with a power/toughness lower than their CMC. By the time you can build up enough werewolves to be any kind of a noticeable threat some chuckle ***** has already Tooth and Nailed you back to the stone age four turns ago. Ulrich should have made your werewolves bigger or cheaper or some other kind of tribal (maybe he should pump everyone when he transforms?) or had an activated ability to transform them.
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Modern : RG Titan Shift RG | RG Revolt Zoo RG | RG Ponza RG | RGW Naya Burn RGW
Legacy : RG Belcher RG
Ulrich+Arlinn=Gravy though.
He's like a weak hybrid of Wolfir Silverheart and Gruul Ragebeast which isn't bad.
So...just a reprinted Immerwolf?
Oh wow, I forgot that effect already existed!
It would still make a great "night side" ability
(as long as it said "all *other* nonhuman werewolf creatures")
And ShadowFenril's idea would have been great for the "day side".
Oh well, now we have this. Xenagos, God of Revels is probably still a better Commander for this type of deck.
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
He is not a game winner but more of a support/utility card.
"You can tell how dumb someone is by how they use Mary Sue"
Werewolves are all about killing creatures and beating face, and that's exactly what he does. A comparison to Huntmaster of the Fells doesn't really work, since jacking up your dudes doesn't really compare to spitting out tokens, and fighting lets him take out bigger opposing creatures. That +4/+4 is a great disincentive to transforming him back, and werewolves enough trample granting effects that the lack of it doesn't matter on Ulrich.
1. Commanders and cards that your commander makes better.
2. Commanders and cards that make your commander better. (e.g. Narset)
I'm not entirely sure that every Tribal deck leader needs to be the first kind.
Feel free to tell me yours!