Hey, a Werewolf Legend at last! Interesting that when he switches back to his first side he can actually get bigger than his Werewolf side. He and Arlinn Kord should be good pals.
Private Mod Note
():
Rollback Post to RevisionRollBack
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
To be fair with him, the old legends were also incredibly boring from a tribe standpoint. Grimgrin extremely unexciting and weak, Olivia also unexciting, but strong if uncontested, Geist extremely strong, but not good at all in a tribe. This guy is in a Grimgrin power level. Slow, clunky and 'meh' to see.
I will be waiting for the one good legend to build around in commander.
Private Mod Note
():
Rollback Post to RevisionRollBack
.
Would you like to read Commander stories? Check my latest stories, coming from Lorwyn and Innistrad: Ghoulcaller Gisa and Doran, The Siege Tower! If you like my writing, ask me to write something for your commander as well!
Werewolves are big stupid beatsticks that don't do anything interesting except flip back and forth.
People must be into that because they've been griping for years about not having a legendary werewolf for their commander decks.
Then WotC prints a bigger, stupider legendary beatstick that does a couple kind-of-interesting things when he flips back and forth.
And every single person who says they were looking forward to getting a legendary werewolf starts *****ing that he's a boring beatstick that is only sort-of interesting when he flips back and forth.
Werewolves are big stupid beatsticks that don't do anything interesting except flip back and forth.
People must be into that because they've been griping for years about not having a legendary werewolf for their commander decks.
Then WotC prints a bigger, stupider legendary beatstick that does a couple kind-of-interesting things when he flips back and forth.
And every single person who says they were looking forward to getting a legendary werewolf starts *****ing that he's a boring beatstick that is only sort-of interesting when he flips back and forth.
Because we want TRIBAL synergy, not a dumb beatstick. What's the point of playing tribal if your General doesn't give a crap about whether you're playing RG Werewolves or RG goats or RG goodstuff? The problem is this general does NOTHING for Werewolf synergy. He doesn't tutor for werewolves, he doesn't pump werewolves, he doesn't transform werewolves. All he does is flip back and forth (in the general restrictive werewolf fashion) into a mediocre beater that gets chump blocked all day by tokens and then gets completely outclassed by the real bomb threats that people play in EDH. What werewolves need, as I said earlier, is a card, preferably the Commander so you always have access to it, that lets you transform werewolves. Most werewolves are completely below the curve in human form and turn into vanilla beaters or slightly above curve creatures once you jump through the hoops of transforming them. This may be passable in constructed (barely), but it just doesn't fly in a multiplayer game like Commander where people can tutor up and drop cards like Consecrated Sphinx, Blightsteel Colossus or Elesh Norn by like turn 4.
General Tazri is a perfect example of a highly-requested commander done right. She lets you tutor for an Ally to keep the ally ETB abilities flowing and she acts as a mass pump for your inevitable ally army. Ulrich does nothing to support werewolves other than be an on-color general who will sometimes benefit from one or two cards in your 99 card deck. And what sucks is that Werewolves are such a special case due to being flip cards, it'll probably be another five years before we get another shot at an alternate werewolf commander if there's not another in Eldrich Moon (and I doubt there is).
Just some advice. If you are going to make "decisive" statements like this card is bad right out of the gate then you might want to stop. A card is neither bad nor good from the start. It's what you do with that card. How it interacts with the rest of the format. Once you've tested and played a card many, many times then you can come to a conclusion. That is how it should be but everyone makes these type of statements without thought and after looking at a card once. That in my opinion is not a good mindset.
Werewolves are big stupid beatsticks that don't do anything interesting except flip back and forth.
People must be into that because they've been griping for years about not having a legendary werewolf for their commander decks.
Then WotC prints a bigger, stupider legendary beatstick that does a couple kind-of-interesting things when he flips back and forth.
And every single person who says they were looking forward to getting a legendary werewolf starts *****ing that he's a boring beatstick that is only sort-of interesting when he flips back and forth.
Because we want TRIBAL synergy, not a dumb beatstick. What's the point of playing tribal if your General doesn't give a crap about whether you're playing RG Werewolves or RG goats or RG goodstuff? The problem is this general does NOTHING for Werewolf synergy. He doesn't tutor for werewolves, he doesn't pump werewolves, he doesn't transform werewolves. All he does is flip back and forth (in the general restrictive werewolf fashion) into a mediocre beater that gets chump blocked all day by tokens and then gets completely outclassed by the real bomb threats that people play in EDH. What werewolves need, as I said earlier, is a card, preferably the Commander so you always have access to it, that lets you transform werewolves. Most werewolves are completely below the curve in human form and turn into vanilla beaters or slightly above curve creatures once you jump through the hoops of transforming them. This may be passable in constructed (barely), but it just doesn't fly in a multiplayer game like Commander where people can tutor up and drop cards like Consecrated Sphinx, Blightsteel Colossus or Elesh Norn by like turn 4.
General Tazri is a perfect example of a highly-requested commander done right. She lets you tutor for an Ally to keep the ally ETB abilities flowing and she acts as a mass pump for your inevitable ally army. Ulrich does nothing to support werewolves other than be an on-color general who will sometimes benefit from one or two cards in your 99 card deck. And what sucks is that Werewolves are such a special case due to being flip cards, it'll probably be another five years before we get another shot at an alternate werewolf commander if there's not another in Eldrich Moon (and I doubt there is).
If you don't like dumb beatsticks, why are you playing a tribe of dumb beatsticks?
If you're worried about other people doing degenerate things in EDH, then why are you playing a tribe that isn't degenerate?
Just some advice. If you are going to make "decisive" statements like this card is bad right out of the gate then you might want to stop. A card is neither bad nor good from the start. It's what you do with that card. How it interacts with the rest of the format. Once you've tested and played a card many, many times then you can come to a conclusion. That is how it should be but everyone makes these type of statements without thought and after looking at a card once. That in my opinion is not a good mindset.
Agreed, for my werewolf deck, while I might not be able abused Ulrich since I run x4 Immerwolf, Ulrich will be beastly.
Private Mod Note
():
Rollback Post to RevisionRollBack
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Werewolves are big stupid beatsticks that don't do anything interesting except flip back and forth.
People must be into that because they've been griping for years about not having a legendary werewolf for their commander decks.
Then WotC prints a bigger, stupider legendary beatstick that does a couple kind-of-interesting things when he flips back and forth.
And every single person who says they were looking forward to getting a legendary werewolf starts *****ing that he's a boring beatstick that is only sort-of interesting when he flips back and forth.
Because we want TRIBAL synergy, not a dumb beatstick. What's the point of playing tribal if your General doesn't give a crap about whether you're playing RG Werewolves or RG goats or RG goodstuff? The problem is this general does NOTHING for Werewolf synergy. He doesn't tutor for werewolves, he doesn't pump werewolves, he doesn't transform werewolves. All he does is flip back and forth (in the general restrictive werewolf fashion) into a mediocre beater that gets chump blocked all day by tokens and then gets completely outclassed by the real bomb threats that people play in EDH. What werewolves need, as I said earlier, is a card, preferably the Commander so you always have access to it, that lets you transform werewolves. Most werewolves are completely below the curve in human form and turn into vanilla beaters or slightly above curve creatures once you jump through the hoops of transforming them. This may be passable in constructed (barely), but it just doesn't fly in a multiplayer game like Commander where people can tutor up and drop cards like Consecrated Sphinx, Blightsteel Colossus or Elesh Norn by like turn 4.
General Tazri is a perfect example of a highly-requested commander done right. She lets you tutor for an Ally to keep the ally ETB abilities flowing and she acts as a mass pump for your inevitable ally army. Ulrich does nothing to support werewolves other than be an on-color general who will sometimes benefit from one or two cards in your 99 card deck. And what sucks is that Werewolves are such a special case due to being flip cards, it'll probably be another five years before we get another shot at an alternate werewolf commander if there's not another in Eldrich Moon (and I doubt there is).
If you don't like dumb beatsticks, why are you playing a tribe of dumb beatsticks?
If you're worried about other people doing degenerate things in EDH, then why are you playing a tribe that isn't degenerate?
Because I want to? In EDH, that's reason enough. I like werewolves and I want to play an EDH deck full of them. Others feel the same way. That doesn't mean we can't want a general that actually does stuff for the tribe that desperately needs it.
Ulrich is the alpha because he is the biggest meanest werewolf in the pack. he doesn't have to (or want to) be a benevolent wolf king trying to help the whole tribe out the way alrinn does. that's probably why he isn't buddies with her already. he is the big jock type A personality werewolf that will smash your face if you look at him the wrong way.
I'm a huge standard player and I was hoping this Legend could make it into a werewovles deck. I am doubtful but there are some possibilities. I am mostly doubtful because I think a werewolves deck needs to be a Collected Company deck. Passing on turn 4 with Collected Company mana and having the team has potential to be strong.
Here are some potential synergies that might make this a 1-2 of in some Standard Decks.
Considering how much bashing Ulrich is getting now for being a "subpar" Wolfir Silverheart/Gruul Ragebeast hybrid, I think you should be glad it isn't Tovolar.
Anyway, apparently the Mondronen (Tovolar's pack) was one of those hunted to near-extinction by the Angels. It doesn't imply that Tovolar himself is gone, but the leader of a diminished pack (that's not recovering yet apparently) is not something they'll put as a card usually.
Honestly, at this point of time, looking at the complaints, people won't be happy until we get a Werewolf with RG: Transform target Werewolf you control. Then when we do, we're going to complain how it should have been Ulrich's ability instead.
I've been waiting for a legendary werewolf to head up a Commander deck for a while now, and this guy looks fine. There are plenty of other cards that synergize with him, even if he doesn't return the favor. The sun will rise tomorrow. Promise.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can you name all of the creature types with at least 20 cards? Try my Sporcle Quiz! Last Updated: 6/29/20 (Core Set 2021).
You know what they might do in this set/someday? A legendary RG WOLF with ^that RG transform target werewolf effect among other things. My reasoning is that there are already a couple of innistrad wolf cards that aid werewolves/rely on them. I could dig it in a commander deck someday. They'd have to rethink their "no dfcs in precons" policy though.
Private Mod Note
():
Rollback Post to RevisionRollBack
My favorite flavor text: Time of Heroes
Feel free to tell me yours!
Like many others I had been hoping for Tovolar instead of Ulrich, mostly because I found the idea of Tovolar way more interesting.
Also, I thought there were mechanical problems with legendary DFCs? This card doesn't appear to address that at all.
An ability like "If you would transform a werewolf creature you control, you may choose not to transform it instead." would have been handy for instances where you do want to be able to shift some of your creatures some of the time, unlike Immerwolf.
Actually and unfortunately yes you can tell. Here's a basic list of criteria, competitively speaking:
The six Virtues
1) Is it under four mana? Four is the curve topper competitively speaking outside of standard. More than four, it's a strike against it.
2) Is its toughness greater than 3? Bolt test. Can it survive, if not it's a strike against it.
3) Is it evasive? Can it do something through a crowded field? Your opponent is gonna play creatures and spells, if it does nothing that's a strike.
4) Does it impact the game the turn it is played? How long do you have to wait for it to do its thing? EtB is nice, haste is too even LtB works in a pinch. But it needs to impact the game, if not it's a strike.
5) Does it generate board or hand advantage? Similar to #4. Advantage is huge in competitive mtg. If it does remove a strike against it.
6) How color intensive is its mana cost? The more colored mana you need, the hard said card is to cast. It also hurts it's possible ubiquitousness which in turn affects its overall value. No strikes here, just something to keep in mind.
Any who, on with the analogy. Three strikes, its out. This is my basic creature eval. system.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
Affinity Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity EDH W Akroma GBW Ghave BRU Thrax GR Ruric I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
Getting a legendary werewolf after four years of waiting and what we get is....underwhelming. It's a decent card, but for the wait to get it it only leaves off an impression of "meh". In Standard it might see some play, killing a creature and swinging for eight or giving something +4/+4 is pretty good. For Commander I can only say "meh" to it, but that's just me, it is still a decent card.
While not what I (and a lot of people it would seem) were hoping for we have our legendary werewolf at last.
Kinda meh, repeatable fight is nice and the +4/+4 is a decent buff, but a little lack luster all around. Wanted Tolovar, got Ulrich
This. Tovolar would have been amazing. He would have not been a DFC because he never reverts to being a human. AND his pack is a bunch of blood mages. It would have been flavorful and awesome. Instead, we have Ulrich. D:
Werewolves are big stupid beatsticks that don't do anything interesting except flip back and forth.
People must be into that because they've been griping for years about not having a legendary werewolf for their commander decks.
Then WotC prints a bigger, stupider legendary beatstick that does a couple kind-of-interesting things when he flips back and forth.
And every single person who says they were looking forward to getting a legendary werewolf starts *****ing that he's a boring beatstick that is only sort-of interesting when he flips back and forth.
Because we want TRIBAL synergy, not a dumb beatstick. What's the point of playing tribal if your General doesn't give a crap about whether you're playing RG Werewolves or RG goats or RG goodstuff? The problem is this general does NOTHING for Werewolf synergy. He doesn't tutor for werewolves, he doesn't pump werewolves, he doesn't transform werewolves. All he does is flip back and forth (in the general restrictive werewolf fashion) into a mediocre beater that gets chump blocked all day by tokens and then gets completely outclassed by the real bomb threats that people play in EDH. What werewolves need, as I said earlier, is a card, preferably the Commander so you always have access to it, that lets you transform werewolves. Most werewolves are completely below the curve in human form and turn into vanilla beaters or slightly above curve creatures once you jump through the hoops of transforming them. This may be passable in constructed (barely), but it just doesn't fly in a multiplayer game like Commander where people can tutor up and drop cards like Consecrated Sphinx, Blightsteel Colossus or Elesh Norn by like turn 4.
General Tazri is a perfect example of a highly-requested commander done right. She lets you tutor for an Ally to keep the ally ETB abilities flowing and she acts as a mass pump for your inevitable ally army. Ulrich does nothing to support werewolves other than be an on-color general who will sometimes benefit from one or two cards in your 99 card deck. And what sucks is that Werewolves are such a special case due to being flip cards, it'll probably be another five years before we get another shot at an alternate werewolf commander if there's not another in Eldrich Moon (and I doubt there is).
If you don't like dumb beatsticks, why are you playing a tribe of dumb beatsticks?
If you're worried about other people doing degenerate things in EDH, then why are you playing a tribe that isn't degenerate?
Because I want to? In EDH, that's reason enough. I like werewolves and I want to play an EDH deck full of them. Others feel the same way. That doesn't mean we can't want a general that actually does stuff for the tribe that desperately needs it.
Do you really like werewolves? If so, why are you complaining that their legend is an extension of what the other ones do? If you like the tribe, play it. They don't "need" anything. Not every tribe gets to be Goblins or Faeries. Some of them have to deal with being Birds or Warriors.
Private Mod Note
():
Rollback Post to RevisionRollBack
MTGSalvation; Where the whining is a time honored tradition, and enjoying the game is trolling.
Could have easily been rare. Which makes me suspect that the general power level of the set might not be very high. As if we didn't know that already.
That said, I would have taken two +1/+1 counters over +4/+4 all day long. Magic is a game. EDH is an extension, whereby one would like to see growth and progression as the turns tick by. +1/+1 counters would have been a good indicator of growth in the games people play.
Do you really like werewolves? If so, why are you complaining that their legend is an extension of what the other ones do? If you like the tribe, play it. They don't "need" anything. Not every tribe gets to be Goblins or Faeries. Some of them have to deal with being Birds or Warriors.
Actually, Faeries aren't a good tribal. I mean, they were in Standard, but now they just suck... Modern, Legacy, Vintage? Nearly unplayed. Commander? There are 77 cards with the type of being a Faerie and many old ones are green, which makes them unplayable together with an UB-general, namely Oona, Queen of the Fae and Wydwen, the Biting Gale. I would assume that Bird-tribal is more potent thanks to Derevi, Empyrial Tactician.
Erm...... this guy feels rather bleh for a mythic, although admittedly a Titanic Growth on human EtB/transformation can be useful (and speaking of Titanic Growth, this card being RG instead of mono G is also rather perplexing), but we seriously need things like Full Moon's Rise for this guy, otherwise he's really, really blah....
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
To be fair with him, the old legends were also incredibly boring from a tribe standpoint. Grimgrin extremely unexciting and weak, Olivia also unexciting, but strong if uncontested, Geist extremely strong, but not good at all in a tribe. This guy is in a Grimgrin power level. Slow, clunky and 'meh' to see.
I will be waiting for the one good legend to build around in commander.
Read my other stories as well (some ongoing):
Reaper King (a horror story), Kaalia of the Vast (an origin story), Sequels for Innistrad (Alternative sequels for Inn), Grey Areas (Odric's fanfic), Royal Succession (goblins),The Tracker's Message (eldrazi on Innistrad) and Ugin and his Eye (the end of OGW).
Werewolves are big stupid beatsticks that don't do anything interesting except flip back and forth.
People must be into that because they've been griping for years about not having a legendary werewolf for their commander decks.
Then WotC prints a bigger, stupider legendary beatstick that does a couple kind-of-interesting things when he flips back and forth.
And every single person who says they were looking forward to getting a legendary werewolf starts *****ing that he's a boring beatstick that is only sort-of interesting when he flips back and forth.
Because we want TRIBAL synergy, not a dumb beatstick. What's the point of playing tribal if your General doesn't give a crap about whether you're playing RG Werewolves or RG goats or RG goodstuff? The problem is this general does NOTHING for Werewolf synergy. He doesn't tutor for werewolves, he doesn't pump werewolves, he doesn't transform werewolves. All he does is flip back and forth (in the general restrictive werewolf fashion) into a mediocre beater that gets chump blocked all day by tokens and then gets completely outclassed by the real bomb threats that people play in EDH. What werewolves need, as I said earlier, is a card, preferably the Commander so you always have access to it, that lets you transform werewolves. Most werewolves are completely below the curve in human form and turn into vanilla beaters or slightly above curve creatures once you jump through the hoops of transforming them. This may be passable in constructed (barely), but it just doesn't fly in a multiplayer game like Commander where people can tutor up and drop cards like Consecrated Sphinx, Blightsteel Colossus or Elesh Norn by like turn 4.
General Tazri is a perfect example of a highly-requested commander done right. She lets you tutor for an Ally to keep the ally ETB abilities flowing and she acts as a mass pump for your inevitable ally army. Ulrich does nothing to support werewolves other than be an on-color general who will sometimes benefit from one or two cards in your 99 card deck. And what sucks is that Werewolves are such a special case due to being flip cards, it'll probably be another five years before we get another shot at an alternate werewolf commander if there's not another in Eldrich Moon (and I doubt there is).
Trades
Pucatrade with me!
(Signature courtesy of Argetlam of Hakai Studios
If you don't like dumb beatsticks, why are you playing a tribe of dumb beatsticks?
If you're worried about other people doing degenerate things in EDH, then why are you playing a tribe that isn't degenerate?
Cōnservātum album delenda est.
Agreed, for my werewolf deck, while I might not be able abused Ulrich since I run x4 Immerwolf, Ulrich will be beastly.
"You can tell how dumb someone is by how they use Mary Sue"
Because I want to? In EDH, that's reason enough. I like werewolves and I want to play an EDH deck full of them. Others feel the same way. That doesn't mean we can't want a general that actually does stuff for the tribe that desperately needs it.
Trades
Pucatrade with me!
(Signature courtesy of Argetlam of Hakai Studios
Ulrich is the alpha because he is the biggest meanest werewolf in the pack. he doesn't have to (or want to) be a benevolent wolf king trying to help the whole tribe out the way alrinn does. that's probably why he isn't buddies with her already. he is the big jock type A personality werewolf that will smash your face if you look at him the wrong way.
not gruul? then die!
Here are some potential synergies that might make this a 1-2 of in some Standard Decks.
G/R or Naya Tokens. Using the +4/+4 pump on a Thopter Token made by Thopter Engineer or Pia and Kiran Nalaar
G/R Werewolves. Play Geier Reach Bandit on 3, Pass on Turn 4 Keeping mana up for Collected Company or Howlpack Resurgence and then playing Ulrich, to pump flip. Ulrich and Howlpack Resurgence could work well together. There's also the dream of playing Ulrich with a Arlinn Kord in play with a Howlpack Resurgence for trample. It might be possible against Tokens / other Company Decks.
Maybe Ulrichs a 1 of finisher in a G/R aggro / fliers deck. Playing Ulrich to pump a Goldnight Castigator or a Thunderbreak Regent but 5 mana is a lot.
Considering how much bashing Ulrich is getting now for being a "subpar" Wolfir Silverheart/Gruul Ragebeast hybrid, I think you should be glad it isn't Tovolar.
Anyway, apparently the Mondronen (Tovolar's pack) was one of those hunted to near-extinction by the Angels. It doesn't imply that Tovolar himself is gone, but the leader of a diminished pack (that's not recovering yet apparently) is not something they'll put as a card usually.
Honestly, at this point of time, looking at the complaints, people won't be happy until we get a Werewolf with RG: Transform target Werewolf you control. Then when we do, we're going to complain how it should have been Ulrich's ability instead.
I've been waiting for a legendary werewolf to head up a Commander deck for a while now, and this guy looks fine. There are plenty of other cards that synergize with him, even if he doesn't return the favor. The sun will rise tomorrow. Promise.
My 720 Peasant Cube
Feel free to tell me yours!
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Also, I thought there were mechanical problems with legendary DFCs? This card doesn't appear to address that at all.
An ability like "If you would transform a werewolf creature you control, you may choose not to transform it instead." would have been handy for instances where you do want to be able to shift some of your creatures some of the time, unlike Immerwolf.
The six Virtues
1) Is it under four mana? Four is the curve topper competitively speaking outside of standard. More than four, it's a strike against it.
2) Is its toughness greater than 3? Bolt test. Can it survive, if not it's a strike against it.
3) Is it evasive? Can it do something through a crowded field? Your opponent is gonna play creatures and spells, if it does nothing that's a strike.
4) Does it impact the game the turn it is played? How long do you have to wait for it to do its thing? EtB is nice, haste is too even LtB works in a pinch. But it needs to impact the game, if not it's a strike.
5) Does it generate board or hand advantage? Similar to #4. Advantage is huge in competitive mtg. If it does remove a strike against it.
6) How color intensive is its mana cost? The more colored mana you need, the hard said card is to cast. It also hurts it's possible ubiquitousness which in turn affects its overall value. No strikes here, just something to keep in mind.
Any who, on with the analogy. Three strikes, its out. This is my basic creature eval. system.
GB Rock
U Flooding Merfolk
RUG Delver Midrange
WU Monks
UW Tempo Geist
GW Bogle
GW Liege
UR Tron
B Vampires
Affinity
Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity
EDH
W Akroma
GBW Ghave
BRU Thrax
GR Ruric
I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
This. Tovolar would have been amazing. He would have not been a DFC because he never reverts to being a human. AND his pack is a bunch of blood mages. It would have been flavorful and awesome. Instead, we have Ulrich. D:
Do you really like werewolves? If so, why are you complaining that their legend is an extension of what the other ones do? If you like the tribe, play it. They don't "need" anything. Not every tribe gets to be Goblins or Faeries. Some of them have to deal with being Birds or Warriors.
That said, I would have taken two +1/+1 counters over +4/+4 all day long. Magic is a game. EDH is an extension, whereby one would like to see growth and progression as the turns tick by. +1/+1 counters would have been a good indicator of growth in the games people play.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
Actually, Faeries aren't a good tribal. I mean, they were in Standard, but now they just suck... Modern, Legacy, Vintage? Nearly unplayed. Commander? There are 77 cards with the type of being a Faerie and many old ones are green, which makes them unplayable together with an UB-general, namely Oona, Queen of the Fae and Wydwen, the Biting Gale. I would assume that Bird-tribal is more potent thanks to Derevi, Empyrial Tactician.