Why are all of the werewolves so boring mechanically ... there's one thing on the front, and the back half does a powered-up version of it. Not exactly what I'd call exciting from a Mel perspective...
What would you do with werewolves then? As a werewolf player I enjoy these designs since you still use the human half in decks for the same reason as I count on the back.
I like it when the two sides of a DFC play into each other. For example, if the front gets a buff from you casting spells, the back half could exile spells from your graveyard for direct damage or something. Just having a stronger version of the front-face effect is something you can throw in to mix up the design a bit, but to me it feels like way too many werewolves do this.
I think a factor in that is they need ~ 3 lines of text for the transform clause limits them to how much they can fit into one text and make even common werewolves more complex then most other creatures. Not sure if your example could fit prowess/prowess 2 and have you exile spells from graveyard for damage and nightbound and still be considered an uncommon.
Do you play werewolves or this more of a design thought? Cause there are more DFC than werewolves that already do want you want.
Well, in my example the back half simply wouldn't have Pseudo-Prowess but the direct damage effect instead. You could adjust the power to make up for the "lost" Prowess effect.
I'm talking about this from a pure design perspective on the single card level. I've never played a werewolf deck - never even considered it because play-wise, I don't like how a core part of their mechanical identity is always being out of your control to a degree. I recognize that they need simpler cards for Limited and such, but then again I'm of the opinion that way too much interesting design space is wasted in favour of making Limited work.
I play the werewolves as well. It's been my pet deck since 2011. I see where you're both coming from. Where Soramaro seems to be seeking more Huntmaster of the Fells variants.
Huntmaster works so well because both sides' effects are very strong and they're effects that you'll essentially always want for 4 mana. And while that card is amazing, one thing you find as you play the tribe a lot is that often times you don't want the front and backsides of the same to do a lot of different things. That makes it increasingly difficult to manage the effect you're actually trying to aim for in the current situation.
With the Midnight Hunt werewolf design, I ensure that I get the effect that I wanted when playing the card. I just get that effect in varying intensities.
I don't see this as boring - I see it as removing one additional limitation that hamstringed the original werewolf design (of which it already inherently has plenty already). The tribe already has a limitation by requiring me to manage my spell casting carefully, it has a limited number of the tribe to utilize being contained within one plane, and for the most part, it's been limited to just two colors. All of those limitations or restrictions already create a unique and dynamic deck building and gameplay experience. I really don't think werewolves need an additional variance such as two different effects on each side in order to be fun...or to avoid being boring.
Moreover, in the pursuit of creating more cards with powerful but unique effects on both sides, the designers would inherently be walking the fine line of making numerous overpowered cards. This isn't to say Huntmaster is overpowered, but, it has the benefit of being an outlier. If Huntmaster were the model for werewolves, I think that overpowered line would likely be crossed multiple times.
Kessig naturalist doesnt do what im lookin for in a werewolf deck @ all. Front side is a blank bear
The card is giving you mana to run those pump effects so that you can save your lands for interaction / flash on your opponent’s turn. Then pumping everything as a reward for doing so.
It’s doing exactly what it should be doing.
Good card.
"The protector of the town was the monster all along" is a cool trope, but at some point you'd think people would notice ... especially in a world where werewolves are as common as lions in Africa.
In this set, I think the idea is less that they've been werewolves all along and more that Tovolar's howlpack just overcame the guards and turned them instead.
Haste is welcome. But 5 mana is a lot for it. Hopefully you cast this with flash on opponent’s EOT and then have Tovolar flip your werewolves at upkeep…
otherwise I think 5 is too much to make this impactful outside of a werewolf commander deck where I will happily play it regardless.
I play the werewolves as well. It's been my pet deck since 2011. I see where you're both coming from. Where Soramaro seems to be seeking more Huntmaster of the Fells variants.
Huntmaster works so well because both sides' effects are very strong and they're effects that you'll essentially always want for 4 mana. And while that card is amazing, one thing you find as you play the tribe a lot is that often times you don't want the front and backsides of the same to do a lot of different things. That makes it increasingly difficult to manage the effect you're actually trying to aim for in the current situation.
With the Midnight Hunt werewolf design, I ensure that I get the effect that I wanted when playing the card. I just get that effect in varying intensities.
I don't see this as boring - I see it as removing one additional limitation that hamstringed the original werewolf design (of which it already inherently has plenty already). The tribe already has a limitation by requiring me to manage my spell casting carefully, it has a limited number of the tribe to utilize being contained within one plane, and for the most part, it's been limited to just two colors. All of those limitations or restrictions already create a unique and dynamic deck building and gameplay experience. I really don't think werewolves need an additional variance such as two different effects on each side in order to be fun...or to avoid being boring.
Moreover, in the pursuit of creating more cards with powerful but unique effects on both sides, the designers would inherently be walking the fine line of making numerous overpowered cards. This isn't to say Huntmaster is overpowered, but, it has the benefit of being an outlier. If Huntmaster were the model for werewolves, I think that overpowered line would likely be crossed multiple times.
She's got him by the throat while his arms have hold of nothing. She's certainly sizably disadvantaged but she does appear to be in a good spot...
Am I seeing Emrakul tendrils in the moon? That's pretty cool detail.
Also, hoping that this fight does not end in the deaths of one or the other...
Finally, I will gladly pay one extra for an instant speed Prey Upon
I’ll run the card for the finishes. Tickles my big strong monsters excitement!
Completely agree. My zada commander deck likes this card as a finisher.
Wondering if there will still be a day/night version of moonmist but I’m really happy to have this in its place if nothing else.
The card is giving you mana to run those pump effects so that you can save your lands for interaction / flash on your opponent’s turn. Then pumping everything as a reward for doing so.
It’s doing exactly what it should be doing.
Good card.
In this set, I think the idea is less that they've been werewolves all along and more that Tovolar's howlpack just overcame the guards and turned them instead.
LOL! I sure hope it’s the second option.
otherwise I think 5 is too much to make this impactful outside of a werewolf commander deck where I will happily play it regardless.
My excitement cannot be contained. I am so happy with that card!