Geier Reach Bandit // Vildin-Pack Alpha (Shadows over Innistrad Remastered #159)
Geier Reach Bandit // Vildin-Pack Alpha (Shadows over Innistrad Remastered #159)

Geier Reach Bandit {2}{R}

Creature — Human Rogue Werewolf

Haste

At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.

3/2

Vildin-Pack Alpha

Color Indicator: Red Creature — Werewolf

Whenever 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.

4/3

Illustrated by Slawomir Maniak

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Geier Reach Bandit // Vildin-Pack Alpha:
  • 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. (2016-04-08)
  • For more information on double-faced cards, see the Shadows over Innistrad mechanics article (magic.wizards.com/en/articles/archi…). (2016-07-13)