Breakneck Rider {1}{R}{R}
Creature — Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider.
Only the most skillful riders brave the Breakneck Ride through Kessig.
3/3
Neck Breaker
Color Indicator: Red Creature — Werewolf
Attacking creatures you control get +1/+0 and have trample.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.
He can’t outrun what he is.
4/3
Illustrated by Victor Adame Minguez
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Legal
- Explorer
- Not Legal
- Modern
- Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
Faces, Tokens, & Other Parts |
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Breakneck Rider // Neck Breaker, SOI #147 |
Shadows Over Innistrad Checklist 1 Card, TSOI #CH1 |
Prints | USD | EUR | TIX |
---|---|---|---|
Shadows over Innistrad | $0.30 | €0.29 | 0.03 |
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Notes and Rules Information for Breakneck Rider // Neck Breaker:
- 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)
- 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)