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

The cathars realized they had not tracked her—she had led them here.

3/2

Vildin-Pack Alpha

Color Indicator: Red Creature — Werewolf

Whenever a Werewolf you control enters, 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)