There's already been a reference to the Wild
Hunt in recent Magic sets, so if I had to guess,
I'd say this might have something to do with the
woodcutter from Little Red Riding Hood. Of
course, Innistrad being what it is, he's also
the big bad wolf, and he does a very good job of
killing things and shoring up your own position.
The benefits for either direction of
transformation look rather small, but they
definitely add up over time, meaning that a lot
of opponents will be tempted to evade entirely
the werewolf-flipping minigame and just do
nothing. Of course, that benefits you plenty
too.
If only it was legendary, aside from my
obsessive compulsive need for there to be a
legendary two color cycle in Innistrad, this
card is really damn impressive and will see some
play. In standard werewolves have been
splashable in decks and not had a full tribal
style of deck. This card won’t be an exception
seeing play in a variety of decks and builds,
the immediate advantage of getting another 2/2
body and the occasional useful 2 life means it
has an impact on the board right away sort of
like a mini werewolf titan. On the flipside (pun
intended) you have a 4/4 trample body which is
decent and the ability to shock a player and the
ability to shock a creature as well killings
birds, and a plethora of other creatures is a
powerful ability. I could see this card seeing
play in Red/Blue/ Green based werewolf decks
along with the traditional power cards in those
colors.
In extended and modern this is still a solid
card and can fill slots in a variety of decks
quite well I don’t know if it can compete with
existing archetypes or if it can just slide into
them overall it is a powerful card. In legacy
and vintage I don’t see this card being really
relevant its mana cost is a little high and not
enough impact in a format overrun with combos
and Tarmogoyfs. In casual and multiplayer this
is an amazing werewolf as it provides another
attacker or blocker and gaining life is
extremely relevant in multiplayer allowing you
to outlast opponents. In limited this is a
pretty powerful card and money mythic as well,
giving you a powerful board presence and a solid
creature is fantastic. Overall one of the more
powerful werewolves printed and will definetly
see play in constructed and casually.
Today's card of the day is Huntmaster of the
Fells which is a four mana Red/Green 2/2 that
adds a 2/2 token and increases life by two when
it enters the battlefield or transforms. For the
mana cost it is quite efficient, but the
transformation has to be triggered for this to
stand out. As a 4/4 with Trample that deals two
damage to an opponent and a creature they
control it adds potential removal and some burn
to the token and life gain. If all of the
effects are activated, preferably multiple
times, this is an excellent card for a Red/Green
deck.
Managing that is the difficulty as both colors
tend towards constantly playing cards to
maintain pressure, though a deck could be built
with Huntmaster in mind as it is a decent card
that is both efficient and effective.
For Limited either form is useful as the
tokens or life point swings it can produce are a
big advantage. It benefits from the format's
tendency to have lands topdecked preventing any
other play in a turn and controlling the
transformations should be easier as a result.
The dual color aspect is the biggest drawback,
so drafting choices after making it a first pick
in Booster are critical to have a balanced deck.
In Sealed either color can be splashed if both
aren't strong, but at least one should be solid
in and of itself before including Huntmaster.
Welcome to Pojo.com’s card of the day section.
Today we are taking a look at Huntsmaster of the
Fells/Ravager of the Fells from Dark Ascension.
Huntsmaster of the Fells costs two generic, one
red and one green mana, and is a 2/2 mythic rare
creature human werewolf. When Huntsmaster of the
Fells enters the battlefield or transforms into
Huntsmaster of the Fells, put a 2/2 Wolf token
onto the battlefield and gain 2 life. At the
beginning of each upkeep, if no spells were cast
last turn, transform Huntsmaster of the Fells
into Ravager of the Fells. Ravager of the Fells
is a 4/4 Werewolf creature that says whenever it
transforms into Ravager of the Fells, it deals
two damage to target player and up to one target
creature that players controls. Ravager of the
Fells also has trample. At the beginning of each
upkeep, if two or more spells were cast in one
turn, transform Ravager of the Fells.
Huntsmaster of the Fells may well be the one
exception to wanting your werewolves to
transform. Normally, once transformed, you want
that transformed side to remain out for as long
as possible, but Huntsmaster of the Fells is
better suited to bounce back and forth.
Normally, I would run combos like Immerwolf and
Curse of Exhaustion to ensure that your
Werewolves will not transform back. However,
this is the exception to that rule. If already
transformed, send burn and pump spells down
range to up damage, and cause the
transformation. If it transforms back to the
Ravager, that’ll be two extra damage, which you
could use Moonmist to activate on your turn,
which of course when combined with pump spells
on the attack, will cause the trasformation
shift back on your opponents turn, gaining you 2
life, and a 2/2 wolf token. With a card like
Parallel Lives out, you gain more advantage with
the transforming swap outs, gaining double
tokens.
A very interesting card that can be a lot of for
taking full advantage of.