Nebelgast, the Haunting Mist 3WU
Legendary Creature-Spirit Elemental
Flying
Whenever another creature enters the battlefield under you control or dies put a +1/+1 counter on ~.
Counters remain on ~ as it moves to any zone other than a player's hand or library.
1/1 Careful child for if the Nebelgast freezes you, you will join them in their hauntings.
Nebelgast, the Haunting Mist 3WU
Legendary Creature-Spirit Elemental
Flying
Whenever ~ or another creature enters the battlefield under you control or when a creature you control dies put a +1/+1 counter on ~.
Counters remain on ~ as it moves to any zone other than a player's hand or library.
0/0 Careful child for if the Nebelgast freezes you, you will join them in their hauntings.
Sigardian Captain 3GW
Creature-Human Cleric U
Other Human and Angel creatures you control get +1/+1.
Equpted and enchanted creatures you control have Vigilance.
2/2
Note: All these werewolves designs could be used for eldrazi werewolves as well, just effects as a werewolf player I'd like to have seen;
Kessig Battle Caller 1R
Creature-Human Werewolf Solider R XRT: You may put a creature card with converted mana cost X from your hand onto the battlefield. That creature gains haste. Return it to its owner's hand at the beginning of the next end step.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
1/1
///
Krallenhorde Hunt Howler R Creature-Werewolf X2RT: You may put a creature card with converted mana cost X from your hand onto the battlefield. That creature gains haste. You may transform it. Return it to its owner's hand at the beginning of the next end step.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
3/3
Battle Caller 1R
Creature-Human Werewolf Solider R X1RT: Put a creature you control from your hand onto the battlefield with converted mana cost X. It gains Haste and is returned to its owners hand at the beginning of the next end step.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
1/1
///
Hunter Howler R Creature-Werewolf X2RT: Put a creature you control from your hand onto the battlefield transformed with converted mana cost X. It gains Haste and is returned to its owners hand at the beginning of the next end step.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
2/2
Dronepack Hunter 4G
Creature-Human Werewolf R
Whenever this creature enters the battlefield or transforms into ~, put a +1/+1 counter on target creature you control.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
3/3 "You must be wondering why I go after these new monsters so aggressively..."
///
Slaughterer of Eldrazi G Creature-Werewolf
When this creature transforms into ~, put up to two +1/+1 counters among creatures you control.
Whenever another creature you control enters the battlefield or transforms put a +1/+1 counter on target creature you control.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
4/4 Eldrazi are the howlpacks new number one prey.
Dronepack Hunter 4G
Creature-Human Werewolf R
When ~ enters the battlefield or transforms put a +1/+1 counter on a creature you control.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
2/2
///
Slaughterer of Eldrazi G Creature-Werewolf
Whenever another creature you control enters the battlefield or transforms put a +1/+1 counter on a creature you control.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
3/3
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Nebelgast seems overly complicated. I'd either keep the symmetric creature enters/dies and gains a +1/1 counter (maybe a seperate +1/+1 trigger when it enters) or the counters on death and they stay as it changes zones.
Putting creatures on the battlefield transformed seems pretty broken, but I guess if we already have spells that transform at instant speed...
Nebelgast seems overly complicated. I'd either keep the symmetric creature enters/dies and gains a +1/1 counter (maybe a seperate +1/+1 trigger when it enters) or the counters on death and they stay as it changes zones.
Nebelgast doesn't work as written, since the creature will die before the trigger can execute. A replacement effect might work, but why not just make it 1/1 and take off the self-trigger? That would be so much cleaner and work better overall. It's a little weird that this is a creature that really only works as your Commander, so I don't think you'd ever see something like this in Eldritch Moon.
I fixed up Nebelgast somewhat. The reason for the commander like ablility is because of the blinking theme of spirits in SoI was i wanted the Neblgast to be a blink target without it losing the counters it has. To me anyways it always has a "moving with the tides" feel as well.
Putting creatures on the battlefield transformed seems pretty broken, but I guess if we already have spells that transform at instant speed...
Battle Caller: Nice idea, but I think it needs shaving around the edges. is such an ugly cost; I'd encourage you to go with on the front side and :symx: or something on the other,
I had the mana cost as it is since it is very powerful and has the hidden ability of "transform any human werewolf you have". For the the front XR dose seem a little more tame since the battle caller needs to be tapped. However, having a beat stick able to come out and hit I think needed a little more of a cost. Great idea to have them enter and then transform to get any benefits it might have ebt on the front side.
and to explicitly call out werewolves...I think it's better to put the creature onto the battlefield as normal first and then transform it to get maximum value out of werewolves with on-transform triggers.
IMO the best card designs for tribal decks can work outside the deck (minus lords). To both werewolf cards I decide to play with transform cards since there are many used non-werewolf transform cards but it really is the werewolf mechanic, kind of the way vampires and madness are linked.
What are your intentions for the transform trigger here? Usually it's worded as "Whenever ~ transforms into [THIS SIDE]", and for a reason - triggers on the side that gets flipped away don't trigger in this situation. Anyway, I think the effect is a little weak for the cost. I think you cn either soup up the backside or lower the cost.
Woof!
The basic idea of this card was a "punishment" card for your opponents trying to transform your werewolves back. I originally had a Managorger Hydra effect but I felt it was too similar to Mondronen Shaman/Tovolar's Magehunter so I changed it to whenever your creatures transforms to be a positive to you as well as be a negative for your opponents if they transformed all your werewolves back. I tried to power up the back some more.
Private Mod Note
():
Rollback Post to RevisionRollBack
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
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Legendary Creature-Spirit Elemental
Flying
Whenever another creature enters the battlefield under you control or dies put a +1/+1 counter on ~.
Counters remain on ~ as it moves to any zone other than a player's hand or library.
1/1
Careful child for if the Nebelgast freezes you, you will join them in their hauntings.
Legendary Creature-Spirit Elemental
Flying
Whenever ~ or another creature enters the battlefield under you control or when a creature you control dies put a +1/+1 counter on ~.
Counters remain on ~ as it moves to any zone other than a player's hand or library.
0/0
Careful child for if the Nebelgast freezes you, you will join them in their hauntings.
Sigardian Captain 3GW
Creature-Human Cleric U
Other Human and Angel creatures you control get +1/+1.
Equpted and enchanted creatures you control have Vigilance.
2/2
Note: All these werewolves designs could be used for eldrazi werewolves as well, just effects as a werewolf player I'd like to have seen;
Kessig Battle Caller 1R
Creature-Human Werewolf Solider R
XRT: You may put a creature card with converted mana cost X from your hand onto the battlefield. That creature gains haste. Return it to its owner's hand at the beginning of the next end step.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
1/1
///
Krallenhorde Hunt Howler
R Creature-Werewolf
X2RT: You may put a creature card with converted mana cost X from your hand onto the battlefield. That creature gains haste. You may transform it. Return it to its owner's hand at the beginning of the next end step.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
3/3
Creature-Human Werewolf Solider R
X1RT: Put a creature you control from your hand onto the battlefield with converted mana cost X. It gains Haste and is returned to its owners hand at the beginning of the next end step.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
1/1
///
Hunter Howler
R Creature-Werewolf
X2RT: Put a creature you control from your hand onto the battlefield transformed with converted mana cost X. It gains Haste and is returned to its owners hand at the beginning of the next end step.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
2/2
Dronepack Hunter 4G
Creature-Human Werewolf R
Whenever this creature enters the battlefield or transforms into ~, put a +1/+1 counter on target creature you control.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
3/3
"You must be wondering why I go after these new monsters so aggressively..."
///
Slaughterer of Eldrazi
G Creature-Werewolf
When this creature transforms into ~, put up to two +1/+1 counters among creatures you control.
Whenever another creature you control enters the battlefield or transforms put a +1/+1 counter on target creature you control.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
4/4
Eldrazi are the howlpacks new number one prey.
Creature-Human Werewolf R
When ~ enters the battlefield or transforms put a +1/+1 counter on a creature you control.
At the beginning of each upkeep, if no spells were cast last turn, transform ~.
2/2
///
Slaughterer of Eldrazi
G Creature-Werewolf
Whenever another creature you control enters the battlefield or transforms put a +1/+1 counter on a creature you control.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform ~.
3/3
"You can tell how dumb someone is by how they use Mary Sue"
Putting creatures on the battlefield transformed seems pretty broken, but I guess if we already have spells that transform at instant speed...
Too bad we didn't get a flavorful EDH werewolf.
We do have that already though. Geier Reach Bandit / Vildin-Pack Alpha
I fixed up Nebelgast somewhat. The reason for the commander like ablility is because of the blinking theme of spirits in SoI was i wanted the Neblgast to be a blink target without it losing the counters it has. To me anyways it always has a "moving with the tides" feel as well.
I had the mana cost as it is since it is very powerful and has the hidden ability of "transform any human werewolf you have". For the the front XR dose seem a little more tame since the battle caller needs to be tapped. However, having a beat stick able to come out and hit I think needed a little more of a cost. Great idea to have them enter and then transform to get any benefits it might have ebt on the front side.
IMO the best card designs for tribal decks can work outside the deck (minus lords). To both werewolf cards I decide to play with transform cards since there are many used non-werewolf transform cards but it really is the werewolf mechanic, kind of the way vampires and madness are linked.
The basic idea of this card was a "punishment" card for your opponents trying to transform your werewolves back. I originally had a Managorger Hydra effect but I felt it was too similar to Mondronen Shaman/Tovolar's Magehunter so I changed it to whenever your creatures transforms to be a positive to you as well as be a negative for your opponents if they transformed all your werewolves back. I tried to power up the back some more.
"You can tell how dumb someone is by how they use Mary Sue"