Full Moon's Rise

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad Uncommon

Combos Browse all

Full Moon's Rise

Enchantment

Werewolf creatures you control get +1/+0 and have trample.

Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.

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Full Moon's Rise Discussion

Mandalorian on Wolf Pack

1 day ago

You are going to want to cut a lot of the 1 ofs for more 3-4 ofs to make your deck more consistent. Eliminate some of the mediocre creatures for more of the better ones. The deck could also use some removal that doesn't require fighting. Not sure what your budget is but here are some considerations:

Huntmaster of the Fells  Flip is the best werewolf in Magic

Lightning Bolt

Roast

Flame Slash

Immerwolf

Full Moon's Rise

Breakneck Rider  Flip

Moonmist>Waxing Moon

Mayor of Avabruck

Master of the Wild Hunt

Silverfur Partisan

Reckless Waif  Flip>Village Messenger

Rev_Lycan60 on In the company of wolves

1 week ago

No problem. A few others to consider and have helped with wins for my werewolves include Full Moon's Rise, Howlpack Resurgence, and Moonlight Hunt. I particularly like the last one when my Werewolves are transformed and deal more damage.

Mandalorian on Oh the horrors

3 weeks ago

I think Silverfur Partisan should def be a 4 of since it synergizes so well with your creatures.

I think some of the enchantment are either unnecessary or can be upgraded to enchantments that synergize with your deck. I would drop the Blood Mist, Gruul War Chant, and Gift of Paradise for stuff like Howlpack Resurgence and Full Moon's Rise.

Naturalize is also probably pretty weak here and could be replaced. Creatures like Solitary Hunter  Flip, Brazen Wolves, Smoldering Werewolf  Flip, and Thornhide Wolves can be upgraded as well.

Here are some cards that are budget friendly I would find room for:

Immerwolf

Lightning Strike

Ulrich's Kindred

Howlpack Resurgence

Full Moon's Rise

Breakneck Rider  Flip/Neck Breaker  Flip

Duskwatch Recruiter/Krallenhorde Howler  Flip

Cult of the Waxing Moon

Instigator Gang/Wildblood Pack  Flip

For options that are above budget:

Huntmaster of the Fells/Ravager of the Fells  Flip

Mayor of Avabruck  Flip/Howlpack Alpha  Flip

Lightning Bolt

Domri Rade

zephramtripp on Werewolves :)

1 month ago

If you are building Werewolf tribal, would it not be worthwhile to move up to the full four for each of your Anthems mainboard, i.e., Full Moon's Rise, Howlpack Resurgence, and Kruin Outlaw  Flip for the menace effect, probably removing one-ofs and two-ofs like Gruul Charm, Tower Defense, Briarpack Alpha, Mage Slayer, and Clan Defiance?

Other tribal options include Adaptive Automaton and Metallic Mimic for another lord effect.

But if you feel the deck works for you, than that's cool too.

Sani on Werewolf Aggro

2 months ago

Voxelfox20 As I lready own 1 or 2 sets of Stomping Grounds, the price is in that one case not an issue, also the major downside of Rootbound Crag is that it can't be used to play a Village Messenger turn one.

At its inception of this deck it actually contained 4 Scorned Villager  Flips, but I slowly opted out of them, as in many cases they just sat on my hand, while I played a Mayor of Avabruck  Flip or a Full Moon's Rise to push a Village Messenger, or to push the Geier Reach Bandit  Flip I had for turn 3.

On the topic of Howlpack Resurgence: as I only play 2 Instigator Gang  Flips I prefer to have a 3 drop 'lord' card other than Immerwolf.

Voxelfox20 on Werewolf Aggro

2 months ago

Rootbound Crag Cheaper than Stomping Ground If you ever think about buying this deck. I have a deck similar to this that i purchased some time ago, you can see it here. I use Scorned Villager  Flip instead of Duskwatch Recruiter  Flip just for the untransfordmed ramp buti have Duskwatch Recruiter  Flip on the sideboard just in case. its incredibly useful in longer running games. The only reason i opted out of Howlpack Resurgence is because of the buffs already given by everything else, especially Instigator Gang  Flip, Arlinn Kord and Full Moon's Rise but Howlpack Resurgence is again on my sideboard just in case i need the extra trample boost. Ive played my version against my brother a good few times and it does a great job of building a strong attack, we plan to do a 2v2 game where i play my werewolves and he plays his vampires, gonna be dope. Love the deck!

Hyunkel on Blood of the Saints

5 months ago

DrayDray > Moonlight Hunt might be a good thing you can add to the deck, I would not recommend running them over Prey Upon, though, Prey Upon is still cheaper, and in a deck where all your creatures deal a lot of damage, you don't really need all this fire power for one creature when you can, instead, kill 2 creatures for the same amount of mana. The only advantage it has is that you can inflict damage with multiple creatures at once, and that you don't have to worry about the other creature's attack which, in turn, makes it very well playable. However, Prey Upon should still not be overlooked. As for Kessig Wolf Run, I really don't know, sure it could be useful to give trample to your creatures as well as boost them, but idk, I just feel like Full Moon's Rise already does a pretty decent job for that, let alone the cost of the ability which is at least 3 mana (considering you also have to tap the land) for applying trample to one creature until the end of the turn. Compare that to the effect of Full Moon's Rise and I can see a clear winner here, but then again, these are my opinions.

CrazedGinger > Thank you ! I also really like playing this deck with Xenagos, God of Revels, which is one of my most recent additions and, while it was my idea to put it in, I don't think I can take the credit for that, as I've heard, some deck-builders have already done similar decks with Xenagos, God of Revels as their main threat. I don't believe I have ever heard of Fury of the Horde, it has an interesting effect but is unfortunately either way too costful for what it does or just very risky in general, since you're playing a deck where you need to build up your forces as fast as you can and that you can't really rely on time to make things turn in your favor, I doubt that the card will be very useful since you'll probably not have three or more cards in your hand by the time it's actually worth it to discard two cards and attack twice.

CommanderNeyo on The Were and the Wolf. (G/R Werewolves)

5 months ago

Welcome to the world of Magic! I have some suggestions for you, but they are mostly based on your budget. First of all, almost every deck running red runs the card Lightning Bolt, because it is very versatile at taking out opposing creatures and/or dealing damage straight to your opponent. I highly recommend it.

Also, Immerwolf is a fantastic card for werewolf decks, and I consider it essential, as it buffs all werewolves (even if they are in their human form) and, perhaps more importantly, prevents them from switching back into their weaker state. Also, it has intimidate, which gives it a lot of evasion.

Mayor of Avabruck  Flip is another werewolf-essential. He is very useful even in his non-flipped form, as he buffs other non-flipped werewolves. But once he does become his true form, he becomes a monster, as he is a 2 mana 3/3 that every turn drops 2/2 wolves (which he buffs to 3/3). One alone is good; having two or more on the table at the same time can be terrifying.

Next up on the list is Kruin Outlaw  Flip. When she flips, she becomes a huge threat as a 3/3 double striker, but also gives herself and other werewolves some evasion.

Another wolf you may want to consider is Pyreheart Wolf. The main reason for having this guy is that he gives all other creatures you control some evasion; on top of that, his Undying ability makes him harder to get rid of and adds some lasting value.

Another card you may want to consider, and I do not necessarily suggest, is Wolfir Silverheart. The nice thing about it is that it instantly buffs a creature when you play it, providing immediate value. Also, it itself is a huge threat when paired, as it becomes a 5 mana 8/8. However, it is useless if your opponent has chump blockers without Howlpack Resurgence on the field and it comes very late, often when you may not want to cast anything in order to flip your creatures.

On the non-creature side of things, we have Full Moon's Rise and Moonmist, two cards I consider very important werewolf tribal (although I do admit I have limited knowledge and experience). Full Moon's Rise makes all of your werewolves larger threats, but also has the added bonus of saving your creatures against many board-wipes or even unfavorable attacks. Moonmist is great at surprising your opponent by flipping your creatures when they least expect it. Attack them, wait until they declare blocks, then cast this baby and all of your tiny human werewolves suddenly go through puberty and mature into killing machines. Even better? They can't take combat damage for the turn, so your opponent probably lost creatures and you lost none.

Should your budget ever grow larger, a good card for werewolves is Huntmaster of the Fells  Flip. He is nice if you find yourself constantly flipping back and forth, as well as the fact that he gives you a little bit of life and a token when he enters, and then some damage and creature removal when he flips.

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