Geier Reach Bandit


Vildin-Pack Alpha  Flip


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Standard Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad Rare

Combos Browse all

Geier Reach Bandit

Creature — Human Rogue Werewolf


At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.

Price & Acquistion Set Price Alerts



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Geier Reach Bandit Discussion

MRDOOM3 on Pure Werewolf Powerhouse

1 week ago

Geier Reach Bandit  Flip, I feel, is an auto-include for any werewolf tribal deck. So are Immerwolf and Huntmaster of the Fells  Flip.

Atticus_Glasmen on COME AT ME BRO

1 month ago

add in Geier Reach Bandit  Flip to replace speedway fanatic, and Kessig Forgemaster  Flip to replace kari zev and this deck becomes much bigger but still retains its speed. if you remove deranged whelp and add Furyblade Vampire you would get much more synergy out of your falkenrath gorger. to push that synergy even further you could take out two shock and add Lightning Axe and/or take out built to smash and add in Fiery Temper these work really well with madness and as discard outlets. tons of turn four synergy to clear their board and boost everyone you have with bushwhacker.

jaylawlerrr on R/G Werewolves

2 months ago

Awesome! This deck looks fun to play...I've been working on a R/G Werewolves build myself. May I suggest Outnumber for a creature heavy build? Geier Reach Bandit  Flip is another staple for transforming your wolves as they come into play. Duskwatch Recruiter  Flip is another card that has seen a lot of play lately, especially in the Frontier format. Being able to tutor out another werewolf can't hurt, plus gives you the upside of putting the rest of your creatures on discount...I highly recommend that one! Also, Arlinn Kord  Flip, the Were-walker herself fits the bill as well. The best thing about building a theme deck like this is that all of the cards are relatively budget-friendly. Hope this helps!

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.

DarkStarStorm on All things Wolven

2 months ago

An explanation for my decisions on my variant of cyphre187's deck.

Breakneck Rider  Flip: Having redundant copies is actually good, and it has immense synergy with Howlpack Resurgence. It can allow the mana curve to be lower because it scales with your board state.

Channeler Initiate: Not a wolf, but it helps your early game by functioning as a 0/1 mana dork as well as your lategame as a 3/4 body. Allows you to drop a body and still have mana for interaction.

Geier Reach Bandit  Flip: Efficient card, but redundancy is not good. 2-of to prevent drawing into multiple.

Smoldering Werewolf: A meta-pick lategame bomb. 12 of Zombies's creatures have a toughness of 1, which opens you up for a 1-for-2 scenario.

Game Trail/Sheltered Thicket: Everything that isn't Trail has the land types to enable it entering untapped. In the mid/lategame, you can cycle away Thickets that would be topdecked otherwise.

Magma Spray: Answers Relentless Dead and Scrapheap Scrounger for good. It also enables psuedo first strike with Kessig Forgemaster  Flip and Smoldering Werewolf

DarkStarStorm on All things Wolven

2 months ago

You're running a lot of awkward three of cards. It's almost as if you're a bit scared to make changes to a deck, and so you're shaving off copies. For example, why are you running three copies of Moonlight Hunt and two of Rabid Bite? Hunt is STRICTLY better than Bite, in every way imaginable. Don't be afraid to drastically change the deck. You can always change it back, so don't shave copies because you're worried about "ruining" it.

Haze of Pollen: It doesn't necessarily do much. Most opponents won't commit everything to swing because of combat tricks, so this will most likely be less optimal than a simple removal spell. If Vehicles are the issue, then you can actually mainboard Dissenter's Deliverance, which is very easy to cycle away in an irrelevant scenario.

Kessig Prowler  Flip: I don't think it belongs in the all. Your early game is fine, but the lategame of this deck is fairly weak. Cut this ENTIRELY in favor of the likes of Breakneck Rider  Flip, Geier Reach Bandit  Flip, or sideboard Hermit of the Natterknolls  Flip/Silverfur Partisan (against control). In other words, there are better werewolves that do better things that will make your deck better in the lategame. Finally, I'd like to encourage you to pick up at least 4 duel lands that aren't Evolving Wilds. Reveal lands or cycling lands will improve the deck greatly.

colton815 on Wolfs

3 months ago

CoCo isn't great for werewolf decks. a coco deck needs a low noncreature count, and in werewolves, there are too many noncreature spells you NEED. Moonmist, and Waxing Moon are pretty much mandatory if you ever want your werewolves to flip. Moonlight Hunt is also really good removal. Geier Reach Bandit  Flip is also a must. once its flipped, all your other werewolves can enter play flipped. Village Messenger  Flip is strictly better than Reckless Waif  Flip

controlplayer on Werewolves Are Back!!

3 months ago

thanks for the suggestions. The reason i like Kessig Prowler  Flip is that is is something more than just a fast werewolf. It provides the same amount of power as Village Messenger  Flip and in the late game it is a 4/4. Also it has a cool combo with Geier Reach Bandit  Flip. If you flip the bandit then it immediately enters the battlefield as a 4/4. I think i will move daybreak ranger to board, but i might rather put in Duskwatch Recruiter  Flip instead. I still might play it as a one of though. I think that Collected Company provides insane value but if you have Aether Vials already I would agree with not including a playset.

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