Geier Reach Bandit

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Vildin-Pack Alpha

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Geier Reach Bandit

Creature — Human Rogue Werewolf

Haste

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

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Geier Reach Bandit Discussion

Gkandolo117 on Fangor Werewolf Aggro

1 week ago

i wonder if Geier Reach Bandit  Flip would be a good alternative to Kruin Outlaw  Flip ?

MythicMeadow on Acadian Call of the Wild

1 month ago

Loganburns Hey! Your deck looks good. You play 9 cards that cost 4 or more, this works because you play some ramp as well but I would add another land or two in order to consistently cast those high mana spells. Wolfbitten Captive  Flip is good in such a deck if you often have unspent mana mid/late game. Duskwatch Recruiter  Flip is also a good mana sink when you don't have much else to cast. If you want to be more agressive early on you could add Village Messenger  Flip and/or Geier Reach Bandit  Flip. I see you're also playing Wolfir Silverheart, this card works great with Kruin Outlaw  Flip. If you would add Village Messenger  Flip and want to consistently cast it on turn one, you should at least have 10 turn-one red sources in your deck, preferably 14 red sources. Check out this article by Frank Karsten for more information: https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/.

Using Howlpack Resurgence instead of Full Moon's Rise is a tradeoff. Regenerating your werewolves will cause them to lose their +1/+0 and trample buff, resulting in you dealing much less damage. And because you play with Instigator Gang  Flip, losing trample would not be very beneficial. By instead flashing in Howlpack Resurgence on their turn you can flip some werewolves on their upkeep. A big bonus from this enchantment is that your wolves also get the same buff, Full Moon's Rise does not do this. But if you feel that you are in need of the regeneration effect more than the buff from Howlpack Resurgence, maybe because you're facing many boardwipes or other removal, you should play with Full Moon's Rise.

I like that you're using Doubling Chant, it could be a great top deck to potentially double your board presence, but it also could be troublesome if most of your werewolves are dead. Because it has a rather high mana cost you could instead use Duskwatch Recruiter  Flip for a repeatable effect, which can also be used on your opponents turn and it does not count as a spell.

MythicMeadow on The Awakening of the Lycans

1 month ago

Loganburns Hey! Your deck looks good. You play 9 cards that cost 4 or more, this works because you play some ramp as well but I would add another land or two in order to consistently cast those high mana spells. Wolfbitten Captive  Flip is good in such a deck if you often have unspent mana mid/late game. Duskwatch Recruiter  Flip is also a good mana sink when don't have much else to cast. If you want to be more agressive early on I would add Village Messenger  Flip and/or Geier Reach Bandit  Flip. I see you're also playing Wolfir Silverheart, this card works great with Kruin Outlaw  Flip. If you would add Village Messenger  Flip and want to consistently cast it on turn one, you should at least have 10 turn-one red sources in your deck, preferably 14 red sources. Check out this article by Frank Karsten for more information: https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/.

Using Howlpack Resurgence instead of Full Moon's Rise is a tradeoff. When I wanted to regenerate my wolves they would lose their +1/+0 and trample buff, often resulting with me dealing much less damage than I wanted. And because you play with Instigator Gang  Flip, losing trample would not be very beneficial. By instead flashing in Howlpack Resurgence on their turn I can flip some werewolves on their upkeep. And because the same player has to cast two spells for the wolves to flip back, this would only matters if you cast another spell on their turn or if they cast two or more spells. A big bonus from this enchantment is that our wolves also get the same buff, Full Moon's Rise does not do this. But if you feel that you are in need of the regeneration effect more than the buff from Howlpack Resurgence, maybe because you're facing many boardwipes or other removal, you should play with Full Moon's Rise.

I like that you're using Doubling Chant, it could be a great top deck to potentially double our board presence, but it also could be troublesome if most of our werewolves are dead. Because it has a rather high mana cost we could instead use Duskwatch Recruiter  Flip for a repeatable effect, which can also be used on our opponents turn and it does not count as a spell.

dhearne04 on Fangor Werewolf Aggro

1 month ago

I think Ulrich of the Krallenhorde  Flip might be good, and I define you think a Geier Reach Bandit  Flip for not having to rely on your opponents not casting spells, while also allowing you to.

Mr._Peepers on Werewolves

1 month ago

Personally I really like the Geier Reach Bandit  Flip, and I think you should run moomist instead of full moons rise. Both the bandit and mist give you a way to reliably flip werewolves, which you might not be able to do otherwise. I would cut the flame slash, 1 beast within, one siege and the 3 moons rise for 3 Bandit, 2 moonmist, and 1 more village Messenger

iano9 on Final ZadaWolves (HOU - Retired)

2 months ago

Just curious what about Ulrich of the Krallenhorde  Flip if you play him and have Geier Reach Bandit  Flip on the field you could fight something with a 10/10 right?

furiousgeorj on Wolf Lord

2 months ago

cdkime and Sagarys

Thanks for the feedback.

Most of my werewolves aren't actually human so I am not sure Moonmist and Immerwolf would be too helpful, but i think i will get some to play around with. Geier Reach Bandit  Flip is what i use to accelerate and Waxing Moon to flip it or others after i have Vildin-Pack Alpha. I already am planning on getting Rootbound Crag but i don't think i can justify the others as I don't play too competitively. Ulvenwald Captive  Flip i am pretty iffy on, but i had some to fill out and was thinking of dropping them for something else? Wolfkin Bond i may get rid of, and reduce some of my other creatures to get some Springsage Ritual and Prey Upon to get rid of troublesome permanents.

MythicMeadow on The Awakening of the Lycans

2 months ago

clayperce, I'm glad you enjoyed this deck!

Depending on your local meta some cards will perform better than others, thus this deck is more focused on my experience. Vines of the Recluse works rather well in dealing with flyers. I might consider using it if I did not play as much multiplayer as I do. The versatility of Atarka's Command (you get to give all your creatures reach plus a bonus effect) made me use that instead.

I mainly use Silverfur Partisan against removal-heavy mach-ups because he fits the theme. He can otherwise often feel a bit high on the mana curve in this, otherwise more aggressively focused, deck. If the deck needs to be more competetive, then Vines of Vastwood/Blossoming Defense would work great, though it will cost the deck some flavor.

As for Isochron Scepter, I did not test it extensively. Just enough to not enjoy this deck as much as I do without it. But if you'd like to use the scepter, then some cards can both be good and bad to replace with it. The more wolves the merrier, thus the scepter might take Neglected Heirloom  Flip's place. On the other hand the scepter might make it easier to flip the heirloom if you did not flip it early. But if you already have an Immerwolf in play then it might not flip at all, with probably most humans already transformed.

You could also take out a few Immerwolf and get more value out of Huntmaster of the Fells  Flip (only if you plan to use the scepter on the other player's turn, as the ability will count as a spell cast and prevents you from casting more spells on your turn). Or just take out a few huntmasters instead because they clash a bit with the Immerwolves.

Geier Reach Bandit  Flip will not be as good as before, because we can make sure to flip the wolves each other turn with Isochron Scepter + Moonmist. It's still a great card in the deck though.

Cards that might be good to add in addition to the scepter could be some artifact recursion or other ways to keep Isochron Scepter in play. Though it might make the deck a bit less aggressive if you add more control cards.

Otherwise you could just pull the card that you'd like to draw the least and just replace it with 1-3 Isochron Scepter.

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