Geier Reach Bandit

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Vildin-Pack Alpha

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker 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.

Geier Reach Bandit Discussion

Akromathia on Werewolves are Cool

4 months ago

OK, let us see…

Land creature ratio:

  • Try 22 Lands instead of 20 (trust me on this).
  • 25 – 26 creatures are just fine.
  • 12 – 13 spells.
Note: These numbers are not written in stone, you can add more creatures, but usually you should not go under 24, for this deck strongly relies on critical creature mass. I tried to run a similar deck with 18 – 20 lands, and it did not work very well. 24 were just too much, so I went to 23 and 22 and found that there was not much difference so I kept 22.

Lands:

Creatures:

  • Daybreak Ranger  Flip good card, but usually better as sideboard, whenever you face tons of flyers or when in need for extra removal. I would replace the whole set with Duskwatch Recruiter  Flip, faster, cheaper (in both mana and dollars) and helps a lot to keep your hand and board full of wolves. Another budget replacement, could be Gatstaf Shepherd  Flip, same cmc, goes for like 20 cents the copy and has intimidate.
  • Geier Reach Bandit  Flip another pretty good card, but I would just main 2 copies, more than that is usually not great, and this opens space to great finishers like Kruin Outlaw  Flip.
  • You have a ton of “Lord Effects”, so Reckless Waif  Flip might be a good addition, since she has better body than Village Messenger  Flip. Maybe tun a mix of both? Also could replace some Bandits to make the deck more aggro.
  • Now about Silverfur Partisan . Most people think that you need a bunch of instants to cast on it yourself to justify its inclusion. WRONG! Even though that is a way to make it work, and even thought there a couple of cool combos with Zada, Hedron Grinder , it is not its main role. While in play, the partisan gives you a wolf for EVERY TARGETED WOLF OR WEREWOLF, which means that for every removal spell they cast on your creatures, you get a free replacement, which is great against some heavy removal decks. Remember that Werewolves have 3 main weak points, fliers, removal and mass removal. A great side board card.

Spells:

Hope this helps! Be kind and have fun.

Darth_Savage on Werewolves are Cool

9 months ago

In an aggro deck board presence matters, I'd suggest you add Village Messenger  Flip or Reckless Waif  Flip and up Wolfbitten Captive to 4x. Geier Reach Bandit  Flip is a bit like extra copies of Moonmist, so should probably be a 4x too. Personally I'd cut Cult of the Waxing Moon and Ulrich of the Krallenhorde, simply because they cast 5, don't have a massive impact on the board and getting to 5 mana with 18 lands is harder than you think, for that reason Pack Guardian is also iffy. I'd definitely cut Call of the Full Moon, as it's just far to easy to remove and means that the creature it enchants is a 2-for-1. Unclaimed Territory might help with mana fixing...

DragonKing90 on Wolf/werewolf budget deck

1 year ago

werewolves are a deck i have a lot of experience with, so allow me to give you some tips.

for the most part, aura's aren't that good except on hexproof creatures. if your opponent destroys your enchanted creature, they essentially just "2 for 1'd" you. meaning they used 1 of their cards, to destroy 2 of yours.

Geier Reach Bandit  Flip, once flipped, makes all your other werewolves transform immediately. this can give you the effect of both sides of Huntmaster of the Fells  Flip as soon as he enters play. Waxing Moon also forces a flip.

i know you said you wanted the deck to stay under $30, but Aether Vial can let you put creatures into play without casting them.

"bloodrush" abilities, such as Ghor-Clan Rampager, do not count as casting a spell. you can use this ability to pump up the human side of a werewolf while its attacking, then pass turn and it will still flip. the fact that they are also creatures you can play if your werewolves get destroyed is a nice bonus.

you currently don't have any removal in the deck. in red/green, i'd recommend Lightning Bolt, Moonlight Hunt, and Beast Within.

and finally, the lands. fetchlands like Wooded Foothills along with shocklands like Stomping Ground go a long way.

CalciumComrade on Wolves! Were?!

1 year ago

DanTheBear The tokens seem really solid. I was playtesting this deck earlier with my new changes and the tokens from the Mayor were putting in some work. Huntmaster of the Fells  Flip and Geier Reach Bandit  Flip is a really nice combo. 4 mana 4/4 that gains you 4 life and 2 2/2 tokens is really strong. Especially with all the buffing cards I have currently.

DragonKing90 on Modern Werewolves

1 year ago

unfortunately, werewolves just aren't really modern competitive. their transform mechanic is too slow, and will rarely (if ever) actually trigger in a competitive modern environment. if you're playing casually though, there are several things you can do to help them flip. unfortunately, your deck currently does not have any of them. first up is Aether Vial. it puts creatures into play without casting them. this means you won't have to choose between putting another creature on the board, vs just passing turn to let your current creatures flip. next you have Moonmist, Waxing Moon, and Geier Reach Bandit  Flip to force transformations. finally, use Immerwolf to make sure they don't flip back to their human side.

Muggins84 on Transformers! Werewolves in Disguise!

1 year ago

I like the deck and the name you chose for it +1. Depending on your budget it would be worth getting some Wooded Foothills in there for an even more reliable land base. I would suggest -2 Huntmaster of the Fells  Flip and +2 Geier Reach Bandit  Flip. The reason for this is that Huntmaster likes flipping back and forth for maximum value. The bandit let's you cut to the chase, so to speak. Bandit is also very good with Immerwolf. Food for thought if for nothing else. Kudos on a cool deck.

Murphy77 on Gruul Werewolf Aggro

1 year ago

I would replace at least 1 Kessig Prowler  Flip and 1 Waxing Moon with Geier Reach Bandit  Flip. The deck looks good even without this change but Bandit could speed up the deck.

LuxCannonator on Red White Aggro

1 year ago

Looks like a decent start:

here are some budget friendly alternatives and additions

Add 3 or 4 of SunforgersL Bolts are always a good choice.

More food for Sunforger:

Double Cleave, Rally the Righteous, War Flare.(there are a TON more, but I'm trying to stay in the feel for the build you already have)

Hellspark Elemental and Spark Elemental they both work incredibly well with Skyfishermen. Example: Unearth Hell Sparky Swing, second main Fisherman Bounce Hell Sparky to hand. That gives you 4 swings with Hell Sparky instead of the usual 2.

I would axe Geier Reach Bandit  Flip Generator Servant and Bellows Lizard.

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