Kruin Outlaw

Creature — Human Rogue Werewolf

First strike

At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Innistrad (ISD) Rare

Combos Browse all


Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Kruin Outlaw Discussion

Epicurus on Card creation challenge

5 months ago

A15Life there are a lot of werewolf creatures with transform. In fact, the transform mechanic was created around werewolves. There's a shit-ton of werewolves with the transform mechanic:

And all of this is without mentioning all of the non-werewolf HUMAN creatures with the transform mechanic, and the card I created makes all humans werewolves too. So yeah, there's a bit of use for Autumn Moon's ability to make a werewolf transform.

Sorry. Continue.

Akromathia on Werewolves are Cool

1 year 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.



  • 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.


Hope this helps! Be kind and have fun.

droslag on There's a Full Moon Tonight

1 year ago

There are so many good werewolves in OG innistrad block. here are some that are really strong, if you do ever feel like buying cards i guess:

Instigator Gang  Flip

Reckless Waif  Flip

Full Moon's Rise

Mayor of Avabruck  Flip

Huntmaster of the Fells  Flip


Garruk Relentless  Flip

Kruin Outlaw  Flip

other cards


Domri Rade

Kessig Wolf Run

Rabid_Wyvern on Dæmons of the Pack

1 year ago

Thanks, I'm thinking of adding a few cards such as Kruin Outlaw  Flip, Breakneck Rider  Flip, Kessig Forgemaster  Flip etc. I'll definitely buff the amount of basic lands to about 14/15 each and get rid of that extra Timber Gorge. I'm not really thinking of making it a ramp deck although many decks are. Thanks for the advice. :)

Gkandolo117 on Fangor Werewolf Aggro

2 years ago

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

MythicMeadow on Acadian Call of the Wild

2 years 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:

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.

Load more