Lambholt Pacifist


Lambholt Butcher


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) Uncommon

Combos Browse all

Lambholt Pacifist

Creature — Human Shaman Werewolf

Lambholt Pacifist can't attack unless you control a creature with power 4 or greater.

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

Lambholt Pacifist Discussion

Akromathia on Werewolf Tempo

6 months ago

Hanweir Watchkeep  Flip is great as a bruiser, but perhaps Lambholt Pacifist  Flip would do just as good. Coming in play a turn before and potencialy flipping one turn before while just loosin 1/1 to the Watchkeep, might get you the tempo you need. Also have into account that the Pacifist might be buffed by the lords in your deck.

Neotrup on How does Descendants' Path work?

6 months ago

There is an interesting interaction with two Descendants' Path . If you do control a human, say Noble Hierarch , and two Descendants' Path 's, in your upkeep both will trigger. If the first resolves and reveals Lambholt Pacifist  Flip so you cast it for free, that resolves, then the next Descendants' Path resolves and reveals Shrill Howler  Flip. You will be able to cast Shrill Howler  Flip because you now control Lambholt Pacifist  Flip, even though you did not control a werewolf when the ability initially triggered.

Akromathia on How does Descendants' Path work?

6 months ago

I have just discovered this card, and I have been experimenting heavily with it.

After a few games enjoying the power given by the "free cast" provided by this card, I got to a point in which I had two copies of Descendants' Path , and I got completely confused.

A 1) The first Descendants' Path resolves, I show the first card, let us say that it is a Hungry Flames card. Then it goes to the bottom. And then what? Do I draw a card and repeat the process for the second Descendants' Path ? or I resolve the first effect on the second Descendants' Path and then I just draw one card?

2) If the shown card is something like Lambholt Pacifist  Flip, then I free cast it (pretend of a second that I have another human in play), and then I draw and start the second Descendants' Path effect? Or do I draw just one card after both Descendants' Path have resolved.

Thank you so much!

clayperce on Random Favorite Cards

8 months ago

Lambholt Pacifist  Flip/ Lambholt Butcher is by far my favorite ever. I love Werewolves, I loved Shadows over Innistrad, and I loved the flavor of the card. The fact that it was actually competitive too was just icing on the cake :-)

passascats on Zada's Unlimited Wolf Works

1 year ago

I'm not a huge 60 card constructed player, so I don't know how valuable my advice is, but here are my thoughts:
The double splash is going to be hard on your combo. When you want to combo out you need as few pieces as possible, as consistently as possible. I would consider cutting Feat of Resistance for something like Enter the Unknown. While it's only a Sorcery, it lets you get to Zada quicker, combos with Zada and Silverfur, and can perma-pump creatures. I would probably cut at least 2 of the Lambholt Pacifist  Flip if not all of them. Your turn ones are going to be slow cause all your CMC 1 cards are target instants or sorceries, I think this is making your mana curve look deceptively low. You really aren't doing anything till turn two. I would consider Kessig Prowler  Flip or Wolfbitten Captive  Flip to replace the Lambholt Pacifist  Flip, it gives you a turn one creature, which makes a turn two cryptolith better, gives you an early target for your pump spells, and both scale if you end up mana flooded late game.
You might also want to consider Vines of Vastwood. It can provide good protection and pump in a pinch.
Good Luck!!

clayperce on Are Merfolk being played in ...

1 year ago

I've played 31 matches so far in RIX Standard (all pick-up games ... no real tournament play yet), and though Merfolk Branchwalker is all over (I've seen it in BG Counters, RG Midrange, and Sultai Goodstuff), I've seen exactly ZERO Merfolk decks.

Merfolk very much remind me of Werewolves, when they were in Standard. Lambholt Pacifist  Flip was a key part of Bant Humans and GW Tokens, and Duskwatch Recruiter  Flip was a key part of Bant CoCo. But an actual Werewolf deck? Not so much ...

TheDuggernaught on Werewolves

1 year ago

This is a good start! Probably much better than any decks I made when I was a new player! With that being said, I do have a few suggestions. First, I just want to to make sure that you want this to be an aggro deck that aims to win on turn 4-5. I ask because you have a few pieces in here that might lean more towards a midrange strategy in Kessig Wolf Run, Mondronen Shaman  Flip, Asceticism, Moonlight Hunt, and Duskwatch Recruiter  Flip. None of these cards really make you win fast because they have high mana costs or have abilities that cost a fair bit of mana to activate. Which is fine if you want to adjust your deck to fit more of a midrange strategy. You even maybe play a fair number of werewolves that tap for mana so you can tap Kessig Wolf Run for pretty massive swings.

I do however think that an aggro shell works better for werewolves. Some cards I might suggest are:

Aether Vial: not cheap, but works super good with werewolves since putting them into play does not count as a cast.

Instigator Gang  Flip: A little higher on the cmc, but can win games. He can pump those werewolves pretty fast.

Ulrich of the Krallenhorde  Flip: More of a midrange beat stick. But still good enough to mention.

Breakneck Rider  Flip: Another lord-esque effect. The trample is super good.

Reckless Waif  Flip: Another low to the ground creature to put pressure on your opponent early.

Lambholt Elder  Flip: An engine that can give you a lot of card draw when you start to run out of gas. Can also block some of the more popular creatures you might find in modern.

Lambholt Pacifist  Flip: A creature with an above average body for its mana cost -- even in human form. It can attack even in its human form if you have a Mayor of Avabruck  Flip in play or any other similar effect.

Kruin Outlaw  Flip: Gives werewolves evasion.

Huntmaster of the Fells  Flip: Another card that is more meant for midrange, but it is very good at what it does. This actually sees some modern play in various competitive decks.

Village Ironsmith  Flip: fragile body, but the first strike can make it difficult to deal with for your opponent via combat.

Hinterland Logger  Flip: Another fragile body, but the power with trample can normally get a point or two of damage through.

Hermit of the Natterknolls  Flip: Maybe more of a sideboard card against control, but it can also give you a lot of card draw.

Gatstaf Shepherd  Flip: Average body in human form. The intimidate gives it a little bit of evasion.

Kessig Forgemaster  Flip: Maybe more of a sideboard card, but would not be terrible in the main. Its ability will kill almost any creature your opponent tries to chump block it with.

Convicted Killer  Flip There are better options (like lambholt pacifist), but its 4/4 body is worth noting.

Collected Company: Also not cheap. But if you haven't noticed, almost all of the cards I just listed are 3cmc or below. The instant speed also allows you to not cast anything on your turn to get the transforms, and then just cast it on your opponent's turn to grab 2 creatures form the top 6 cards of your deck.

Lightning Bolt: Might be hard pressed to find any red aggro deck without at least some of these.

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