Moonrise Intruder

Front:

Village Messenger  Flip

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Shadows over Innistrad Uncommon

Combos Browse all

Moonrise Intruder

Creature — Werewolf

Menace (This creature can't be blocked except by two or more creatures.)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moonrise Intruder.

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Moonrise Intruder Discussion

BioProfDude on Mono-red weenie speed deck (budget)

3 months ago

Elitecrewman, if there's a place for Bomat Courier I agree it's in place of Thermo-Alchemist. I only really need Thermo-Alchemist to do its thing at the end of my opponent's turn as it is a good blocker that gets damage through even if there are creatures in the way. Even if it only gets to do the 1 pt damage 2 or 3 or 4 times in a game, it all adds up in a deck this fast and it's worth it.

I like that Bomat Courier has haste, though. I'm also torn on whether I should get Insolent Neonate into the deck because it has menace. when I flip Village Messenger  Flip to Moonrise Intruder, the menace really annoys opponents. In games as fast as this deck plays, menace is amazing because it virtually guarantees at least some damage is getting through, whether that be from double blocking and allowing another creature through, or by blocking others and letting the creature with menace through. It's not uncommon to have Village Messenger  Flip flipped on turn two when my opponent only has one creature out. Opponent's find this very annoying.

Thank you for the suggestion!

poopiepoopiepants1 on U/R Not Touching This

11 months ago

I think that Goblin Glory Chaser would actually be fine. The renown's ability is actually very good and actually making it renowned is not that hard. I think it would be very good to use that. Or, Zurgo Bellstriker the R for a 2/2 body is something I think you're looking for just like the Moonrise Intruder  Flip (which is a 2/2). I know that the Moonrise Intruder  Flip has menace, but it's like trading menace for the dash, which I think is good because it gives it a big chance of not dying. Maybe it's worth putting in at least 2 of Zurgo Bellstriker.

Mj3913 on U/R Not Touching This

11 months ago

The evasion is already there for the most part. First strike allows for my creatures to survive to continue the onslaught. Even in the case of Moonrise Intruder  Flip's Menace, in most cases if double blocked, I can at least make sure I trade off 1 for 1. Trample to me just feels like a 'Win more' at this point (rather than 'irrelevant'). Sure Strike doubles as a removal spell of sorts.

Axinoim on All things Wolven

1 year ago

NotSquishedYet,

A Hundred Hands, A Thousand Swords is a really good deck. +1 from me! I went 1-3 against it.

Match One:

Pretty straight forward and even. To win it, your deck kept drawing Silumgar Sorcerer and Reflector Mage. Keeping my board clear for Hanweir Militia Captain  Flip and a Bounding Krasis to keep swinging freely.

Match Two

This one went to my deck, (Gruul) Werewolf Tribal SOI. I won it by being able to get my werewolves out. Pretty simple. Had 3x Solitary Hunter  Flip; 1x Moonrise Intruder  Flip, 1x Breakneck Rider  Flip and 1x Gatstaf Arsonists  Flip. Your deck wasn't getting zip, nothing in the means of removal. Got mana screwed in the early game didn't help either.

Match Three

And, the winner was!? ~Ding-Ding-Ding~ A Hundred Hands, A Thousand Swords!

My deck got mana screwed so bad in this one, ask me how bad. Couldn't play my first card until turn 5! Your deck had 1x Hanweir Militia Captain  Flip and 1x Cleric of the Forward Order out by turn 2 turn and just drilled until turn 4. Make way for Woodland Wanderer who has +3/+3 counters now... fml. Played Geier Reach Bandit  Flip on turn 5, nope, your next turn Reflector Mage. My turn, couldn't play anything thanks to Reflector Mage. That was game, swung on Turn 6 & 7 for 11 damage each. That'll kill anyone.

I would suggest adding more removal cards in your Main or Side. Against Aggro Decks anyways. Once I was able to get my creatures on the field there was very little your deck could do about it. Most bodies of your creatures are 2/2 or less.

  • Whirler Rogue did help to rebuild the board after a sweep in Match Two. But at best only bought one extra turn.

  • Orbs of Warding was dead in hand. My deck doesn't run any burn spells in Main.

In the end, I was happy with how my deck played. Can't help getting mana screwed in Match Three, those things happen. I didn't sideboard either deck in this playtest. I could have sideboard in, Display of Dominance and Rending Volley to help me out M2 & M3. I'll have to give these another playtest with sideboard in next time.

A Hundred Hands, A Thousand Swords will be added to my list of decks to playtest against, really liked this one.

Kizmetto on All things Wolven

1 year ago

I was running Stoneforge Masterwork in my original draft and certainly made an impact, but dropped it as the deck evolved in to the Collected Company shell. In non-CoCo decks i think its a fantastic card. Human buff + werewolf buff = +2/+2 per werewolf on the field? for 1 mana? Cripes, put that on Moonrise Intruder  Flip!

AverageBoss on All things Wolven

1 year ago

Just a few thoughts of my own after playtesting a few builds.

  1. The werewolves you take should be worth it to you for their front side, while the back should be considered a nice bonus that pops up every now and then.

  2. Don't be afraid to flip your wolves back to human in exchange for other benefits.

  3. Duskwatch Recruiter and his reverse is imo one of our most important werewolves. His front gives us something to do with our mana in the form of limited card advantage, but does not count as a spell, allowing everything to transform. His reverse side makes all our creatures cheaper.

  4. Keeping the mindset #2 above combined with the advantages of #3, you can have an early game look like this:

*Turn 1: Village Messenger  Flip -> swing for 1 -> hopefully transforms during opponents turn.

*Turn 2: Duskwatch Recruiter -> most likely swing for 2 with Moonrise Intruder  Flip.

*Turn 3: Use Duskwatch Recruiter ability or wait for the opponents turn to cast an instant or flash spell.

*Turn 4: Assuming Krallenhorde Howler is still face up, you can now play four 2 drop creatures, or two 3 drops, or two 2s and a 3. That is quite the uptick in board presence. You could also cast a creature or two and still have mana left over to cast an instant on their turn.

Kizmetto on Gruul ZadaWolves (EMN - Retired)

1 year ago

GAME TWO

  1. Your opening hand: Forest,Mountain,Mountain,Lightning Berserker,Ember-Eye Wolf,Silverfur Partisan,Expedite.

  2. My opening hand: Forest,Cinder Glade,Mountain,Ember-Eye Wolf,Duskwatch Recruiter,Breakneck Rider,Geier Reach Bandit.

I lost G1 so i'll go first.

My t1: forest. pass. (20-20)

your t1: drew mountain. play mountain. dash in berserker. swing for 1. (19-20)

my t2: drew forest. play mountain. play duskwatch recruiter. pass. (19-20)

your t2: drew expedite. play mountain. play ember-eye. pass. (19-20)

my t3: drew cinder glade. play cinder glade. play Breakneck Rider. swing with recruiter. no blocks. (19-18)

your t3: drew Might of the Masses. play forest. play partisan. pass. (19-18)

my t4: drew forest (screw you too deck). play cinder glade. play Geier Reach Bandit. swing with the rider. block with ember-eye. ember-eye dies.

your t4: drew Vines of the Recluse. play mountain. we wanna save the instants but if we dont cast anything, all my werewolves will flip. play Lightning Berserker for regular cost. pass.

my t5: drew Village Messenger  Flip. play forest. play ember eye and villager. pass. (19-18)

your t5: drew villager. cast expedite on partisan and make a token. draw forest. play forest. cast villager. cast Expedite on the token to give it haste and drew Lambholt Pacifist  Flip. we both have a decent field and open mana. we have a might of the masses (still no zada). cast pacifist. pass. (19-18)

my t6: drew game trail. activate recruiters ability and look at top 3 for a creature. find Geier Reach Bandit, Collected Company and Atarka's Command. guh that would have been a great next 3 turns. take bandit. rest on bottom. pass. werewolves flip. (19-18)

your t6: drew villager. shoot where is zada?! okay so my opponents field has scary werewolves. i should try and flip them back. swing with everything but the lightning berserker. swinging for 10. i block partisan with howler. block the Lambholt Butcher with the Vildin-Pack Alpha  Flip. i block the token with ember eye wolf. cant block the Moonrise Intruder  Flip. okay combat tricks. cast Vines of the Recluse onto the partisan, generating a wolf and giving it +1/+2 which means it trades with the Alpha. it also untaps? cast expedite onto.. the token i guess. generate a wolf and draw mountain. cast Might of the Masses onto the unblocked creature, making a token, then giving it +8/+8. My Alpha, Intruder and ember eye die. Your partisan and a token die. I buff ember to take down the token too. My Alpha, Intruder and ember eye die. Your partisan and a token die. i take 10. (9-18) good turn. You play villager and pass. Werewolves flip back.

My t7: draw Den Protector. activate recruiters ability. find partisan, breakneck rider and mountain. take the Breakneck Rider. play forest. activate recruiter again. find game trail, recruiter and mountain. reveal another recruiter. pass. flip werewolves. (9-18)

your t7: drew expedite. swing with lightning berserker and the two menace werewolves. double block a menacewolf with howler and alpha, block berserker with neck breaker. pump berserker to a 3/1 to trade with the werewolf. blocked menace wolf dies. i take 2. (7-18)

my t8: draw mountain. play mountain. play breakneck rider for 1R. it flips into neckbreaker due to the alpha's ability. play recruiter for G. transforms into another howler. Morph in Den Protector for 1. play geier reach bandit for R. do not flip. swing for 18 with alpha, howler1, neck breaker and hasty bandit (+1/+0 and trample anthem from neck breaker). lambholt butcher blocks the Alpha. they trade. block the bandit with a token and take 1 trample damage. both die. take 10. (7-8) werewolves flip.

your t8: drew Rush of Adrenaline. play Expedite on the menacewolf and drew might of the masses. ow. gonna play defensively. pass. (7-8)

end of turn i flip Den Protector up and grab bandit back.

my t9: drew forest. play bandit. swing with den protector (which cant be blocked). pass. (7-5)

your t9: draw Rush of Adrenaline. hmm.. all or nothing. swing with everything for 4 damage. i throw the two howlers into the menacewolf and the neck breaker at the token. cast 2 adrenaline onto menace making it a 6/4 and trample. Might of the Masses onto to token to trade up there. everything dies!! (7-5)

my t10: draw forest. play bandit and swing for lethal. (7--1)

your next draw was Arlinn Kord.

that was a good match, very close. But we're both not drawing our main cards coco or zada...

Kizmetto on Gruul ZadaWolves (EMN - Retired)

1 year ago

So i play tested my deck against yours 3 times. going to post each seperately as i write them as i play them.

game one:

  1. Your Opening Hand: Game Trail,Forest,Mountain,Lightning Berserker,Ember-Eye Wolf,Lambholt Pacifist  Flip,Expedite.

  2. My Opening Hand: Game Trail,Game Trail,Cinder Glade,Village Messenger  Flip,Village Messenger  Flip,Howlpack Resurgence - scried a Collected Company to the bottom.

I win the flip.

My T1: Play Game Trail revealing Cinder Glade. play Lightning Berserker and swing for 1. (19-20)

Your T2: Drew Expedite. Play Game Trail revealing Mountain. play villager swing for 1. (19-20)

My t2: drew Duskwatch Recruiter. Play Game Trail revealing Cinder Glade. play the recruiter and swing for 1. (18-19).

your t2: drew forest. play forest and pacifist. no point throwing berserker at this stage. pass. (18-19).

My t3: drew mountain. play mountain. I pass. all werewolves flip. (18-19)

your t3: drew Cryptolith Rite. play mountain. play Ember-Eye Wolf. Im not sure if i want to attack because i have 3 open mana. we have a 4/4 in Lambholt Butcher but i dont want to lose it. the wolf and berserker can block the menace guy if it swings. Expedite doesnt help me here. I pass. (18-19).

End step: I flash in Howlpack Resurgence.

my t4. draw forest. (ugh). play forest. play messenger. swing with everything for 9. You block with butcher to my howler. They trade. buff Lightning Berserker for 1 and double block with ember-eye to the 3/3 menace. everything trades. 2 damage from villager gets through. (16-19)

your t4: draw expedite. (yikes). cast Expedite on my villager. drew the partisan. (okay. nice. ). play forest. play partisan. pass. (16-19)

my t5: drew mountain. play Cinder Glade. swing with villager. no blocks. (14-19)

your t5: drew mountain. play mountain. play expedite on partisan make a 2/2 wolf and drew Might of the Masses. play second Expedite on partisan to make another token and drew another partisan. tapped 2 forest to play the Cryptolith Rite then tapped the game trail and the two tokens to play the new partisan . swing with partisan A. no blocks. (14-17)

my t6: drew ANOTHER mountain gosh. Two mountains in my hand and staring down a bunch of wolves. need to draw company now please. play mountain. I pass. werewolves flip. (14-17)

your t6: a zada would be great. draw cinder glade. play the glade. i only have one card which is might of the masses, which would be good but it doesnt kill me outright, might be better to save for combat or zada. but we swing anyway for 8. I block Partisan B with the buffed Moonrise Intruder  Flip (3/3). nah the partisan has trample. cast might of the masses on blocked partisan. make a token. partisan b becomes 7/7 and 4 trample gets through with the additional 6 dealing 10 in total. pass. (14-7)

t7: cmon coco!!! draw.....forest. well poop. im on a two turn clock with the current state. play forest. pass.

your t7: drew game trail. swing for 10. (4-7)

my t8: drew forest. scoop.

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