Moonrise Intruder

Front:

Village Messenger  Flip

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) 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

clayperce on All things Wolven

2 months ago

I just sleeved up my deck for the final FNM of AKH Standard:


Final Werewolves

Standard clayperce

SCORE: 5 | 4 COMMENTS | 48 VIEWS


After some playtesting, I decided to pass on the opportunity for one last game with 40+ 2/2 Wolf tokens from ZadaFur ... Turn 3 Moonrise Intruder  Flip + Ashmouth Blade  Flip is almost as fun, and much more reliable.

Best of luck (and skill) to anyone playing Wolves on Friday!

clayperce on Final Werewolves (HOU - Retired)

2 months ago

Oloro_Magic,
Thanks, and I'm frankly leaning that way too ... even though the occasional 40+ 2/2 Wolf tokens from ZadaFur fills me with joy, I think a more reliable Turn 3 Moonrise Intruder  Flip + Ashmouth Blade  Flip may be even better :-)

goblinguiderevealpls,
Thanks much! I missed out on original Innistrad, so tried my best to make up for in in Shadows. My LGS is really conpetitive, so idk about Werewolves in Modern. Though I have a buddy who plays Slivers, so I keep threatening to borrow some combination of his Cavern of Souls, Collected Company, and Aether Vial sometime, just to try! In the meantime, I get by with Kessig Wolf Run (always) and Huntmaster of the Fells  Flip (occaisionally) in Ponza.

BioProfDude on Mono-red weenie speed deck ($25 budget)

10 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

1 year 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

1 year 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.

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