Wolfbitten Captive


Krallenhorde Killer  Flip


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension Rare

Combos Browse all

Wolfbitten Captive

Creature — Human Werewolf

1G: Wolfbitten Captive gets +2/+2 until end of turn. Activate this ability only once per turn.

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

Price & Acquistion Set Price Alerts



Have (7) C4rnif3X , PTsmitty , Brandbrower21 , Splashy , pskinn01 , Swamy , rakdos24
Want (0)

Recent Decks

Load more

Wolfbitten Captive Discussion

Rev_Lycan60 on Lycanthropic justice mp67

2 weeks ago

What is your win condition?

Werewolves are a tribal type which focuses on hardcore aggro. This keeps pressure on your opponents and this best seen with the support wolf Immerwolf in addition to Mayor of Avabruck  Flip.

Since you are looking at modern then the best is look at Wolfbitten Captive  Flip with Village Messenger as early pressure and Moonmist offers protection along with transforming all your Werewolves.

Werewolves do an amazing job of flooding with damage.

For land look to Game Trail andRootbound Crag

Tyrant-Thanatos on Riku of Two Reflections and ...

1 month ago

Basically it's your choice, based on what order you put the two triggers on the stack. Riku doesn't copy the creature while it's on the stack, he copies it after it enters the battlefield.

When you play Wolfbitten Captive  Flip, both effects trigger, you choose what order they go on the stack in. If Riku's effect resolves first (because you put it on the stack last) it will create a copy of Wolfbitten Captive  Flip, then Vildin-Pack Alpha  Flip will trigger off the token. Tokens can't be transformed, so it will remain a Wolfbitten Captive  Flip, and the original will transform into Krallenhorde Killer.

On the other hand, should Riku resolve second (because you put it on the stack first), it will create a copy of the already-transformed Krallenhorde Killer after Vildin-Pack Alpha  Flip resolves. Notably, again, tokens cannot transform, so a Krallenhorde Killer token will always remain in it's non-human form.

colton815 on Riku of Two Reflections and ...

1 month ago

im fairly certain that Riku of Two Reflections can only create a copy of Wolfbitten Captive  Flip, because thats whats actually entering the battlefield. Riku of Two Reflections states "whenever another nontoken creature enters the battlefield", and Krallenhorde Killer never actually "enters the battlefield". it enters as a Wolfbitten Captive  Flip, and then gets flipped.

Okamaru on Riku of Two Reflections and ...

1 month ago

If Riku of Two Reflections and Vildin-Pack Alpha  Flip are out and a have a Wolfbitten Captive  Flip enter the battlefield can I have Riku of Two Reflections make a copy of it's flipped side Krallenhorde Killer? or can Riku of Two Reflections only make a copy of the Wolfbitten Captive  Flip?

I'm a little shaky on how a copy effects would work on double faced cards on the stack. I know you can put the triggers on the stack anyway you want since they both are triggering when the creature enters, I'm just not sure who needs to go on the stack first to make a copy of the flipped side of the card or if it's even possible.

Thank you for your time and help!

Goatface on Human-Werewolf Tribal EDH

4 months ago

DanteBeleren I do definitely want to stick with the (were)wolf theme, as setting up a situation where my opponents really don't want to play any spells, and I'm content to just smash them with werewolves, or Helix Pinnacle as much as I like.

If I'm narrowing down what wolves I really want, then I suppose I have:

Aggressiveness: Wolfbitten Captive  Flip, Reckless Waif  Flip, Village Messenger  Flip, and Kessig Prowler  Flip

Spell Punishment: Mondronen Shaman  Flip, Hermit of the Natterknolls  Flip, (which combos nicely with Lambholt Elder  Flip and Sage of Ancient Lore  Flip)

Synergy stuff: Immerwolf, Mayor of Avabruck  Flip, Instigator Gang  Flip, Kruin Outlaw  Flip, Geier Reach Bandit  Flip, and Spirit of the Hunt, Silverfur Partisan

Utility: Duskwatch Recruiter  Flip, Daybreak Ranger  Flip, Huntmaster of the Fells  Flip, Scorned Villager  Flip.

Also Wolfir Silverheart because an 8/8 and at the least a 5/5 for 5 mana seems pretty great.

I think those are the wolves that I really like, and I think they'll work well together, along with some other stuff. Ulrich isn't on that list because he's gonna be the commander.

This is ending abruptly now because I need to go sleep.

DanteBeleren on Human-Werewolf Tribal EDH

4 months ago

That really depends on how you wanna play the deck. Typically when I go for theme decks, I focus on the creatures being in that theme and cutting the rest. Relaying on the rest of your deck to support your theme (good or bad) isn't the worst thing to do. Since you're playing Gruul I would go for 25-30 creatures (including general) with 32-35 lands depending on how much ramp/rocks you end up running. Of your creatures, if you end up going with 30, try for ~25-5 (were)wolf-support average.

Something I always want to make sure people understand, this is you deck. If you disagree with any suggestions, and/or feel a card is terrible or fully deserves to be in the deck, by all means do as you see fit.

Personally I would go with the following creature base:

  • Eternal Witness
  • Nylea, God of the Hunt
  • Purphoros, God of the Forge
  • Xenagos, God of Revels
  • Stonebrow, Krosan Hero: This was my original WW general before Shadows over Innestrad came out, so more sentiment than anything lol
  • TheDuggernaught on Wolf/Werewolf Deck

    7 months ago

    Don't worry. I didn't take it that way.

    I guess Wild Defiance is a fine "shield" if you are against a lot of red or casual decks, as it becomes impossible to then kill your creatures. But the typical kill spells (Abrupt Decay, Terminate, Maelstrom Pulse, Path to Exile, Go for the Throat, Doom Blade, Smother, ect...) don't care terribly much about the boost. I think taking out Wild Defiance for Full Moon's Rise would be a good call. If you do take out Wild Defiance, then running Silverfur Partisan starts to feel kind of meh. I love the card... but with only 6 ways to trigger it, I feel like there might be better options. Daybreak Ranger  Flip feels pretty good. I also used to love Wolfbitten Captive  Flip, and Reckless Waif  Flip back when they were in standard. They could add some speed to your deck and some consistency in the 1 drop slot.

    I am also not entirely sure what you mean by your wolves hating Lightning Bolt. You do not have to cast it on your turn, and your opponent will almost always be casting something on their turn. It is a guaranteed 3 to the face -- which can be super good when you run out of steam and your opponent is just barely hanging in there with 1-3 life.

    Thedude636 on Of Werewolf and Man

    8 months ago

    I love playing wereolves too. Collected Company made a big difference in improving mine. I think werewolves run best with 28 to 32 creatures in the deck. I also found sticking to wolves that are cmc 3 or less is best for flooding. Werewolves become more of a threat the bigger their pack is. Village Messenger  Flip is a superior 1 drop to Wolfbitten Captive and Reckless Waif  Flip. I also got some use from Duskwatch Recruiter  Flip.

    Load more