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Tovolar's Magehunter FlipCombos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Mondronen Shaman
Creature — Human Werewolf Shaman
At the beginning of each upkeep, if no spells were cast last turn, transform Mondronen Shaman.
wallisface on Can Tovolar, Dire Overlord's transformation …
10 months ago
All “beginning of upkeep” triggers are added to the stack at the sand time. If Tovolar, Dire Overlord Flip was on his back-side at this time, he won’t be contributing his front-side trigger, even when he flips.
HOWEVER, note that Tovolar, Dire Overlord Flip flips back to its front side as part of the daybound/nightbound effect, this happens before the upkeep step, during untap. That will mean that Tovolar, Dire Overlord Flip is face-up when the upkeep step happens, and will get to contribute his ability. You will need to add his ability to the stack in an order of his choosing to benefit your other werewolves that are transforming during upkeep.
So, effectively the order of what happens here is:
- Your opponent casts two spells during their turn and passes to you.
- At the start of your turn during the untap step, all your nightbound werewolves turn face-up, including Tovolar, Dire Overlord Flip
- In the upkeep step, you add your upkeep triggers to the stack in any order you want. Presumably you would order them so that Mondronen Shaman Flip resolves first and then Tovolar, Dire Overlord Flip second, making Mondronen Shaman Flip temporarily a human before flipping back to its backside.
TitanWalls on Can Tovolar, Dire Overlord's transformation …
10 months ago
Setup: While playing a new Tovolar, Dire Overlord Flip EDH deck, I was in a situation where I had more than 3 werewolves in their non-human form in play. My opponent played two spells on his turn and passed to me. During the resolution of my upkeep he claimed that during my upkeep, each of my creatures transformed to their human form, citing the text of cards like Mondronen Shaman Flip. Fine enough, but then he claimed that because my commander was in his non-human form at the start of upkeep, there was no opportunity to activate his human-form effect of transforming my werewolves. I wasn't able to come up with a strong argument against this because I'm a bit shaky on how the timing of day/night and other werewolf transform effects play on the stack, but it certainly seems unreasonable on account because of how weak that would make Tovolar. Can somebody please clarify this for me?
legendofa on Creatures that do Damage Over …
1 year ago
Apologies for the double post, but I just thought of Mondronen Shaman Flip, which is a small Werewolf-y Kaervek the Merciless.
Phule451 on Budget Tovolar
2 years ago
I know you’re running on a budget, but where you’re spending the budget confuses me. Why spend the budget on Fabled Passage and not Werewolf Pack Leader which costs similar, but gonna do much more for the deck.
Speaking of the land base, I’d replace Gruul Guildgate for Kazandu Refuge, and why, why, why?!? Would you run Gateway Plaza in a non gate deck, especially just a two color one. Kessig wolfrun will do you a lot of favors and has recently become budget again. Gruul Turf and Cinder Glade are also great budget lands, especially with all your basics.
Immerwolf can protect your werewolves from transforming and Child of the Pack Flip both serves to boost your team and a mana sink. Mayor of Avabruck Flip boosts your team whatever side is up and Mondronen Shaman Flip can dissuade your opponents from casting spells to transform your werewolves.
Removal and ramp, you totally need it! Hull Breach is a great card. Broken Bond is a pet card of mine, cheap removal that can also ramp you. Chandra's Ignition can serve as a board wipe for you. Rampant Growth and Migration Path can help ramp you too.
Hope this helped, a little work and you can totally get this to a playable deck!!! Have fun and keep budget…
Unlife on Random New Deck
2 years ago
I ended up with Rowan Kenrith, but my two random cards were Ichor Wellspring and Mondronen Shaman Flip. So monored werewolf tribal? Maybe with some goad effects for support.
LunchBox1211 on Card creation challenge
3 years ago
Questionable License
Enchantment
When ~ enters the battlefield, each player may pay . For each player that does not pay, search your library for a basic land, putting it on the battlefield tapped, then shuffle your library.
At the beginning of each end step, any opponent may pay . If none of your opponents do, you may draw a card.
Yes, I gave white ramp, AND card draw on the same card. Yes, it could also be 4 mana for a tapped land. White needs new toys that feel white, and taxing opponents feels like the only widely versatile thing that feels white.
I have 2 challenges, and I'll let you choose which one to do.
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Make an instant with Epic (yes that is a mechanic that exists).
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Make a legendary werewolf card for Tovolar, the leader of the Mondronin Howlpack (see Mondronen Shaman Flip)
Halbrechtt on Werewolves Not Swearwolves
4 years ago
I haven't run this through any playtests, but at first glance, it seems to have a decent curve, some interaction / protection, and several anthem effects. Can you give more of an idea of what makes it feel like something's missing? Are you running into snags while playtesting?
Otherwise, just a couple general comments: I feel like Lambholt Elder Flip and Mondronen Shaman Flip are a bit weak. I'd replace them with a stronger creature (see below). And while I like the transformed side of Kruin Outlaw Flip giving menace to all your dudes, that double red worries me. Have you had trouble casting it on T3? I also don't know if I'm a fan of Instigator Gang Flip. Maybe I'd feel differently if I playtested it, but +1 to attackers seems low impact for 4 CMC. Sure, you get +3 at some point, but I'd evaluate it more on its front face.
If you were to cut any of those (potentially up to 9), here's some possible additions:
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As a 4 CMC replacement for Instigator Gang, Nightpack Ambusher is both an offensive and defensive buff, and its flash speed allows it to be a combat trick as well as allowing you to better control which turn spells are played on for transform. Finally, it can generate you some bodies.
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For similar reasons, Spirit of the Hunt can be a good 3 CMC replacement.
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Speaking of 3 CMC, not a creature but Howlpack Resurgence is strong. Again with the flash, but in addition to the buff, you get trample, which can be really important in some matchups.
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Speaking of trample, Waxing Moon is another way to get it. This might be better as a sideboard card, though, if you ever end up adding one.
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And lastly, speaking of a sideboard, Silverfur Partisan might be good against certain matchups that want to one-for-one your creatures with kill/bounce effects. Full on hexproof would be better, but this at least makes the transaction more in your favor.
Finally, as an upgrade to the manabase, I'd replace Kazandu Refuge with one that doesn't enter tapped. Lots of options to choose from, but some of the better ones are Copperline Gorge, Fire-Lit Thicket (cheaper now thanks to its Double Masters reprint!), Grove of the Burnwillows, and of course Stomping Ground. Any of those could replace Karplusan Forest as well.
Hope some of this helps! +1 from me.
Kazierts on Fool Moon
4 years ago
Very interesting build! It's quite sad that Moonmist can't transform some of the werewolves in Eldritch Moon.
I've got a few suggestions for the sideboard, if you don't mind.
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Howlpack Resurgence is good but I think there are better options even taking budget into account. One of those options is Rhythm of the Wild which can give a more permanent boost, thanks to the +1/+1 counter, or allow you to pressure your opponent with hasty werewolves while also giving your creatures some resilience as counterspell protection.
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Cindervines would look amazing in this deck. Not only it provides enchantment and artifact spells, but also punishes your opponents for playing some spells, which is very good given the fact that you don't want them to do so because that could transform your creatures back to their regular forms.
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Mondronen Shaman Flip is a similar case to Cindervines. It's a werewolf that's going to punish your opponents for casting a lot of spells, which,in theory, should allow you to have your werewolves transformed for longer.
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Lambholt Elder Flip can be nice once it transforms. However, Hermit of the Natterknolls Flip can provide way more utility and discourages your opponents from casting spells on your turn.
These are just some suggestions. Let me hear what you think before giving any others.
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