Nightfall Predator


Daybreak Ranger  Flip

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Nightfall Predator

Creature — Werewolf

, : This fights target creature. (Each deals damage equal to its power to the other.)

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

Neotrup on creatures fighting

5 years ago

Not intrinsically, some cards may specifically call for creatures to be tapped, which they wouldn't bother doing if the fight mechanic already caused those creature to tap. For instance: Arena and Magus of the Arena specifically say to tap both creatures and then have them fight, so that requires tapping (though either or both of those creatures may already be tapped). Ulvenwald Tracker taps to make two creatures fight, but doesn't tap either of them. Nightfall Predator  Flip taps to fight another creature, but doesn't tap the creature it fights.

bradanuva on Rampant Werewolves

6 years ago

It wouldn't trigger both of his abilities, just his back side ability. I'd take out Huntmaster in exchange for a powerful werewolf, like Nightfall Predator  Flip or Tovolar's Magehunter  Flip.

Xica on Modern wolves/werewolves

7 years ago

In my humble opinion flipflopping the werewolves isn't that good of an idea. To transform into human there needs to be 2 spells cast by one of the players, within 1 turn (between upkeep step and end step).
They can flip back those pricey token generator lords into human form and keep them flipped, as more than enough mana is available.

Also the boost gained from things like Wildblood Pack  Flip & Terror of Kruin Pass  Flip can end the game very abruptly, while Nightfall Predator can clear the board neatly, so i would consider those card.

Still the werewolves main problem is the number of spells cast per turn, this can be helped mainly in 2 ways:
1# Limit the number of spells your opponent can cast with things like Eidolon of Rhetoric, Rule of Law, Ethersworn Canonist, Curse of Exhaustion, Trinisphere... etc.
2# Use AEther Vial as it puts cards in play, instead of casting them, so if you put in play only 1 werewolf / turn then they will be transformed in your opponents turn (who thanks to the above mentioned spells cant't transform the mback)

(The casting of these hindering effects can be greatly helped by Ancient Tomb, and the more similar your creatures are to each other in mana cost the better they work with AEther Vial)

The more creatures you have (preferably weewolvees) the more consistent the deck will be, but when it comes to enchantments i would choose Full Moon's Rise, or Legion's Initiative even though it only boost our red creatures it can save them from anything.