Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.įor more information about Day and Night and the Daybound and Nightbound abilities, please see the Innistrad: Midnight Hunt Mechanics atricle ().ĭouble-faced permanents with daybound transform to their nightbound faces as it becomes night. If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night. Once the game becomes day (or less commonly, night), the game will be exactly one of them-day or night-going back and forth for the rest of the game.īefore a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change. This ability will allow you to transform Human Werewolf creatures from previous visits to Innistrad as well.ĭay and night are designations that the game itself can have. Tovolar, however, isn't content to transform Werewolf creatures from just one set. The second ability of Tovolar, Dire Overlord seems a little strange because Tovolar and other Human Werewolf creatures in this set transform when it becomes night anyway. If a creature you control that's a Wolf and a Werewolf deals combat damage to a player, the first ability triggers only once. For example, if you attack with three Wolf creatures and they all deal combat damage to a player, the ability triggers three times. So I understand that what you said is almost certainly true for your deck, Tovolar, by nature, doesn't have that problem.The first ability of each of Tovolar's faces triggers once for each Wolf or Werewolf you control that deals combat damage to a player.  Flip is actually one of the better creatures because it's a lord and it gives trample, which is desperately needed for this deck. The human etb/transform doesn't matter bc the only time I should have humans is on other peoples turns.  Flip, the only effect I really care about would be his fight on the transformed side. While I was exaggerating the uselessness of Ulrich of the Krallenhorde  Flip is as good as always transformed for my needs, which are swinging at opponents. Because I always have access to his effect, Kruin Outlaw Since you use shattergang, you don't have the luxury of having Tovolar in the command zone.  Flip is my commander that means if I control at least 3 wolves and/or werewolves I ALWAYS get to transform ALL of my werewolves on my turn, new or old. Zuul I think biggest disparity in our experiences is that Tovolar, Dire Overlord Tovolar, Savior of the Howlpack 1 year ago It's your deck, have fun with it however you want. It's fairly simple and I think it would make the deck support itself better overall with these changes. So what would the deck look like after these changes: I see this deck trying to keep small creatures at bay while with conduit and the dragon saga while you set up large creatures to beat face with. Nylea's Presence is also something to consider for the final chapter of weatherseed. Consider this possibility, turn 3 weatherseed, turn 4 transmogrify into a beater off it's token. You have enough token makers with domri and the green saga to make use of it. This will enable you to take all your small creatures and turn them into your heavy hitters more often than not. Another thing I would look to add is a set of Transmogrify. Only having 20 lands will probably screw you up more times than it will ever help you. Tovolar is ok, but I don't feel like you get enough use of his abilities to make it worthwhile.įirst thing I would do is add a few more basic lands (forests would probably be best). Your large creatures are definitely going to carry the burden of winning for you. Kessig only pumps (and only sometimes) tovolar and dies to your dragon saga. Your land count isn't that high and might cause you to stall, making bard even less useful. The 2nd chapter, does a little better, but you're still relying on having specific cards in hand to make use of it and if you don't then why are you putting it into play? The 3rd chapter runs into a similar problem, but what I see as a bigger problem would be casting the spells you could get off of it. If this were my deck, I would probably drop the following: Bard Class, Tovolar, Dire Overlordīard Class: The 1st chapter only helps 2 creatures in your deck.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |