Phrexian Vampire and Werewolf
Custom Cards forum
Posted on April 5, 2023, 4:40 a.m. by Stardragon
Just a what if we know Phyrexia invades everything and innastraid and im surprised we didn't see any completed Major vampires or werewolves, i mean they got eldrazied but not completed i just don't see it happening. I decided to choose Edgar so it would force Sorin to make a tough choice kill his grandfather or doom the world farther. And Ulrich as the werewolf choice to help redeem him from his terriable old card card, he would have been as hated if he wasn't the first legendary werewolf and a bad one at that, if he just a non-legendary werewolf he would have been an ok card (this is me talking about commander not other formats). So i didn't want him to be forgotten i hope that this helps him out
(not happy with the art)
(not happy with the art)
Stardragon says... #3
legendofa I'll work on edgar I was also think he could make tokens to easily. As for human Ulrich werewolves already easy access to things like Haste, trample, First and double strike. Vigilance is very very rarely seen outside of white and it doesn't feel very werewolfy if you get me. And that why Ulrich also only give human werewolves reach since they can still use there minds and tools but not transformed one's as there more ruled by instincts. And I choose reach beacuse flyers are one of the biggest bans of my werewolf deck (the other is spellslingers) and I wanted a way to have them deal with flyers at least some of times.
legendofa says... #2
Edgar's token production is too efficient. If I was building a Commander deck around this Edgar, I would focus on just having opponents lose life as often as possible. The magnitude of life loss doesn't matter. Every extort, every Agent of Masks trigger or Pestilence or Pyrohemia or whatever activation, gives you a pile of 4/2 lifelink deathtouchers, and I can imagine a boardstate that gives 10+ total power per opponent each turn from passive effects, no mana or other input required.
My suggestion for that is to add a life loss minimum and drop the death trigger, something like "Whenever an opponent loses 3 or more life, create a token."
Why does Frontside Ulrich grant reach? It's not necessarily a problem, but it might be better as menace, or vigilance if you want a defensive ability. This is mostly my subjective interpretation, though.
Is Backside Ulrich's last ability mandatory? If it is, it could stifle attacking, as you would be forced to transform stronger Werewolves into weaker Human Werewolves when you deal combat damage to a player. Making it a "may" effect would be the cleanest solution.
Art aside, Ulrich looks pretty good. Maybe goose up the mana cost by 1, since a 3/3 with a bunch of good abilities for 3 mana is pushing it.
April 6, 2023 3:41 p.m.