Geier Reach Bandit
Vildin-Pack Alpha

Geier Reach Bandit {2}{R}

Creature - Human Rogue Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.
3/2
Card has other part: Vildin-Pack Alpha
Details
Legalities
Rulings
  • 2016-04-08 If a creature with haste transforms and no longer has haste on the same turn that it comes under your control, such as if you cast a Geier Reach Bandit when you already control a Vildin-Pack Alpha, it won't be able to attack that turn.
  • 2016-04-08 If you control three Vildin-Pack Alphas and a Werewolf enters the battlefield under your control, you may transform it, transform it again, and transform it a third time.
  • 2016-04-08 The abilities that transform a Werewolf back and forth look at the entire previous turn, even if the Werewolf with that ability wasn't on the battlefield for some or all of that turn.
  • 2016-04-08 To trigger the Werewolf's back face's transform ability, a single player must have cast two or more spells during the previous turn. If multiple players each cast just one spell during the previous turn, the ability won't trigger.
  • 2016-07-13 For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
Links
Printings

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Foreign names
  • 基尔山贼
  • 基爾山賊
  • Banditin vom Geierberg
  • Bandit de la Chaîne de Geier
  • Bandita delle Alture Geier
  • ガイアー岬の山賊
  • 게이어 산맥 산적
  • Bandido da Cordilheira de Geier
  • Разбойница с Гайерской Полосы
  • Bandida de la Cima Geier