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Geier Reach Bandit

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 this creature.

The cathars realized they had not tracked her—she had led them here.

3/2
Vildin-Pack Alpha
Creature — Werewolf

Whenever a Werewolf you control enters, you may transform it.

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

4/3

Illustrated by Slawomir Maniak

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#159s
RarityRare
ReleasedApr 8, 2016
EDHREC rank#10,923

Prices

USD foil$1.16
EUR foil€1.33
Rulings (4)
  • 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.

    Apr 8, 2016 · Wizards of the Coast
  • 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.

    Apr 8, 2016 · Wizards of the Coast
  • 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.

    Jan 24, 2025 · Wizards of the Coast
  • 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 and choose to transform it, it won’t be able to attack that turn.

    Jan 24, 2025 · Wizards of the Coast

Printings (5)

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