Hinterland Hermit // Hinterland Scourge (Dark Ascension)
Hinterland Hermit // Hinterland Scourge back
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Hinterland Hermit // Hinterland Scourge
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Creature — Human Werewolf // Creature — Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit. // Hinterland Scourge must be blocked if able.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge.

2 // 3/1 // 2
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If Hinterland Scourge is attacking, the defending player must assign at least one blocker to it during the declare blockers step if that player controls any creatures that could block it.
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).
If Hinterland Scourge is attacking, the defending player must assign at least one blocker to it during the declare blockers step if that player controls any creatures that could block it.
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).
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