Hinterland Hermit // Hinterland Scourge
//
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.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge.
2 // 3/1 // 2
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).
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).
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).
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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