Kruin Outlaw // Terror of Kruin Pass
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Creature — Human Rogue Werewolf // Creature — Werewolf
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw. // Double strike
Werewolves you control have menace. (They can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw. // Double strike
Werewolves you control have menace. (They can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
2 // 3/2 // 3
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
If Kruin Outlaw somehow transforms after blockers have been declared but before combat ends, any Werewolves you control that are blocked by a single creature will remain blocked.
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 Kruin Outlaw somehow transforms after blockers have been declared but before combat ends, any Werewolves you control that are blocked by a single creature will remain blocked.
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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