Breakneck Rider // Neck Breaker
Shadows over Innistrad · #147 · Uncommon


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Creature — Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Only the most skillful riders brave the Breakneck Ride through Kessig.
3/3
Creature — Werewolf
Attacking creatures you control get +1/+0 and have trample.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
He can't outrun what he is.
4/3
Card details
- Shown printing
- Shadows over Innistrad (SOI)
- Artist
- Victor Adame Minguez
- Color identity
- Red
- Colors
- Red
- Mana value
- 3
- Keywords
- Transform
- First released
- April 8, 2016
- Printings
- 1
- EDHREC rank
- #12579 on EDHREC
- Market price
- $0.34 (cheapest printing, updated weekly)
- Related cards
- Shadows Over Innistrad Checklist 1 (Related)
Legality
- StandardNot legal
- PioneerLegal
- ModernLegal
- LegacyLegal
- VintageLegal
- CommanderLegal
- PauperNot legal
- BrawlNot legal
- Standard BrawlNot legal
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
- FutureNot legal
Rulings (2)
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.
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.
All printings
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Card data and images from Scryfall.