This card's name would translate to "Always
wolf" in German, which is both a description of
what it does and yet another link to the
Germanic mythology that modern fantasy is
largely based on. (Surely it's just a matter of
time before the actual Norse mythology block?)
Immerwolf is in an odd position, being a "lord"
that isn't strictly needed for its deck. Lots of
werewolves are very strong in their night state
anyway, and the big mythic Huntmaster of the
Fells is probably ahead in the high-stakes
constructed setting for its array of abilities.
Still, there's definitely a role for this card
to play, especially since it's interested in
regular wolves as well: if you weren't scared
enough of cards like Wolfbriar Elemental and
Howl of the Night Pack, you will be now.
Here it is the werewolf lord allowing your
werewolves to stay in their wild forms and
granting a solid 2/2 intimidate body. Werewolves
are currently not competitive in tournaments and
my love for this card won’t change how useful
this guy is in standard, extended, modern and
even legacy werewolves are not catching on as a
wholly tribal deck but rather one of two key
cards are seeing minimal play. In casual and
multiplayer if your interested in werewolves and
wolves this is a must and allows you to have
the benefit of the powerful flip side of
werewolves without being stuck with their sickly
human forms, it also works well with wolf tokens
which a lot of cards make making it an
interesting choice as well as a powerful choice
for werewolf decks around the kitchen table. In
limited it’s a solid card if your in color and
can snag a few werewolves maybe build around it.
Overall a powerful card for werewolves but its
power is so closely tied with them it can either
be awesome or unplayable.
Today's card of the day is Immerwolf which is a
three mana Red/Green 2/2 with Intimidate, gives
+1/+1 to other wolf and werewolf creatures, and
prevents non-human werewolves you control from
transforming. The two colors make
Intimidate a bit less impressive, but it is
still a useful ability and makes attacking with
this lord more likely compared to many of the
others. Preventing transformation is
generally beneficial as well to maintain an
aggressive tempo, so this fits in well with most
of the werewolf cards. Overall this is a
solid addition to a Red/Green werewolf deck, but
held back a bit by requiring both colors and not
being having the can't transform effect as
For Limited most lords are weakened due to the
nature of the format, but a three mana 2/2 with
Intimidate really isn't bad. Wolf and
werewolf types are common enough in the colors
that having some is likely and this being an
uncommon offers a better chance of multiples in
Sealed and not tying up a first pick in Booster.
Like any multicolor card it requiring at least a
splash of the secondary color impacts deck
design, but Green is usually easy to splash with
and the potential for Red removal should make
the combination appealing enough.
the Pojo.com card of the day. Today we are
taking a look at Immerwolf from Dark Ascension.
Immerwolf is an uncommon creature wolf that
costs one generic, one red, and one green mana
for a 2/2. Immerwolf gives all your wolf and
werewolf creatures a +1/+1 pump, and says that
non-human werewolves you control cannot
transform. Immerwolf also has intimidate.
Of the Captains printed in Dark Ascension, I
think none turned heads more than Immerwolf. The
fact that once you’ve flipped your Werewolves
into their big bad wolf form, Immerwolf keeps
them there, and pumps them for added effect.
This means it doesn’t matter how many spells get
played in one turn, your not seeing the human
side of your creatures for as long as Immerwolf
remains in play. This combos extremely nicely
with the Mondronen Shaman/Tovolar’s Magehunter.
Once the Shaman becomes the Magehunter, your
opponents take 2 damage per spell played.
Normally, they will either hurry and kill the
Magehunter, or suffer through the 4 damage to
flip it back. No more with the Immerwolf. Unless
they handle it with a kill spell quickly, they
are in for a decent amount of damage.