Comments: 33
Ozwai [2013-12-27 15:45:06 +0000 UTC]
and the sign is of skyrim?
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Ozwai [2013-12-27 15:44:45 +0000 UTC]
REALLY? is incredible and very cool, but is true?
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ReplicatorFifth [2012-12-12 07:45:50 +0000 UTC]
we need more TES and Magice crossovers..this is amazing!
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ChrisBryer In reply to ReplicatorFifth [2012-12-12 13:38:41 +0000 UTC]
This is a gallery of a friend of mine [link]
I think you mite find it interesting
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Darthmezcal [2012-08-14 20:43:21 +0000 UTC]
Love Hircine! Go werewolves!
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Eruner [2012-06-29 11:07:37 +0000 UTC]
I think he is fine, playable, surely not overpowered. Kinda interesting set symbol, gj
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Cryptos13 [2012-06-24 19:14:29 +0000 UTC]
This is cool, my two favourite games together in one awesome card
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WanderingSpirit0890 [2012-05-09 14:57:27 +0000 UTC]
Epic, too bad AVR didn't have any werewolves eh?
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DanteIronclaw [2012-05-09 02:13:44 +0000 UTC]
I don't care what the others are saying, this is a pretty legit card. and yeah if you look at walkers like Tezzeret or Venser, they cost 5, but come out wih 3-4 counters. I think the 1st and 2nd skills should switch, but either way it is fine.
good card, lol at first i thought it was a real one, was about to look for it on amazon. trying to set up a werewolf deck. ^^
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Overlord-J [2012-05-08 23:08:58 +0000 UTC]
I like this card a lot. I haven't met him In Skyrim jet but I remember him from Morrowind.
First ability is very strong, the second is useful and not overpowered, compare it to Garruk, Primal Hunters first ability (same cmc). The ultimate is cheap and very powerfull, kind of like Immerwolf but your opponent can't kill the emblem.
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ChrisBryer In reply to Overlord-J [2012-05-08 23:15:56 +0000 UTC]
I made him like that cuz i know most wont try to keep Hircine alive for more then one emblem. Most(this is what i would do anyways) would just ither sit there making tokens and then finally use the other ability only ones so then next turn they can pull of his last effect. Or just use the pump effect only ones and kill Hircine off the next turn and get the emblem then.
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Overlord-J In reply to ChrisBryer [2012-05-13 14:59:47 +0000 UTC]
Seeing as his Ultimate is strong and helpfull but NOT a gamewinner, I'd think they'd try to keep him around. And giving werewolfs trample without playing a spell is very powerful.
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Clopper-Dude [2012-05-08 20:45:41 +0000 UTC]
WOW! This could be a legit card! It's fucking awesome! And yeah, wolf token should be -1 at least, or else it's too good xD
Taking hiricine resembles a deer i dont get why it's a werewolf card - oh well, it fits like a glove!
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ChrisBryer In reply to Clopper-Dude [2012-05-08 23:06:44 +0000 UTC]
I try not to make my cards to overpowered but there is only one walker that works for a creature type and since werewolves dont have that many cards i thought making him really good fits. Also he dos cost five and only comes out with three counter. I thought three would work cuz theres so many cards that can do three for little to no mana and kill him off quick.
I think hes depicted with a dear head cuz also hes the god of the hunt and he created all "beastmen" creature like werewolves also.
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UmbrotheUmbreon [2012-05-08 20:05:42 +0000 UTC]
Not bad, but it seems a bit overpowered. Maybe make the wolf token ability a -2 and up the last ability to a -5 or -6
Great planeswalker though :3
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ChrisBryer In reply to UmbrotheUmbreon [2012-05-08 23:19:52 +0000 UTC]
i thought about that but he only come out with three counters. There are way to many cards that can just kill him right off when he comes out. And the fact is he cost 5 for a walker that only really works with werewolves and nothing ells. Just think about Sarkhan and both of his cards.
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UmbrotheUmbreon In reply to ChrisBryer [2012-05-08 23:50:05 +0000 UTC]
True but run him in a werewolf deck has the potential of making the deck broken =/
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ChrisBryer In reply to UmbrotheUmbreon [2012-05-08 23:55:42 +0000 UTC]
true but like i said, unless your running a EDH werewolf deck 5 mana is alot and for only 3 counter on him when he come out leaves him very vulnerable to get fucked up in the first turn he comes out
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Xitemorizel [2012-05-08 19:20:27 +0000 UTC]
You know this seems pretty solid. I know you're not probably too keen on trying to 'balance' cards, but I think his 0 should be his +1 and his +1 should be 0. Seeing as how if you need to play defensive or simply don't have a creature dropping the were is beneficial and provides growth, where if you want to grow his points now you'd need to buff a creature you potentially don't have? Not to mention when he first comes down you'll be more likely to want to play his middle effect rather than the top which has less real impact.
Just some thoughts, other than that small note I think this is an awesome walker and really wish he was legit :3
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ChrisBryer In reply to Xitemorizel [2012-05-08 19:29:55 +0000 UTC]
You got a point. How i thought about it is that most planeswalkers point of being there is there last effect. And i realized i wanted him to be "werewolf" friendly. But i also wanted him to stall himself with the 0 effect cuz you want to make more werewolf tokens. Sure you can just pump up one creature(if you have one) and then next turn get his emblem which it good but then he dies and you have to depend on the other werewolves you have with the pump. But your werewolves have to be transformed to get the full effect of the emblem. But the tokens are just werewolves naturally and get the pump no matter what. But as the emblem said it works best for the normal transformation werewolves.
Thanks for the insight man
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starkzero [2012-05-08 19:00:15 +0000 UTC]
a " miss at the last capacity, the +1 box should be above the 0 box. apart of this, i have nothing to say, well, just a question, why a deer headed man help wolfs ? xD
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ChrisBryer In reply to starkzero [2012-05-08 19:17:20 +0000 UTC]
Thats how Hircine is usually depicted as a "beastman" of some sort. Usually with a head of a animal such as a dear. He's the lord of the hunt and all men touched by the beast and guardian of were-creatures.
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