
Breakneck Rider // Neck Breaker
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.
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.
Illustrated by Victor Adame Minguez
This printing
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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.
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Shadows Over Innistrad Checklist 1
Kruin Outlaw // Terror of Kruin Pass
Geier Reach Bandit // Vildin-Pack Alpha
Instigator Gang // Wildblood Pack
Mondronen Shaman // Tovolar's Magehunter
Afflicted Deserter // Werewolf Ransacker
Kessig Forgemaster // Flameheart Werewolf
Hanweir Watchkeep // Bane of Hanweir
Village Ironsmith // Ironfang
Hinterland Hermit // Hinterland Scourge
Convicted Killer // Branded Howler
Tormented Pariah // Rampaging Werewolf