Kruin Outlaw // Terror of Kruin Pass (INR-161) - Innistrad Remastered
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of
8
NOT LEGAL
Standard
NOT LEGAL
Future
LEGAL
Historic
LEGAL
Timeless
LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Explorer
LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
//
Terror of Kruin Pass
Double strike
Werewolves you control have menace. (A creature with menace 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 this creature.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
//
Terror of Kruin Pass
Double strike
Werewolves you control have menace. (A creature with menace 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 this creature.
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.
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.
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.
Kruin Outlaw // Terror of Kruin Pass (INR-161) - Innistrad Remastered
NOT LEGAL
Standard
NOT LEGAL
Future
LEGAL
Historic
LEGAL
Timeless
LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Explorer
LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
//
Terror of Kruin Pass
Double strike
Werewolves you control have menace. (A creature with menace 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 this creature.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
//
Terror of Kruin Pass
Double strike
Werewolves you control have menace. (A creature with menace 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 this creature.
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.
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.
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.
Wizards of the Coast
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