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Full Moon's Rise

Enchantment1 generic manaGreen mana

The werewolf tribal payoff that had to solve the tribe's central problem: a creature type whose strongest forms only exist on the back face, and only when nobody casts a spell. The anthem half is modest by design (+1/+0 and trample, no toughness boost), because the pack it supports is already swinging with transformed bodies that hit hard on their own; the bonus is meant to push damage through, not inflate a board. The sacrifice clause is where the card earns its slot. Regenerating every werewolf you control answers the most punishing thing about the archetype: a board wipe that would otherwise kill your whole transformed pack outright. Trading the enchantment to keep the team alive is a one-shot insurance policy, the kind of buyback that a deck built around fragile flip creatures genuinely needs rather than a generic combat trick. It is built entirely around a single creature type, so its ceiling is dictated by how many werewolves surround it; that narrowness is the cost of being a real tribal anchor rather than a flexible enchantment. For a tribe that lives and dies on transformation timing, this is the piece that lets the pack survive the turn the sweeper resolves.

Full Moon's Rise (isd)
ISD · #180uncommon
Pricing
Normal: $0.49
Foil: $4.87
Oracle Text

Rules text

Werewolf creatures you control get +1/+0 and have trample. Sacrifice this enchantment: Regenerate all Werewolf creatures you control.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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