Hinterland Hermit // Hinterland Scourge
The transform trigger here is the boilerplate shared by nearly every werewolf of its generation: flip to the night side when a full turn passes with no spell cast, flip back when one player floods the turn with spells. What distinguishes this one lives entirely on the back face, in a single rider most of its kin never carry: the night side must be blocked if able. That clause is the teeth. A werewolf that merely grows when the game goes quiet is a beater an opponent can simply ignore by holding creatures back; this one drags a defender into combat on its own terms, turning a body sized to attack into something closer to a removal spell that forces a trade. The standard werewolf tension still applies (cast nothing to grow it, get punished for interacting), but the compulsory block changes the job from "swells when the table stalls" to "swells and then conscripts an enemy creature into a fight." The flip-back condition is the gamble that keeps it fair: a single double-spell turn from anyone at the table resets it to its weaker human form, so the controlling player wants silence while the opponent holds a fully telegraphed, low-cost way to defuse the threat before it ever forces a block.
