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Moxonomy

Howl of the Hunt

Enchantment — Aura2 generic manaGreen mana

Flash on a pump aura is the whole design conversation here. Combat auras normally die to the two-for-one problem: you spend a card and mana to buff a creature, and any removal spell in response strands your enchantment in the graveyard for nothing. Handing the aura flash reframes it as a combat trick that happens to stick around, an ambush blocker maker that can turn a bad attack into a dead one at instant speed while leaving a permanent +2/+2 and vigilance behind if it survives. The tribal rider sharpens the ambush further: when it lands on a Wolf or Werewolf, the untap clause lets a tapped attacker snap back to defend, or a summoning-sick body block the turn it arrives. Vigilance on the same package points at a specific pattern, the werewolf plan of attacking and holding ground at once, applying pressure after a flip without ceding the crackback. The rate is unremarkable; the timing is the point. Everything about the card is arranged to shrink the window in which spending a card on an aura is a liability, and to widen the window in which it functions as a trick, a save, and a permanent upgrade all at once.

Howl of the Hunt (j22)
J22 · #672common
Pricing
Normal: $0.14
Foil:
Oracle Text

Rules text

Flash Enchant creature When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature. Enchanted creature gets +2/+2 and has vigilance.
Legalities

Format Status

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

Other printings

2 sets
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