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Moxonomy

Village Ironsmith // Ironfang

Creature — Human Werewolf // Creature — Werewolf

The werewolf transform mechanic asks two opposed questions on every upkeep, and this card sits squarely on the contradiction. As Village Ironsmith, it flips to its monstrous side when nobody cast a spell the previous turn: the reward for stalling out, holding back, letting a turn pass quiet. As Ironfang, it flips back when a player cast two or more spells: the punishment for a flurry of activity, a turn where someone untapped and dumped their hand. The body tells the same story the trigger does. Human side is a fragile 1/1, the werewolf side keeps its first strike across both faces, so the only stat that travels with the card is the one that makes it dangerous in combat regardless of which way it points. What makes the design clever is that both sides carry first strike: the card is a competent blocker even before it transforms, which lowers the cost of waiting for the flip you want. The whole werewolf cycle runs on this push-and-pull between board development and the tempo of spellcasting, but the first-strike throughline is this one's particular wrinkle, turning a creature that would otherwise be a coin flip on combat math into one that wins the exchange whether it has wolfed out or not.

Village Ironsmith // Ironfang (isd)
ISD · #168common
Pricing
Normal: $0.07
Foil: $0.28
Oracle Text

Rules text

First strike At the beginning of each upkeep, if no spells were cast last turn, transform this creature. // First strike At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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