Werewhat
Creature — WerewolfPower and toughness4/3
Card text
Daybound
As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card.
Showing Mystery Booster 2#587
Price
0.19 $
1 printing
Daily estimate from Scryfall, not a shop quote.
Werewhat rulings
If you exile a creature card to Werewhat’s enters ability, Werewhat will be a transforming double-faced card for as long as it remains on the battlefield. Then if it leaves the battlefield to another zone, the two cards would separate and both be put into the new zone.
If you exile a card to Werewhat’s enters ability that is already a double-faced card, you may choose either face of the card to serve as the back face of Werewhat. The face you didn’t choose would be treated as nonexistent for as long as Werewhat remains on the battlefield. If your choice somehow ends up with an instant or sorcery card as the back face of Werewhat, Werewhat would be unable to transform away from its daybound side, so it would remain daybound even if it’s night.
Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day. Less commonly, any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes day.
Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game (barring someone killing the sun with Naturalize 2, I suppose).
Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
If you cast a double-faced spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won’t enter the battlefield with its daybound face up and then transform.
If it is night, double-faced permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
Double-faced permanents with daybound and nightbound can’t transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents won’t affect permanents with daybound or nightbound.
If it’s neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. If it’s double faced, the creature with nightbound will transform.
Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
Playtest cards use a modified version of game symbols, such as
and
. These modified symbols should be treated as the standard symbols during play.
For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
Werewhat keyword rules
Transform Rule 701.28
To transform a permanent, turn it over so that its other face is up. Only transforming tokens and permanents represented by transforming double-faced cards can transform. (See rule , “Double-Faced Cards.”)
Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.
If a spell or ability instructs a player to transform a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.
If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens.
Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule ) and has the specified characteristic immediately after it does so.
If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.
Some spells and abilities refer to a “transformed permanent.” This phrase refers to a permanent on the battlefield with its back face up that’s also a transforming double-faced card or a transforming token. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously.
Werewhat format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyNot legal
- VintageNot legal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderNot legal
- OathbreakerNot legal
- Pauper CommanderNot legal
- Duel CommanderNot legal
- PreDHNot legal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRNot legal
All printings of Werewhat 1
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