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Tovolar's Huntmaster // Tovolar's PackleaderHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Innistrad: Midnight Hunt· September 24, 2021
Carte Magic Tovolar's Huntmaster // Tovolar's Packleader

Tovolar's Huntmaster // Tovolar's Packleader is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

When this creature enters, create two 2/2 green Wolf creature tokens. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) Whenever this creature enters or attacks, create two 2/2 green Wolf creature tokens. {2}{G}{G}: Another target Wolf or Werewolf you control fights target creature you don't control. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Complete guide

Tovolar's Huntmaster is a powerful creature that brings its own pack to the battlefield, serving as a cornerstone for Werewolf strategies. Depending on whether the sun is up or down, this creature can either provide a static board presence or turn your pack into an engine of removal. Understanding the Daybound and Nightbound mechanics is essential to maximizing the efficiency of this green behemoth.

Harnessing the Pack

When Tovolar's Huntmaster enters the battlefield during the day, it triggers an ability to create two 2/2 green Wolf creature tokens. If it enters during the night, it enters as Tovolar's Packleader, which triggers a similar ability to create two 2/2 green Wolf creature tokens upon entering or attacking. While on its nightbound side, it gains an activated ability for {2}{G}{G} that allows another target Wolf or Werewolf you control to fight a creature you don't control, providing repeatable creature removal.

Navigating the Cycle of Day and Night

The transformation of this card is governed by the game's day/night designation. If it is currently day and the active player cast no spells during their turn, it becomes night at the start of the next turn, and the Huntmaster transforms into the Packleader. Conversely, if it is night and a player casts two or more spells during their turn, it becomes day next turn, and the Packleader transforms back into the Huntmaster. Note that if it is already night when you cast the Huntmaster, it will enter the battlefield as Tovolar's Packleader.

Strategic Timing and Fighting

To get the most value, aim to have the game become night so you can utilize the Packleader's attack trigger. The fight ability is a powerful tool, but remember it requires 'another' target Wolf or Werewolf; the Packleader cannot choose itself to fight. This ability is particularly effective because it doesn't require the Packleader to tap, meaning you can use it multiple times in a single turn if you have the mana available.

Interaction examples

Entering the Fray

You cast Tovolar's Huntmaster during the day. Upon resolution, it enters the battlefield and its triggered ability goes on the stack. When the ability resolves, you create two 2/2 green Wolf creature tokens. You now have a total of 10 power across three bodies.

The Nightly Hunt

It is currently night, and you control Tovolar's Packleader and two Wolf tokens. You declare Tovolar's Packleader as an attacker. This triggers its ability to create two more 2/2 green Wolf tokens. These new tokens are created before blockers are declared, though they are not attacking this turn.

Dominating the Board

You control Tovolar's Packleader and a Wolf token. Your opponent controls an Avenger of Zendikar. You pay {2}{G}{G} to activate the Packleader's ability, targeting your Wolf token and the opponent's Avenger of Zendikar. The Wolf and the Elemental deal damage to each other equal to their power. While your Wolf token may perish, you have successfully removed a major threat from the board.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Tovolar's Huntmaster // Tovolar's Packleader

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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. The creature with nightbound will transform.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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 don't affect permanents with daybound or nightbound.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If you cast a 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 with its daybound face up and then transform.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Nim Deathmantle
+Ashnod's Altar
+Tovolar's Huntmaster // Tovolar's Packleader
#1

Nim Deathmantle + Ashnod's Altar + Tovolar's Huntmaster // Tovolar's Packleader

Infinite colorless manaInfinite creature tokensInfinite death triggersInfinite creature ETB
  1. 1Activate Ashnod's Altar by sacrificing Tovolar's Huntmaster, adding {C}{C}.
  2. 2Tovolar's Huntmaster dies, triggering Nim Deathmantle, causing you to pay {4} to return Tovolar's Huntmaster from your graveyard to the battlefield, and attach Nim Deathmantle to it.
  3. 3Tovolar's Huntmaster enters the battlefield, creating two 2/2 Wolf creature tokens.
  4. 4Activate Ashnod's Altar by sacrificing a Wolf, adding {C}{C}.
  5. 5Repeat.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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