Breakneck Rider // Neck Breaker (Shadows over Innistrad)
Breakneck Rider // Neck Breaker back
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Breakneck Rider // Neck Breaker
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Creature — Human Scout Werewolf // Creature — Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider. // Attacking creatures you control get +1/+0 and have trample.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.

3 // 4/3 // 3
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

To trigger the Werewolf’s back face’s transform ability, a single player must have cast two or more spells during the previous turn. If multiple players each cast just one spell during the previous turn, the ability won’t trigger.
The abilities that transform a Werewolf back and forth look at the entire previous turn, even if the Werewolf with that ability wasn’t on the battlefield for some or all of that turn.
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
To trigger the Werewolf’s back face’s transform ability, a single player must have cast two or more spells during the previous turn. If multiple players each cast just one spell during the previous turn, the ability won’t trigger.
The abilities that transform a Werewolf back and forth look at the entire previous turn, even if the Werewolf with that ability wasn’t on the battlefield for some or all of that turn.
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
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