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Ulrich of the Krallenhorde // Ulrich, Uncontested Alpha

Ulrich of the Krallenhorde // Ulrich, Uncontested Alpha

Legendary Creature — Human Werewolf // Legendary Creature — Werewolf

Ulrich of the Krallenhorde wants a deck that is built around one creature type, like Elves or Dragons. It also works in a deck built around Humans or Wolves / Werewolves.

  • Mana cost3 genericredgreen
  • Red, Green ()
  • Power / toughness4 / 4
  • RarityMythic

Whenever this creature enters or transforms into Ulrich of the Krallenhorde, target creature gets +4/+4 until end of turn.

At the beginning of each upkeep, if no spells were cast last turn, transform Ulrich of the Krallenhorde.

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Whenever this creature transforms into Ulrich, Uncontested Alpha, you may have it fight target non-Werewolf creature you don't control.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ulrich.

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Archetypes
Themes

Cards That Fit Ulrich of the Krallenhorde

Picked for what they do in Ulrich of the Krallenhorde's deck. When two cards do the same job, the one with the lower comes first. All of them fit Ulrich of the Krallenhorde's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Ulrich of the Krallenhorde

explain how Ulrich of the Krallenhorde works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 13 Jul 2016

If the targeted creature is an illegal target when Ulrich, Uncontested Alpha's first ability tries to resolve, the ability doesn't resolve.

Wizards of the Coast 13 Jul 2016

If Ulrich is no longer on the battlefield as Ulrich, Uncontested Alpha's first ability resolves, the targeted creature won't deal or be dealt damage.

Wizards of the Coast 13 Jul 2016

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.

Wizards of the Coast 13 Jul 2016

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.

Wizards of the Coast 13 Jul 2016

Ulrich, Uncontested Alpha's last ability only triggers if a single player has 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.

Wizards of the Coast 13 Jul 2016

You choose the target of the Ulrich, Uncontested Alpha's first ability as it goes on the stack, but you choose whether or not to fight as that ability resolves.

6 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Ulrich of the Krallenhorde, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRGPlayers write colors as letters: R for red, G for green.Typal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageDaybound / NightboundDouble-faced cards that flip with the time of day: the front face shows during the day and the back face at night. It becomes night after a turn in which the player whose turn it was cast no spells, and day again after a turn in which that player cast two or more.Open the Daybound / Nightbound pageWolves / WerewolvesWolves and Werewolves are mostly green and red. Werewolves are double-faced cards that flip into stronger beasts when night falls.Open the Wolves / Werewolves pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page