Full Moon's Rise card art

Full Moon's Rise

Enchantment MV 2

Tracked across real Commander games played through TurnZero HQ.

What it does

Werewolf creatures you control get +1/+0 and have trample.

Sacrifice this enchantment: Regenerate all Werewolf creatures you control.

Rulings

One official ruling, as Wizards published it.

  • 2011-09-22

    In order to regenerate Werewolves involved in combat, you must sacrifice Full Moon’s Rise before combat damage is assigned. This means they will lose the +1/+0 and trample bonuses before combat damage assignment.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Full Moon's Rise, whatever its commander.

Decks running it 1
Games played 0
Win rate — Fewer than 5 completed games — not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Tovolar, Dire Overlord 1 0 —

Colors it shows up in

  • Gruul 1 deck

Every version of Full Moon's Rise

1 printing, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Full Moon's Rise — a name search across every version, for the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.