Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
6 /
5
--
Dire-Strain Demolisher
Creature - Werewolf
Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
6 /
5
{2}{R}
Fearful Villager
Creature - Human Werewolf
Menace (This creature can't be blocked except by two or more creatures.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
3
--
Fearsome Werewolf
Creature - Werewolf
Menace (This creature can't be blocked except by two or more creatures.)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
3
{R}
Flame-Blessed Bolt
Instant
Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{3}{G}
Hookhand Mariner
Creature - Human Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 /
4
--
Riphook Raider
Creature - Werewolf
Riphook Raider can't be blocked by creatures with power 2 or less.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 /
4
{2}{G}
Hound Tamer
Creature - Human Werewolf
Trample
{3}{G}: Put a +1/+1 counter on target creature.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
3
--
Untamed Pup
Creature - Werewolf
Trample
Other Wolves and Werewolves you control have trample.
{3}{G}: Put a +1/+1 counter on target creature.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 /
3
{1}{R}
Hungry Ridgewolf
Creature - Wolf
As long as you control another Wolf or Werewolf, Hungry Ridgewolf gets +1/+0 and has trample.
2 /
2
{3}{R}
Into the Night
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
{1}{R}
Lambholt Harrier
Creature - Wolf
{3}{R}: Target creature can't block this turn.
2 /
2
{1}{R}
Lambholt Harrier
Creature - Wolf
{3}{R}: Target creature can't block this turn.
2 /
2
{G}
Massive Might
Instant
Target creature gets +2/+2 and gains trample until end of turn.
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{2}{G}
Oakshade Stalker
Creature - Human Ranger Werewolf
You may cast this spell as though it had flash if you pay {2} more to cast it.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
3
--
Moonlit Ambusher
Creature - Werewolf
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 /
3
{1}{G}
Pestilent Wolf
Creature - Wolf
{2}{G}: Pestilent Wolf gains deathtouch until end of turn.
2 /
2
{2}{G}
Primal Adversary
Creature - Wolf
Trample
When Primal Adversary enters the battlefield, you may pay {1}{G} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
4 /
3
{1}{R}
Runebound Wolf
Creature - Wolf
{3}{R}, {T}: Runebound Wolf deals damage equal to the number of Wolves and Werewolves you control to target opponent.
2 /
2
{G}
Snarling Wolf
Creature - Wolf
{1}{G}: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.
1 /
1
{G}
Snarling Wolf
Creature - Wolf
{1}{G}: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.
1 /
1
{1}{G}
Sporeback Wolf
Creature - Wolf
As long as it's your turn, Sporeback Wolf gets +0/+2.
2 /
2
{1}{R}
Stolen Vitality
Instant
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn.
{3}{R}
Tavern Ruffian
Creature - Human Warrior Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
5
--
Tavern Smasher
Creature - Werewolf
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
5
{4}{R}
Village Watch
Creature - Human Werewolf
Haste
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 /
3
--
Village Reavers
Creature - Werewolf
Wolves and Werewolves you control have haste.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 /
3
{2}{G}
Weaver of Blossoms
Creature - Human Werewolf
{T}: Add one mana of any color.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
3
--
Blossom-Clad Werewolf
Creature - Werewolf
{T}: Add two mana of any one color.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
3
{5}{G}
Wolfkin Outcast
Creature - Human Werewolf
This spell costs {2} less to cast if you control a Wolf or Werewolf.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
5 /
4
--
Wedding Crasher
Creature - Werewolf
Whenever Wedding Crasher or another Wolf or Werewolf you control dies, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
5 /
4
{3}
Boarded Window
Artifact
Creatures attacking you get -1/-0.
At the beginning of each end step, if you were dealt 4 or more damage this turn, exile Boarded Window.
{2}{G}
Crushing Canopy
Instant
Choose one --
• Destroy target creature with flying.
• Destroy target enchantment.
{2}{R}
Daybreak Combatants
Creature - Human Warrior
Haste
When Daybreak Combatants enters the battlefield, target creature gets +2/+0 until end of turn.
2 /
2
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
Field of Ruin
Land
{T}: Add {C}.
{2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
{4}{G}{G}
Flourishing Hunter
Creature - Wolf Spirit
When Flourishing Hunter enters the battlefield, you gain life equal to the greatest toughness among other creatures you control.
6 /
6
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{3}
Honored Heirloom
Artifact
{T}: Add one mana of any color.
{2}, {T}: Exile target card from a graveyard.
{G}
Massive Might
Instant
Target creature gets +2/+2 and gains trample until end of turn.
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{1}{G}
Plummet
Instant
Destroy target creature with flying.
{R}
Raze the Effigy
Instant
Choose one --
• Destroy target artifact.
• Target attacking creature gets +2/+2 until end of turn.
{1}{G}
Return to Nature
Instant
Choose one --
• Destroy target artifact.
• Destroy target enchantment.
• Exile target card from a graveyard.
{1}
Silver Bolt
Artifact
{3}, {T}, Sacrifice Silver Bolt: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
{1}{G}
Witch's Web
Instant
Target creature gets +3/+3 and gains reach until end of turn. Untap it.