Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
{2}{R}
Aggravated Assault
Enchantment
{3}{R}{R}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{G}
Ascendant Packleader
Creature - Wolf
Ascendant Packleader enters the battlefield with a +1/+1 counter on it if you control a permanent with mana value 4 or greater.
Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on Ascendant Packleader.
2 /
1
{4}{G}{G}
Avabruck Caretaker
Creature - Human Werewolf
Hexproof
At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 /
4
--
Hollowhenge Huntmaster
Creature - Werewolf
Hexproof
Other permanents you control have hexproof.
At the beginning of combat on your turn, put two +1/+1 counters on each creature you control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 /
4
{2}{R}{R}
Ballista Watcher
Creature - Human Soldier Werewolf
{2}{R}, {T}: Ballista Watcher deals 1 damage to any target.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 /
3
--
Ballista Wielder
Creature - Werewolf
{2}{R}: Ballista Wielder deals 1 damage to any target. A creature dealt damage this way can't block this turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 /
3
{2}{G}
Beastmaster Ascension
Enchantment
Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension.
As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.
{2}{G}
Bird Admirer
Creature - Human Archer Werewolf
Reach
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
1 /
4
--
Wing Shredder
Creature - Werewolf
Reach
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
1 /
4
{2}{G}
Bounding Wolf
Creature - Wolf
Flash
Reach
3 /
2
{1}{G}{G}
Bow of Nylea
Legendary Enchantment Artifact
Attacking creatures you control have deathtouch.
{1}{G}, {T}: Choose one --
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
{5}
Coat of Arms
Artifact
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
{1}{G}
Contest of Claws
Sorcery
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
{2}
Dolmen Gate
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.
{R}{G}
Domri's Ambush
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
{3}{R}{G}
Doors of Durin
Legendary Artifact
Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
{1}{G}{G}
Eldritch Evolution
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
{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
{1}{R}{G}
Fires of Yavimaya
Enchantment
Creatures you control have haste.
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.
{3}{G}{G}
Glorious Sunrise
Enchantment
At the beginning of combat on your turn, choose one --
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains "{T}: Add {G}{G}{G}" until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
{X}{G}
Green Sun's Twilight
Sorcery
Reveal the top X plus one cards of your library. Choose a creature card and/or a land card from among them. Put those cards into your hand and the rest on the bottom of your library in a random order. If X is 5 or more, instead put the chosen cards onto the battlefield or into your hand and the rest on the bottom of your library in a random order.
{4}{G}
Grizzled Outcasts
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Grizzled Outcasts.
4 /
4
--
Krallenhorde Wantons
Creature - Werewolf
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Krallenhorde Wantons.
4 /
4
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
{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
{3}{G}
Howlpack Piper
Creature - Human Werewolf
This spell can't be countered.
{1}{G}, {T}: You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap Howlpack Piper. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Wildsong Howler
Creature - Werewolf
Whenever this creature enters the battlefield or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{2}{R}{R}
Ill-Tempered Loner
Creature - Human Werewolf
Whenever Ill-Tempered Loner is dealt damage, it deals that much damage to any target.
{1}{R}: Ill-Tempered Loner gets +2/+0 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
3
--
Howlpack Avenger
Creature - Werewolf
Whenever a permanent you control is dealt damage, Howlpack Avenger deals that much damage to any target.
{1}{R}: Howlpack Avenger gets +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 /
3
{4}{G}
Jaheira's Respite
Instant
Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle.
Prevent all combat damage that would be dealt this turn.
{R}{G}
Kessig Naturalist
Creature - Human Werewolf
Whenever Kessig Naturalist attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Lord of the Ulvenwald
Creature - Werewolf
Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{R}
Kessig Wolfrider
Creature - Human Knight
Menace
{2}{R}, {T}, Exile three cards from your graveyard: Create a 3/2 red Wolf creature token.
1 /
2
{2}{G}
Khalni Ambush
Instant
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
--
Khalni Territory
Land
Khalni Territory enters the battlefield tapped.
{T}: Add {G}.
{3}{G}
Lifecrafter's Gift
Instant
Put a +1/+1 counter on target creature, then put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
{2}
Metallic Mimic
Artifact Creature - Shapeshifter
As Metallic Mimic enters the battlefield, choose a creature type.
Metallic Mimic is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters the battlefield with an additional +1/+1 counter on it.
2 /
1
{G}
Might of the Masses
Instant
Target creature gets +1/+1 until end of turn for each creature you control.
{2}
Mind Stone
Artifact
{T}: Add {C}.
{1}, {T}, Sacrifice Mind Stone: Draw a card.
{2}{G}{G}
Nature's Will
Enchantment
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
{2}{G}
New Horizons
Enchantment - Aura
Enchant land
When New Horizons enters the battlefield, put a +1/+1 counter on target creature you control.
Enchanted land has "{T}: Add two mana of any one color."
{X}{G}{G}
Nylea's Intervention
Sorcery
Choose one --
• Search your library for up to X land cards, reveal them, put them into your hand, then shuffle.
• Nylea's Intervention deals twice X damage to each creature with flying.
{2}{G}
Obscuring Haze
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Prevent all damage that would be dealt this turn by creatures your opponents control.
{1}{G}
Outland Liberator
Creature - Human Werewolf
{1}, Sacrifice Outland Liberator: Destroy target artifact or enchantment.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
2
--
Frenzied Trapbreaker
Creature - Werewolf
{1}, Sacrifice Frenzied Trapbreaker: Destroy target artifact or enchantment.
Whenever Frenzied Trapbreaker attacks, destroy target artifact or enchantment defending player controls.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
2
{2}{G}{G}{G}
Overrun
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn.
{1}{G}
Primal Rage
Enchantment
Creatures you control have trample. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
{2}{R/G}{R/G}
Proud Wildbonder
Creature - Human Warrior
Trample
Creatures you control with trample have "You may have this creature assign its combat damage as though it weren't blocked."
4 /
3
{2}{G}
Realmwalker
Creature - Shapeshifter
Changeling (This card is every creature type.)
As Realmwalker enters the battlefield, choose a creature type.
You may look at the top card of your library any time.
You may cast creature spells of the chosen type from the top of your library.
2 /
3
{2}{R}
Reckless Stormseeker
Creature - Human Werewolf
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
3
--
Storm-Charged Slasher
Creature - Werewolf
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
3
{2}{G}{G}
Renata, Called to the Hunt
Legendary Enchantment Creature - Demigod
Renata's power is equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)
Each other creature you control enters the battlefield with an additional +1/+1 counter on it.
* /
3
{1}{R}{G}
Rhythm of the Wild
Enchantment
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter the battlefield with your choice of a +1/+1 counter or haste.)
{2}{R}
Rising of the Day
Enchantment
Creatures you control have haste.
Legendary creatures you control get +1/+0.
{1}{G}
Seek the Wilds
Sorcery
Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
{G}
Snakeskin Veil
Instant
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{G}
Snarling Wolf
Creature - Wolf
{1}{G}: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.
1 /
1
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{3}{G}{G}{G}
Storm the Festival
Sorcery
Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Flashback {7}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{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}{G}{G}
Tovolar's Huntmaster
Creature - Human Werewolf
When Tovolar's Huntmaster enters the battlefield, create two 2/2 green Wolf creature tokens.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
6 /
6
--
Tovolar's Packleader
Creature - Werewolf
Whenever Tovolar's Packleader enters the battlefield 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.)
6 /
6
{1}{R}{G}
Tovolar, Dire Overlord
Legendary Creature - Human Werewolf
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
3 /
3
--
Tovolar, the Midnight Scourge
Legendary Creature - Werewolf
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
{X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.
Nightbound
3 /
3
{1}{G}{G}{G}{G}
Unnatural Growth
Enchantment
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
{G}
Utopia Sprawl
Enchantment - Aura
Enchant Forest
As Utopia Sprawl enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
{3}{R}{R}
Volatile Arsonist
Creature - Human Werewolf
Menace, haste
Whenever Volatile Arsonist attacks, it deals 1 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 /
4
--
Dire-Strain Anarchist
Creature - Werewolf
Menace, haste
Whenever Dire-Strain Anarchist attacks, it deals 2 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 /
4
{3}{R}
Weary Prisoner
Creature - Human Werewolf
Defender
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
6
--
Wrathful Jailbreaker
Creature - Werewolf
Wrathful Jailbreaker attacks each combat if able.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
6
{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
{G}{G}
Werewolf Pack Leader
Creature - Human Werewolf
Pack tactics -- Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
{3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human.
3 /
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.)