Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it.
-3: Create two 2/2 green Wolf creature tokens.
--
Arlinn, the Moon's Fury
Legendary Planeswalker - Arlinn
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add {R}{G}.
0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
{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}
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
{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
{1}
Bonesplitter
Artifact - Equipment
Equipped creature gets +2/+0.
Equip {1}
{3}{G}{G}
Burly Breaker
Creature - Human Werewolf
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
{1}{G}{G}
Cemetery Prowler
Creature - Wolf
Vigilance
Whenever Cemetery Prowler enters the battlefield or attacks, exile a card from a graveyard.
Spells you cast cost {1} less to cast for each card type they share with cards exiled with Cemetery Prowler.
3 /
4
{2}{R}
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
{2}{R}{G}
Child of the Pack
Creature - Human Werewolf
{2}{R}{G}: Create a 2/2 green Wolf creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
5
--
Savage Packmate
Creature - Werewolf
Trample
Other creatures you control get +1/+0.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
5
{R}
Crash Through
Sorcery
Creatures you control gain trample until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
{2}{G}
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{1}{G}
Duel for Dominance
Instant
Coven -- Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (They each deal damage equal to their power to the other.)
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{3}{G}
Exuberant Wolfbear
Creature - Wolf Bear
Whenever Exuberant Wolfbear attacks, you may change the base power and toughness of target Human you control to Exuberant Wolfbear's power and toughness until end of turn.
4 /
4
{3}{R}
Fangblade Brigand
Creature - Human Werewolf
{1}{R}: Fangblade Brigand gets +1/+0 and gains first strike until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
4
--
Fangblade Eviscerator
Creature - Werewolf
{1}{R}: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn.
{4}{R}: Creatures you control get +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 /
4
{1}{G}
Fertile Ground
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
{2}
Fleetfeather Sandals
Artifact - Equipment
Equipped creature has flying and haste.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{G}
Fog
Instant
Prevent all combat damage that would be dealt this turn.
--
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}.)
--
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}.)
--
Forgotten Cave
Land
Forgotten Cave enters tapped.
{T}: Add {R}.
Cycling {R} ({R}, Discard this card: Draw a card.)
{1}{G}
Full Moon's Rise
Enchantment
Werewolf creatures you control get +1/+0 and have trample.
Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.
{R}{G}
Gruul Charm
Instant
Choose one --
• Creatures without flying can't block this turn.
• Gain control of all permanents you own.
• Gruul Charm deals 3 damage to each creature with flying.
--
Gruul Guildgate
Land - Gate
Gruul Guildgate enters the battlefield tapped.
{T}: Add {R} or {G}.
{2}{G}{G}
Harmonize
Sorcery
Draw three cards.
{3}
Heirloom Blade
Artifact - Equipment
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip {1}
--
Highland Forest
Snow Land - Mountain Forest
({T}: Add {R} or {G}.)
Highland Forest enters the battlefield tapped.
{4}{G}{G}
Hollowhenge Overlord
Creature - Wolf
Flash
At the beginning of your upkeep, for each creature you control that's a Wolf or a Werewolf, create a 2/2 green Wolf creature token.
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
{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}{G}
Howlpack Resurgence
Enchantment
Flash (You may cast this spell any time you could cast an instant.)
Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
{R}{G}
Hull Breach
Sorcery
Choose one --
• Destroy target artifact.
• Destroy target enchantment.
• Destroy target artifact and target enchantment.
{2}{G}
Hunter's Insight
Instant
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
{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
{1}{R}{G}
Immerwolf
Creature - Wolf
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Each other creature you control that's a Wolf or a Werewolf gets +1/+1.
Non-Human Werewolves you control can't transform.
2 /
2
{4}{G}
Infestation Expert
Creature - Human Werewolf
Whenever Infestation Expert enters the battlefield or attacks, create a 1/1 green Insect creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
4
--
Infested Werewolf
Creature - Werewolf
Whenever Infested Werewolf enters the battlefield or attacks, create two 1/1 green Insect creature tokens.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 /
4
{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
{1}{G}
Khalni Heart Expedition
Enchantment
Landfall -- Whenever a land enters the battlefield under your control, you may put a quest counter on Khalni Heart Expedition.
Remove three quest counters from Khalni Heart Expedition and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
{2}{G}
Kodama's Reach
Sorcery - Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{1}{R}
Lambholt Harrier
Creature - Wolf
{3}{R}: Target creature can't block this turn.
2 /
2
{3}{R}
Lambholt Raconteur
Creature - Human Werewolf
Whenever you cast a noncreature spell, Lambholt Raconteur deals 1 damage to each opponent.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
4
--
Lambholt Ravager
Creature - Werewolf
Whenever you cast a noncreature spell, Lambholt Ravager deals 2 damage to each opponent.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
4
{2}
Mask of Avacyn
Artifact - Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip {3}
{2}
Mirror Shield
Artifact - Equipment
Equipped creature gets +0/+2 and has hexproof and "Whenever a creature with deathtouch blocks or becomes blocked by this creature, destroy that creature."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{1}{G}
Moonmist
Instant
Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other than Werewolves and Wolves. (Only double-faced cards can be transformed.)
--
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}.)
--
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}{G}
Nightpack Ambusher
Creature - Wolf
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
4 /
4
{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}
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
{1}{G}
Packsong Pup
Creature - Wolf
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on Packsong Pup.
When Packsong Pup dies, you gain life equal to its power.
1 /
1
{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
{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
{1}{G}
Respite
Instant
Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature.
--
Rugged Highlands
Land
Rugged Highlands enters the battlefield tapped.
When Rugged Highlands enters the battlefield, you gain 1 life.
{T}: Add {R} or {G}.
{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
{3}{G}
Skyshroud Claim
Sorcery
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.
{T}: Add {G}.
Cycling {2} ({2}, Discard this card: Draw a card.)
{G}
Snarling Wolf
Creature - Wolf
{1}{G}: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.
1 /
1
{2}{R}
Spellrune Painter
Creature - Human Shaman Werewolf
Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
3
--
Spellrune Howler
Creature - Werewolf
Whenever you cast an instant or sorcery spell, Spellrune Howler gets +2/+2 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}{R}{R}
Sulfurous Blast
Instant
Sulfurous Blast deals 2 damage to each creature and each player. If you cast this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.
{1}{G}
Tangle
Instant
Prevent all combat damage that would be dealt this turn.
Each attacking creature doesn't untap during its controller's next untap step.
--
Tectonic Edge
Land
{T}: Add {C}.
{1}, {T}, Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate only if an opponent controls four or more lands.
--
Terramorphic Expanse
Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{3}
The Celestus
Legendary Artifact
If it's neither day nor night, it becomes day as The Celestus enters the battlefield.
{T}: Add one mana of any color.
{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
{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
--
Tranquil Thicket
Land
Tranquil Thicket enters tapped.
{T}: Add {G}.
Cycling {G} ({G}, Discard this card: Draw a card.)
{R}{G}
Unnatural Moonrise
Sorcery
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Flashback {2}{R}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{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
{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
{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
{2}{G}{G}
Whirlwind
Sorcery
Destroy all creatures with flying.
{1}{G}{G}
Witchstalker
Creature - Wolf
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
3 /
3
--
Wooded Ridgeline
Land - Mountain Forest
({T}: Add {R} or {G}.)
Wooded Ridgeline enters tapped.
{1}
Zephyr Boots
Artifact - Equipment
Equipped creature has flying.
Whenever equipped creature deals combat damage to a player, draw a card, then discard a card.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)