Each creature you control that's a Wolf or a Werewolf enters the battlefield with an additional +1/+1 counter on it.
-2: Create a 2/2 green Wolf creature token.
L:
7
{2}{R}{G}
Arlinn, the Pack's Hope
Legendary Planeswalker - Arlinn
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.
{5}{R}
Assembled Alphas
Creature - Wolf
Whenever Assembled Alphas blocks or becomes blocked by a creature, Assembled Alphas deals 3 damage to that creature and 3 damage to that creature's controller.
5 /
5
{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
{G}
Blossoming Defense
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn.
{1}{R}{R}
Breakneck Rider
Creature - Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider.
3 /
3
--
Neck Breaker
Creature - Werewolf
Attacking creatures you control get +1/+0 and have trample.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Neck Breaker.
3 /
3
{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
{4}{G}
Cult of the Waxing Moon
Creature - Human Shaman
Whenever a permanent you control transforms into a non-Human creature, create a 2/2 green Wolf creature token.
5 /
4
--
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}.)
--
Game Trail
Land
As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped.
{T}: Add {R} or {G}.
{2}{G}
Hermit of the Natterknolls
Creature - Human Werewolf
Whenever an opponent casts a spell during your turn, draw a card.
At the beginning of each upkeep, if no spells were cast last turn, transform Hermit of the Natterknolls.
2 /
3
--
Lone Wolf of the Natterknolls
Creature - Werewolf
Whenever an opponent casts a spell during your turn, draw two cards.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Lone Wolf of the Natterknolls.
2 /
3
{2}{G}
Hermit of the Natterknolls
Creature - Human Werewolf
Whenever an opponent casts a spell during your turn, draw a card.
At the beginning of each upkeep, if no spells were cast last turn, transform Hermit of the Natterknolls.
2 /
3
--
Lone Wolf of the Natterknolls
Creature - Werewolf
Whenever an opponent casts a spell during your turn, draw two cards.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Lone Wolf of the Natterknolls.
2 /
3
{1}{R}{R}
Kruin Outlaw
Creature - Human Rogue Werewolf
First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.
2 /
2
--
Terror of Kruin Pass
Creature - Werewolf
Double strike
Werewolves you control have menace. (They can't be blocked except by two or more creatures.)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
2 /
2
{1}{G}
Lambholt Pacifist
Creature - Human Shaman Werewolf
Lambholt Pacifist can't attack unless you control a creature with power 4 or greater.
At the beginning of each upkeep, if no spells were cast last turn, transform Lambholt Pacifist.
3 /
3
--
Lambholt Butcher
Creature - Werewolf
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Lambholt Butcher.
3 /
3
{1}{G}
Moonlight Hunt
Instant
Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
{1}{G}
Moonlight Hunt
Instant
Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
--
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}.)
{1}
Neglected Heirloom
Artifact - Equipment
Equipped creature gets +1/+1.
When equipped creature transforms, transform Neglected Heirloom.
Equip {1}
--
Ashmouth Blade
Artifact - Equipment
Equipped creature gets +3/+3 and has first strike.
Equip {3}
{1}
Neglected Heirloom
Artifact - Equipment
Equipped creature gets +1/+1.
When equipped creature transforms, transform Neglected Heirloom.
Equip {1}
--
Ashmouth Blade
Artifact - Equipment
Equipped creature gets +3/+3 and has first strike.
Equip {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}
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
{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}{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
{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
{R}{R}
Scourge Wolf
Creature - Wolf Horror
First strike
Delirium -- Scourge Wolf has double strike as long as there are four or more card types among cards in your graveyard.
2 /
2
{2}{G}
Shrill Howler
Creature - Werewolf Horror
Creatures with power less than Shrill Howler's power can't block it.
{5}{G}: Transform Shrill Howler.
3 /
1
--
Howling Chorus
Creature - Eldrazi Werewolf
Creatures with power less than Howling Chorus's power can't block it.
Whenever Howling Chorus deals combat damage to a player, create a 3/2 colorless Eldrazi Horror creature token.
3 /
1
{2}{R}{R}
Smoldering Werewolf
Creature - Werewolf Horror
When Smoldering Werewolf enters the battlefield, it deals 1 damage to each of up to two target creatures.
{4}{R}{R}: Transform Smoldering Werewolf.
3 /
2
--
Erupting Dreadwolf
Creature - Eldrazi Werewolf
Whenever Erupting Dreadwolf attacks, it deals 2 damage to any target.
3 /
2
{3}{G}
Somberwald Alpha
Creature - Wolf
Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn.
{1}{G}: Target creature you control gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
3 /
2
{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
{3}{R}{G}
Ulrich of the Krallenhorde
Legendary Creature - Human Werewolf
Whenever this creature enters the battlefield 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.
4 /
4
--
Ulrich, Uncontested Alpha
Legendary Creature - Werewolf
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, Uncontested Alpha.
4 /
4
{1}{G}
Ulvenwald Captive
Creature - Werewolf Horror
Defender
{T}: Add {G}.
{5}{G}{G}: Transform Ulvenwald Captive.
1 /
2
--
Ulvenwald Abomination
Creature - Eldrazi Werewolf
{T}: Add {C}{C}.
1 /
2
{1}{G}
Ulvenwald Captive
Creature - Werewolf Horror
Defender
{T}: Add {G}.
{5}{G}{G}: Transform Ulvenwald Captive.
1 /
2
--
Ulvenwald Abomination
Creature - Eldrazi Werewolf
{T}: Add {C}{C}.
1 /
2
{1}{G}
Ulvenwald Captive
Creature - Werewolf Horror
Defender
{T}: Add {G}.
{5}{G}{G}: Transform Ulvenwald Captive.
1 /
2
--
Ulvenwald Abomination
Creature - Eldrazi Werewolf
{T}: Add {C}{C}.
1 /
2
{4}{R}
Vildin-Pack Outcast
Creature - Werewolf Horror
Trample
{R}: Vildin-Pack Outcast gets +1/-1 until end of turn.
{5}{R}{R}: Transform Vildin-Pack Outcast.
4 /
4
--
Dronepack Kindred
Creature - Eldrazi Werewolf
Trample
{1}: Dronepack Kindred gets +1/+0 until end of turn.
4 /
4
{1}{G}
Waxing Moon
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
{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
{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
{2}{G}
Wolf Strike
Instant
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.