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Select Main Deck Cards

Select Sideboard Cards

{1}{W}{W}
Adeline, Resplendent Cathar
Legendary Creature - Human Knight
Vigilance

Adeline, Resplendent Cathar's power is equal to the number of creatures you control.

Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
* / 4
{1}{R}{W}
Angelfire Ignition
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.

Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{3}{B}
Baneblade Scoundrel
Creature - Human Rogue Werewolf
Whenever Baneblade Scoundrel becomes blocked, each creature blocking it gets -1/-1 until end of turn.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 / 3
--
Baneclaw Marauder
Creature - Werewolf

Whenever Baneclaw Marauder becomes blocked, each creature blocking it gets -1/-1 until end of turn.

Whenever a creature blocking Baneclaw Marauder dies, that creature's controller loses 1 life.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 / 3
{3}{B}
Bat Whisperer
Creature - Vampire
When Bat Whisperer enters the battlefield, if an opponent lost life this turn, create a 1/1 black Bat creature token with flying.
4 / 2
{1}{W}
Beloved Beggar
Creature - Human Peasant
Disturb {4}{W}{W} (You may cast this card from your graveyard transformed for its disturb cost.)
0 / 4
--
Generous Soul
Creature - Spirit

Flying, vigilance

If Generous Soul would be put into a graveyard from anywhere, exile it instead.
0 / 4
{U}{B}
Bladestitched Skaab
Creature - Zombie Soldier
Other Zombies you control get +1/+0.
2 / 3
{1}{B}{B}
Bloodline Culling
Instant
Choose one --

• Target creature gets -5/-5 until end of turn.

• Creature tokens get -2/-2 until end of turn.
{1}{R}
Bloodthirsty Adversary
Creature - Vampire
Haste

When Bloodthirsty Adversary enters the battlefield, you may pay {2}{R} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Bloodthirsty Adversary, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
2 / 2
{4}{B}
Bloodtithe Collector
Creature - Vampire Noble
Flying

When Bloodtithe Collector enters, if an opponent lost life this turn, each opponent discards a card.
3 / 4
{2}{W}
Borrowed Time
Enchantment
When Borrowed Time enters the battlefield, exile target nonland permanent an opponent controls until Borrowed Time leaves the battlefield.
{2}{G}
Bounding Wolf
Creature - Wolf
Flash

Reach
3 / 2
{2}{W}
Brutal Cathar
Creature - Human Soldier Werewolf
When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 / 2
--
Moonrage Brute
Creature - Werewolf

First strike

Ward--Pay 3 life.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 / 2
{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
{4}{R}
Burn the Accursed
Instant
Burn the Accursed deals 5 damage to target creature and 2 damage to that creature's controller. If that creature would die this turn, exile it instead.
{1}{R}
Cathartic Pyre
Instant
Choose one --

• Cathartic Pyre deals 3 damage to target creature or planeswalker.

• Discard up to two cards, then draw that many cards.
{B}
Champion of the Perished
Creature - Zombie
Whenever another Zombie enters the battlefield under your control, put a +1/+1 counter on Champion of the Perished.
1 / 1
{W}
Chaplain of Alms
Creature - Human Cleric
First strike

Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)

Disturb {3}{W} (You may cast this card from your graveyard transformed for its disturb cost.)
1 / 1
--
Chapel Shieldgeist
Creature - Spirit Cleric

Flying, first strike

Each creature you control has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)

If Chapel Shieldgeist would be put into a graveyard from anywhere, exile it instead.
1 / 1
{2}{G}
Clear Shot
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
{X}{G}
Contortionist Troupe
Creature - Human
Contortionist Troupe enters the battlefield with X +1/+1 counters on it.

Coven -- At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control.
0 / 0
{B}
Crawl from the Cellar
Sorcery
Return target creature card from your graveyard to your hand. Put a +1/+1 counter on up to one target Zombie you control.

Flashback {3}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{G}
Dawnhart Mentor
Creature - Human Warlock
When Dawnhart Mentor enters the battlefield, create a 1/1 white Human creature token.

Coven -- {5}{G}: Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
0 / 4
{1}{G}{W}
Dawnhart Wardens
Creature - Human Warlock
Vigilance

Coven -- At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
3 / 3
{2}{B}
Defenestrate
Instant
Destroy target creature without flying.
{W}{U}
Devoted Grafkeeper
Creature - Human Peasant
When Devoted Grafkeeper enters the battlefield, mill two cards.

Whenever you cast a spell from your graveyard, tap target creature you don't control.

Disturb {1}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
2 / 1
--
Departed Soulkeeper
Creature - Spirit

Flying

Departed Soulkeeper can block only creatures with flying.

If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.
2 / 1
{4}{B}
Diregraf Horde
Creature - Zombie
When Diregraf Horde enters, create two 2/2 black Zombie creature tokens with decayed. When you do, exile up to two target cards from graveyards. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
3 / 4
{3}{B}{G}
Diregraf Rebirth
Sorcery
This spell costs {1} less to cast for each creature that died this turn.

Return target creature card from your graveyard to the battlefield.

Flashback {5}{B}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{4}{B}{B}
Dreadhound
Creature - Demon Dog
When Dreadhound enters, mill three cards. (Put the top three cards of your library into your graveyard.)

Whenever a creature dies or a creature card is put into a graveyard from a library, each opponent loses 1 life.
6 / 6
{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.)
{3}{W}
Duelcraft Trainer
Creature - Human Soldier
First strike

Coven -- At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
3 / 3
{B}
Eaten Alive
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}.

Exile target creature or planeswalker.
{B}
Ecstatic Awakener
Creature - Human Wizard
{2}{B}, Sacrifice another creature: Draw a card, then transform Ecstatic Awakener. Activate only once each turn.
1 / 1
--
Awoken Demon
Creature - Demon

1 / 1
{W}{U}
Faithful Mending
Instant
You gain 2 life, draw two cards, then discard two cards.

Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{U}
Falcon Abomination
Creature - Zombie Bird
Flying

When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
2 / 2
{1}{R}
Falkenrath Perforator
Creature - Vampire
Whenever Falkenrath Perforator attacks, it deals 1 damage to defending player.
2 / 1
{3}{R}
Famished Foragers
Creature - Vampire
When Famished Foragers enters the battlefield, if an opponent lost life this turn, add {R}{R}{R}.

{2}{R}, Discard a card: Draw a card.
4 / 3
{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
{2}{U}
Flip the Switch
Instant
Counter target spell unless its controller pays {4}. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
{1}{B}{R}
Florian, Voldaren Scion
Legendary Creature - Vampire Noble
First strike

At the beginning of your postcombat main phase, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
3 / 3
{1}{B}
Foul Play
Sorcery
Destroy target creature with power 2 or less. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
{3}{U}
Galedrifter
Creature - Hippogriff
Flying

Disturb {4}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
3 / 2
--
Waildrifter
Creature - Hippogriff Spirit

Flying

If Waildrifter would be put into a graveyard from anywhere, exile it instead.
3 / 2
{3}{W}
Gavony Silversmith
Creature - Human Soldier
When Gavony Silversmith enters the battlefield, put a +1/+1 counter on each of up to two target creatures.
2 / 3
{1}{B}
Ghoulish Procession
Enchantment
Whenever one or more nontoken creatures die, create a 2/2 black Zombie creature token with decayed. This ability triggers only once each turn. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
{2}{U}{U}
Grafted Identity
Enchantment - Aura
As an additional cost to cast this spell, sacrifice a creature.

Enchant creature

You control enchanted creature.

Enchanted creature gets +1/+1.
{2}{B}{G}
Grizzly Ghoul
Creature - Zombie Bear
Trample

Grizzly Ghoul enters the battlefield with a +1/+1 counter on it for each creature that died this turn.
4 / 3
{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}{B}
Infernal Grasp
Instant
Destroy target creature. You lose 2 life.
{1}{B}
Jadar, Ghoulcaller of Nephalia
Legendary Creature - Human Wizard
At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
1 / 1
{3}{U}{U}
Lier, Disciple of the Drowned
Legendary Creature - Human Wizard
Spells can't be countered.

Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
3 / 4
{2}{W}{W}{B}
Liesa, Forgotten Archangel
Legendary Creature - Angel
Flying, lifelink

Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.

If a creature an opponent controls would die, exile it instead.
4 / 5
{1}{U}
Locked in the Cemetery
Enchantment - Aura
Enchant creature

When Locked in the Cemetery enters the battlefield, if there are five or more cards in your graveyard, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.
{2}{W}
Loyal Gryff
Creature - Hippogriff
Flash

Flying

When Loyal Gryff enters the battlefield, you may return another creature you control to its owner's hand.
2 / 2
{X}{R}
Lunar Frenzy
Instant
Target creature you control gets +X/+0 and gains first strike and trample until end of turn.
{W}
Lunarch Veteran
Creature - Human Cleric
Whenever another creature enters the battlefield under your control, you gain 1 life.

Disturb {1}{W} (You may cast this card from your graveyard transformed for its disturb cost.)
1 / 1
--
Luminous Phantom
Creature - Spirit Cleric

Flying

Whenever another creature you control leaves the battlefield, you gain 1 life.

If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.
1 / 1
{1}{U}
Malevolent Hermit
Creature - Human Wizard
{U}, Sacrifice Malevolent Hermit: Counter target noncreature spell unless its controller pays {3}.

Disturb {2}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
2 / 1
--
Benevolent Geist
Creature - Spirit Wizard

Flying

Noncreature spells you control can't be countered.

If Benevolent Geist would be put into a graveyard from anywhere, exile it instead.
2 / 1
{1}{G}
Might of the Old Ways
Instant
Target creature gets +2/+2 until end of turn.

Coven -- Then if you control three or more creatures with different powers, draw a card.
{2}{R}
Moonrager's Slash
Instant
This spell costs {2} less to cast if it's night.

Moonrager's Slash deals 3 damage to any target.
{2}{B}
Morbid Opportunist
Creature - Human Rogue
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
1 / 3
{4}{B}
Morkrut Behemoth
Creature - Zombie Giant
As an additional cost to cast this spell, sacrifice a creature or pay {1}{B}.

Menace (This creature can't be blocked except by two or more creatures.)
7 / 6
{4}{R}
Mounted Dreadknight
Creature - Vampire Knight
Trample

Mounted Dreadknight enters the battlefield with a +1/+1 counter on it if an opponent lost life this turn.
5 / 4
{2}{U}
Nebelgast Intruder
Creature - Spirit
Flash

Flying

When Nebelgast Intruder enters the battlefield, up to one target creature an opponent controls gets -2/-0 until end of turn.
2 / 1
{1}{B}
Novice Occultist
Creature - Human Wizard
When Novice Occultist dies, you draw a card and you lose 1 life.
1 / 2
{3}{W}
Odric's Outrider
Creature - Human Knight
Whenever Odric's Outrider or another creature you control dies, put a +1/+1 counter on target creature you control.
2 / 4
{1}{B}
Olivia's Midnight Ambush
Instant
Target creature gets -2/-2 until end of turn. If it's night, that creature gets -13/-13 until end of turn instead.
{2}{U}
Ominous Roost
Enchantment
When Ominous Roost enters the battlefield or whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This creature can block only creatures with flying."
{3}{U}
Organ Hoarder
Creature - Zombie
When Organ Hoarder enters the battlefield, look at the top three cards of your library, then put one of them into your hand and the rest into your graveyard.
3 / 2
{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}{U}
Overwhelmed Archivist
Creature - Human Wizard
When Overwhelmed Archivist enters the battlefield, draw a card, then discard a card.

Disturb {3}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
3 / 2
--
Archive Haunt
Creature - Spirit Wizard

Flying

Whenever Archive Haunt attacks, draw a card, then discard a card.

If Archive Haunt would be put into a graveyard from anywhere, exile it instead.
3 / 2
{2}{U}
Patrician Geist
Creature - Spirit Knight
Flying

Other Spirits you control get +1/+1.

Spells you cast from your graveyard cost {1} less to cast.
2 / 2
{R}
Play with Fire
Instant
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{3}{R}{R}
Purifying Dragon
Creature - Dragon
Flying

Whenever Purifying Dragon attacks, it deals 1 damage to target creature defending player controls. If that creature is a Zombie, Purifying Dragon deals 2 damage to it instead.
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
{W}{B}
Rite of Oblivion
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent.

Exile target nonland permanent.

Flashback {2}{W}{B} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
{3}{W}
Search Party Captain
Creature - Human Soldier
This spell costs {1} less to cast for each creature you attacked with this turn.

When Search Party Captain enters the battlefield, draw a card.
2 / 2
{3}{G}
Shadowbeast Sighting
Sorcery
Create a 4/4 green Beast creature token.

Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{B}
Siege Zombie
Creature - Zombie
Tap three untapped creatures you control: Each opponent loses 1 life.
2 / 2
{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}{B}
Slaughter Specialist
Creature - Vampire Warrior
When Slaughter Specialist enters the battlefield, each opponent creates a 1/1 white Human creature token.

Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist.
3 / 3
{4}{W}
Soul-Guide Gryff
Creature - Hippogriff Spirit
Flying

When Soul-Guide Gryff enters the battlefield, exile up to one target card from a graveyard.
3 / 4
{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
{1}{U}
Startle
Instant
Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

Draw a card.
{2}{B}
Stromkirk Bloodthief
Creature - Vampire Rogue
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
2 / 2
{1}{R}{W}
Sunrise Cavalier
Creature - Human Knight
Trample, haste

If it's neither day nor night, it becomes day as Sunrise Cavalier enters the battlefield.

Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
3 / 3
{1}{U}
Suspicious Stowaway
Creature - Human Rogue Werewolf
Suspicious Stowaway can't be blocked.

Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
1 / 1
--
Seafaring Werewolf
Creature - Werewolf

Seafaring Werewolf can't be blocked.

Whenever Seafaring Werewolf deals combat damage to a player, draw a card.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
1 / 1
{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
{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.)
{1}{W}
Unruly Mob
Creature - Human
Whenever another creature you control dies, put a +1/+1 counter on Unruly Mob.
1 / 1
{1}{U}{R}
Vadrik, Astral Archmage
Legendary Creature - Human Wizard
If it's neither day nor night, it becomes day as Vadrik, Astral Archmage enters the battlefield.

Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power.

Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
1 / 2
{1}{B}
Vampire Interloper
Creature - Vampire Scout
Flying

Vampire Interloper can't block.
2 / 1
{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}{R}
Voldaren Ambusher
Creature - Vampire Archer
When Voldaren Ambusher enters the battlefield, if an opponent lost life this turn, it deals X damage to up to one target creature or planeswalker, where X is the number of Vampires you control.
2 / 2
{R}
Voldaren Stinger
Creature - Vampire Warrior
Voldaren Stinger has first strike as long as it's attacking.

{2}{R}: Voldaren Stinger gets +2/+0 until end of turn.
1 / 1
{G}{U}
Winterthorn Blessing
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step.

Flashback {1}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

--
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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
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}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)