Print Options

Please select the cards that you want to print. This box will not show up on the printed page. Print in Landscape orientation to fit up to eight cards per A4 page. Click on a card to not print it. We recommend Firefox or Internet Explorer for text proxies, as cards printed by Chrome may appear slightly too large.

« back to the full deck page

Proxy type: switch to full card images | text proxies

Select Main Deck Cards

Select Sideboard Cards

{3}{G}
Anara, Wolvid Familiar
Legendary Creature - Wolf Beast
As long as it's your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)

Partner (You can have two commanders if both have partner.)
4 / 4
{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.
{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}{G}{G}
Bear Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{2}{G}
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
{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.
{3}{R}{R}
Berserkers' Onslaught
Enchantment
Attacking creatures you control have double strike.
{8}{R}
Blasphemous Act
Sorcery
This spell costs {1} less to cast for each creature on the battlefield.

Blasphemous Act deals 13 damage to each creature.
--
Boseiju, Who Endures
Legendary Land
{T}: Add {G}.

Channel -- {1}{G}, Discard Boseiju, Who Endures: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.
{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
{G}
Burgeoning
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
{2}{R}{R}
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
{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
{1}
Commander's Plate
Artifact - Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.

Equip commander {3}

Equip {5}
{5}{G}{G}{G}
Craterhoof Behemoth
Creature - Beast
Haste

When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
5 / 5
{R}
Curse of Opulence
Enchantment - Aura Curse
Enchant player

Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this artifact: Add one mana of any color.")
{2}{R}{G}
Decimate
Sorcery
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
{2}
Dolmen Gate
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.
{1}{G}
Duskwatch Recruiter
Creature - Human Warrior Werewolf
{2}{G}: Look at the top three 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 any order.

At the beginning of each upkeep, if no spells were cast last turn, transform Duskwatch Recruiter.
2 / 2
--
Krallenhorde Howler
Creature - Werewolf

Creature spells you cast cost {1} less to cast.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Krallenhorde Howler.
2 / 2
{G}
Exploration
Enchantment
You may play an additional land on each of your turns.
{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
--
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}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{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.
--
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}.
{1}{G}
Gatstaf Shepherd
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Gatstaf Shepherd.
2 / 2
--
Gatstaf Howler
Creature - Werewolf

Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Gatstaf Howler.
2 / 2
{2}{R}{G}
Halana and Alena, Partners
Legendary Creature - Human Ranger
First strike, reach

At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
2 / 3
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
--
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
{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}{G}
Huntmaster of the Fells
Creature - Human Werewolf
Whenever this creature enters the battlefield or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life.

At the beginning of each upkeep, if no spells were cast last turn, transform Huntmaster of the Fells.
2 / 2
--
Ravager of the Fells
Creature - Werewolf

Trample

Whenever this creature transforms into Ravager of the Fells, it deals 2 damage to target opponent or planeswalker and 2 damage to up to one target creature that player or that planeswalker's controller controls.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ravager of the Fells.
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
{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
{3}{R}
Instigator Gang
Creature - Human Werewolf
Attacking creatures you control get +1/+0.

At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
2 / 3
--
Wildblood Pack
Creature - Werewolf

Trample

Attacking creatures you control get +3/+0.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack.
2 / 3
{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}{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
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{1}{G}
Mayor of Avabruck
Creature - Human Advisor Werewolf
Other Human creatures you control get +1/+1.

At the beginning of each upkeep, if no spells were cast last turn, transform Mayor of Avabruck.
1 / 1
--
Howlpack Alpha
Creature - Werewolf

Each other creature you control that's a Werewolf or a Wolf gets +1/+1.

At the beginning of your end step, create a 2/2 green Wolf creature token.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack Alpha.
1 / 1
--
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}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mutavault
Land
{T}: Add {C}.

{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
{G}
Nature's Claim
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
{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
{3}{G}{G}
Ohran Frostfang
Snow Creature - Snake
Attacking creatures you control have deathtouch.

Whenever a creature you control deals combat damage to a player, draw a card.
2 / 6
{5}{G}{G}
Old Gnawbone
Legendary Creature - Dragon
Flying

Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
7 / 7
{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
{3}{G}{G}
Overwhelming Stampede
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
{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}{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
{4}{R}{R}
Rage Reflection
Enchantment
Creatures you control have double strike.
{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
--
Rockfall Vale
Land
Rockfall Vale enters the battlefield tapped unless you control two or more other lands.

{T}: Add {R} or {G}.
--
Rogue's Passage
Land
{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.
{4}{G}
Sage of Ancient Lore
Creature - Human Shaman Werewolf
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand.

When Sage of Ancient Lore enters the battlefield, draw a card.

At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
* / *
--
Werewolf of Ancient Hunger
Creature - Werewolf

Vigilance, trample

Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.
* / *
{1}{G}
Scorned Villager
Creature - Human Werewolf
{T}: Add {G}.

At the beginning of each upkeep, if no spells were cast last turn, transform Scorned Villager.
1 / 1
--
Moonscarred Werewolf
Creature - Werewolf

Vigilance

{T}: Add {G}{G}.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moonscarred Werewolf.
1 / 1
{2}{R}
Shared Animosity
Enchantment
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
--
Spire Garden
Land
Spire Garden enters the battlefield tapped unless you have two or more opponents.

{T}: Add {R} or {G}.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip {1}
{3}
Sword of Feast and Famine
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from black and from green.

Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.

Equip {2}
{2}
Thought Vessel
Artifact
You have no maximum hand size.

{T}: Add {C}.
{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
{2}{G}{G}
Triumph of the Hordes
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
{G}
Utopia Sprawl
Enchantment - Aura
Enchant Forest

As Utopia Sprawl enters the battlefield, choose a color.

Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
{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}
Wild Growth
Enchantment - Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
{3}{G}{G}
Wolfir Silverheart
Creature - Wolf Warrior
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4.
4 / 4
{1}{G}
Wrap in Vigor
Instant
Regenerate each creature you control.
{G}
Young Wolf
Creature - Wolf
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
1 / 1

{2}{R}{G}
Arlinn Kord
Legendary Planeswalker - Arlinn
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste.

0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
--
Arlinn, Embraced by the Moon
Legendary Planeswalker - Arlinn

+1: Creatures you control get +1/+1 and gain trample until end of turn.

-1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon.

-6: You get an emblem with "Creatures you control have haste and '{T}: This creature deals damage equal to its power to any target.'"
{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}{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
{2}
Dowsing Dagger
Artifact - Equipment
When Dowsing Dagger enters the battlefield, target opponent creates two 0/2 green Plant creature tokens with defender.

Equipped creature gets +2/+1.

Whenever equipped creature deals combat damage to a player, you may transform Dowsing Dagger.

Equip {2}
--
Lost Vale
Land

(Transforms from Dowsing Dagger.)

{T}: Add three mana of any one color.
{G}
Elephant Grass
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Black creatures can't attack you.

Nonblack creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{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
{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}{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.
{5}{G}{G}
Old Gnawbone
Legendary Creature - Dragon
Flying

Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
7 / 7
{3}{R}{R}
Savage Beating
Instant
Cast this spell only during your turn and only during combat.

Choose one --

• Creatures you control gain double strike until end of turn.

• Untap all creatures you control. After this phase, there is an additional combat phase.

Entwine {1}{R} (Choose both if you pay the entwine cost.)
{4}{G}{G}
Selvala's Stampede
Sorcery
Council's dilemma -- Starting with you, each player votes for wild or free. Reveal cards from the top of your library until you reveal a creature card for each wild vote. Put those creature cards onto the battlefield, then shuffle the rest into your library. You may put a permanent card from your hand onto the battlefield for each free vote.
{2}{R}
Shared Animosity
Enchantment
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
{2}
Sword of the Animist
Legendary Artifact - Equipment
Equipped creature gets +1/+1.

Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Equip {2}
{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.
{1}
Wayfarer's Bauble
Artifact
{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{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
{3}{R}{G}
Xenagos, God of Revels
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to red and green is less than seven, Xenagos isn't a creature.

At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
6 / 5