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Select Main Deck Cards

{3}{R}
Afflicted Deserter
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.
3 / 2
--
Werewolf Ransacker
Creature - Werewolf

Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.
3 / 2
{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
{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}
Blinding Fog
Instant
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
{3}{R}
Bolt Bend
Instant
This spell costs {3} less to cast if you control a creature with power 4 or greater.

Change the target of target spell or ability with a single target.
{2}{G}
Bounding Wolf
Creature - Wolf
Flash

Reach
3 / 2
{2}{R}
Brimstone Vandal
Creature - Devil
Menace (This creature can't be blocked except by two or more creatures.)

If it's neither day nor night, it becomes day as Brimstone Vandal enters the battlefield.

Whenever day becomes night or night becomes day, Brimstone Vandal deals 1 damage to each opponent.
2 / 3
{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
--
Cinder Glade
Land - Mountain Forest
({T}: Add {R} or {G}.)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
{5}{R}{R}{R}
City on Fire
Enchantment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}
Decanter of Endless Water
Artifact
You have no maximum hand size.

{T}: Add one mana of any color.
{2}{G}
Descendants' Path
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
{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}
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
{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
{4}{G}{G}
Flourishing Hunter
Creature - Wolf Spirit
When Flourishing Hunter enters the battlefield, you gain life equal to the greatest toughness among other creatures you control.
6 / 6
{G}
Fog
Instant
Prevent all combat damage that would be dealt this turn.
{3}
Foreboding Statue
Artifact Creature - Construct
{T}: Add one mana of any color. Put an omen counter on Foreboding Statue.

At the beginning of your end step, if there are three or more omen counters on Foreboding Statue, untap it, then transform it.
1 / 2
--
Forsaken Thresher
Artifact Creature - Construct

At the beginning of your precombat main phase, add one mana of any color.
1 / 2
--
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
{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
--
Gruul Guildgate
Land - Gate
Gruul Guildgate enters the battlefield tapped.

{T}: Add {R} or {G}.
{2}{R}
Hanweir Watchkeep
Creature - Human Warrior Werewolf
Defender

At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep.
1 / 5
--
Bane of Hanweir
Creature - Werewolf

Bane of Hanweir attacks each combat if able.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Bane of Hanweir.
1 / 5
{2}{R}
Harvesttide Infiltrator
Creature - Human Werewolf
Trample

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 / 2
--
Harvesttide Assailant
Creature - Werewolf

Trample

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 / 2
{1}{R}
Hinterland Hermit
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit.
2 / 1
--
Hinterland Scourge
Creature - Werewolf

Hinterland Scourge must be blocked if able.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge.
2 / 1
{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
{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}
Howl of the Hunt
Enchantment - Aura
Flash

Enchant creature

When Howl of the Hunt enters the battlefield, if enchanted creature is a Wolf or Werewolf, untap that creature.

Enchanted creature gets +2/+2 and has vigilance.
{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
{1}{R}
Hungry Ridgewolf
Creature - Wolf
As long as you control another Wolf or Werewolf, Hungry Ridgewolf gets +1/+0 and has trample.
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
{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
{2}{G}
Lambholt Elder
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Lambholt Elder.
1 / 2
--
Silverpelt Werewolf
Creature - Werewolf

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

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Silverpelt Werewolf.
1 / 2
{3}
Mana Geode
Artifact
When Mana Geode enters the battlefield, scry 1.

{T}: Add one mana of any color.
{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}.)
{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 Encounter
Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20.

1--9 | Creatures you control get +2/+2 until end of turn.

10--19 | Put two +1/+1 counters on each creature you control.

20 | Put four +1/+1 counters on each creature you control.
{2}{R}
Pack's Betrayal
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
{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
{3}
Patriar's Seal
Artifact
{T}: Add one mana of any color.

{1}, {T}: Untap target legendary creature you control.
{3}
Relic of Legends
Artifact
{T}: Add one mana of any color.

Tap an untapped legendary creature you control: Add one mana of any color.
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
{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.)
{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
{4}{G}
Sight of the Scalelords
Enchantment
At the beginning of combat on your turn, creatures you control with toughness 4 or greater get +2/+2 and gain vigilance until end of turn.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{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
{4}
Stonespeaker Crystal
Artifact
{T}: Add {C}{C}.

{2}, {T}, Sacrifice Stonespeaker Crystal: Exile any number of target players' graveyards. Draw a card.
{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
{3}{G}
Tempt with Discovery
Sorcery
Tempting offer -- Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
{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.
{2}{R}{R}
The Elder Dragon War
Enchantment - Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)

I -- The Elder Dragon War deals 2 damage to each creature and each opponent.

II -- Discard any number of cards, then draw that many cards.

III -- Create a 4/4 red Dragon creature token with flying.
--
Thriving Bluff
Land
Thriving Bluff enters the battlefield tapped.

As Thriving Bluff enters the battlefield, choose a color other than red.

{T}: Add {R} or one mana of the chosen color.
--
Thriving Grove
Land
Thriving Grove enters the battlefield tapped.

As Thriving Grove enters the battlefield, choose a color other than green.

{T}: Add {G} or one mana of the chosen color.
{4}{G}
Tireless Hauler
Creature - Human Werewolf
Vigilance

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4 / 5
--
Dire-Strain Brawler
Creature - Werewolf

Vigilance

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4 / 5
{3}{R}
Tormented Pariah
Creature - Human Warrior Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Tormented Pariah.
3 / 2
--
Rampaging Werewolf
Creature - Werewolf

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Rampaging Werewolf.
3 / 2
{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
{G}{G}{G}
Tribute to the World Tree
Enchantment
Whenever a creature enters the battlefield under your control, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
{2}{G}{G}
Ulvenwald Mystics
Creature - Human Shaman Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Ulvenwald Mystics.
3 / 3
--
Ulvenwald Primordials
Creature - Werewolf

{G}: Regenerate Ulvenwald Primordials.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ulvenwald Primordials.
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.
{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.)
{2}{G}
Verdant Haven
Enchantment - Aura
Enchant land

When Verdant Haven enters the battlefield, you gain 2 life.

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
{1}{R}
Village Ironsmith
Creature - Human Werewolf
First strike

At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith.
1 / 1
--
Ironfang
Creature - Werewolf

First strike

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ironfang.
1 / 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}{G}
Villagers of Estwald
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Villagers of Estwald.
2 / 3
--
Howlpack of Estwald
Creature - Werewolf

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack of Estwald.
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
{4}{G}
Wolfkin Bond
Enchantment - Aura
Enchant creature

When Wolfkin Bond enters the battlefield, create a 2/2 green Wolf creature token.

Enchanted creature gets +2/+2.
{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.)
5 / 4
--
Wooded Ridgeline
Land - Mountain Forest
({T}: Add {R} or {G}.)

Wooded Ridgeline enters the battlefield tapped.