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Select Main Deck Cards

{1}{G}
A-Gnarlid Colony
Creature - Beast
Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.)

If Gnarlid Colony was kicked, it enters the battlefield with four +1/+1 counters on it.

Each creature you control with a +1/+1 counter on it has trample.
2 / 2
{R}{G}
Agatha of the Vile Cauldron
Legendary Creature - Human Warlock
Activated abilities of creatures you control cost {X} less to activate, where X is Agatha of the Vile Cauldron's power. This effect can't reduce the mana in that cost to less than one mana.

{4}{R}{G}: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
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.'"
{4}{G}{G}
Arlinn, Voice of the Pack
Legendary Planeswalker - Arlinn
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
{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}
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}
Bounding Wolf
Creature - Wolf
Flash

Reach
3 / 2
{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
{2}{G}{G}
Defend the Celestus
Instant
Distribute three +1/+1 counters among one, two, or three target creatures you control.
{1}{G}
Duskshell Crawler
Creature - Insect
When Duskshell Crawler enters the battlefield, put a +1/+1 counter on target creature.

Each creature you control with a +1/+1 counter on it has trample.
0 / 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
{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.
{3}{G}{G}
Glorious Sunrise
Enchantment
At the beginning of combat on your turn, choose one --

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

• Target land gains "{T}: Add {G}{G}{G}" until end of turn.

• Draw a card if you control a creature with power 3 or greater.

• You gain 3 life.
{1}{R}{G}
Grumgully, the Generous
Legendary Creature - Goblin Shaman
Each other non-Human creature you control enters the battlefield with an additional +1/+1 counter on it.
3 / 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
{5}{G}
Howlgeist
Creature - Spirit Wolf
Creatures with power less than Howlgeist's power can't block it.

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.)
4 / 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.
{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
{G}
Kessig Prowler
Creature - Werewolf Horror
{4}{G}: Transform Kessig Prowler.
2 / 1
--
Sinuous Predator
Creature - Eldrazi Werewolf

Sinuous Predator can't be blocked by more than one creature.
2 / 1
{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}{G}{G}
Lukamina, Bear Form
Legendary Creature - Bear Druid
Trample

Other creatures you control get +1/+1 and have trample.

When Lukamina, Bear Form dies, it unspecializes. If it unspecializes this way, return it to the battlefield tapped.
4 / 4
{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
{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
{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
{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}{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}
Roaring Earth
Enchantment
Landfall -- Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature or Vehicle you control.

Channel -- {X}{G}{G}, Discard Roaring Earth: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.
{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
{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
{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
{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