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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 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.
{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}{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
{4}{G}{G}
Bane of Progress
Creature - Elemental
When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.
2 / 2
{2}{G}{G}
Beast Whisperer
Creature - Elf Druid
Whenever you cast a creature spell, draw a card.
2 / 3
--
Blighted Woodland
Land
{T}: Add {C}.

{3}{G}, {T}, Sacrifice Blighted Woodland: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
{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}{R}
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on 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
{X}{G}{G}{G}
Chord of Calling
Instant
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.)

Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
{G}{G}{G}
Circle of Dreams Druid
Creature - Elf Druid
{T}: Add {G} for each creature you control.
2 / 1
{2}{R}
Conduit of Storms
Creature - Werewolf Horror
Whenever Conduit of Storms attacks, add {R} at the beginning of your next main phase this turn.

{3}{R}{R}: Transform Conduit of Storms.
2 / 3
--
Conduit of Emrakul
Creature - Eldrazi Werewolf

Whenever Conduit of Emrakul attacks, add {C}{C} at the beginning of your next main phase this turn.
2 / 3
{3}{G}{G}
Creeping Renaissance
Sorcery
Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand.

Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{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}{G}
Daybreak Ranger
Creature - Human Archer Ranger Werewolf
{T}: Daybreak Ranger deals 2 damage to target creature with flying.

At the beginning of each upkeep, if no spells were cast last turn, transform Daybreak Ranger.
2 / 2
--
Nightfall Predator
Creature - Werewolf

{R}, {T}: Nightfall Predator fights target creature. (Each deals damage equal to its power to the other.)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Nightfall Predator.
2 / 2
{1}{R}{G}
Domri Rade
Legendary Planeswalker - Domri
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.

-2: Target creature you control fights another target creature.

-7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
L: 3
{1}{R}{G}
Domri, Anarch of Bolas
Legendary Planeswalker - Domri
Creatures you control get +1/+0.

+1: Add {R} or {G}. Creature spells you cast this turn can't be countered.

-2: Target creature you control fights target creature you don't control.
L: 3
{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
{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}
Fauna Shaman
Creature - Elf Shaman
{G}, {T}, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
2 / 2
{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
{5}{G}{G}
Foe-Razer Regent
Creature - Dragon
Flying

When Foe-Razer Regent enters the battlefield, you may have it fight target creature you don't control.

Whenever a creature you control fights, put two +1/+1 counters on it at the beginning of the next end step.
4 / 5
--
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.
{2}{R}
Geier Reach Bandit
Creature - Human Rogue Werewolf
Haste

At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.
3 / 2
--
Vildin-Pack Alpha
Creature - Werewolf

Whenever a Werewolf enters the battlefield under your control, you may transform it.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.
3 / 2
{3}{G}
Guardian Project
Enchantment
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
{1}{R}
Hammer Mage
Creature - Human Spellshaper
{X}{R}, {T}, Discard a card: Destroy all artifacts with mana value X or less.
1 / 1
{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}
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
{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}{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.
{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
{G}
Instrument of the Bards
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.

{3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
{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}{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}
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.

Whenever you cast a creature spell, you may pay {G}. If you do, draw a card.
{4}{G}{G}
Lurking Predators
Enchantment
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
{2}{G}{G}
Master of the Wild Hunt
Creature - Human Shaman
At the beginning of your upkeep, create a 2/2 green Wolf creature token.

{T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
3 / 3
{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
--
Memorial to Unity
Land
Memorial to Unity enters the battlefield tapped.

{T}: Add {G}.

{2}{G}, {T}, Sacrifice Memorial to Unity: Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Then put the rest on the bottom of your library in a random order.
{3}{R}
Mondronen Shaman
Creature - Human Shaman Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Mondronen Shaman.
3 / 2
--
Tovolar's Magehunter
Creature - Werewolf

Whenever an opponent casts a spell, Tovolar's Magehunter deals 2 damage to that player.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Tovolar's Magehunter.
3 / 2
{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.)
--
Mosswort Bridge
Land
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)

Mosswort Bridge enters the battlefield tapped.

{T}: Add {G}.

{G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
--
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}.)
{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
--
Path of Ancestry
Land
Path of Ancestry enters the battlefield tapped.

{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{5}{G}{G}{G}
Praetor's Counsel
Sorcery
Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game.
{2}{R}
Pyreheart Wolf
Creature - Wolf
Whenever Pyreheart Wolf attacks, creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)

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}
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
{4}{G}{G}
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.

You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
--
Rootbound Crag
Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

{T}: Add {R} or {G}.
--
Rugged Highlands
Land
Rugged Highlands enters the battlefield tapped.

When Rugged Highlands enters the battlefield, you gain 1 life.

{T}: Add {R} or {G}.
{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
{3}{G}{G}
Shamanic Revelation
Sorcery
Draw a card for each creature you control.

Ferocious -- You gain 4 life for each creature you control with power 4 or greater.
--
Skarrg, the Rage Pits
Land
{T}: Add {C}.

{R}{G}, {T}: Target creature gets +1/+1 and gains trample until end of turn.
{2}{G}
Somberwald Sage
Creature - Human Druid
{T}: Add three mana of any one color. Spend this mana only to cast creature spells.
0 / 1
{1}{G}{G}
Spirit of the Hunt
Creature - Wolf Spirit
Flash

When Spirit of the Hunt enters the battlefield, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
3 / 3
--
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.
--
Temple of the False God
Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
--
Timber Gorge
Land
Timber Gorge enters the battlefield tapped.

{T}: Add {R} or {G}.
{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
{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
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Ulvenwald Abomination
Creature - Eldrazi Werewolf

{T}: Add {C}{C}.
1 / 2
{3}{G}{G}{G}
Vigor
Creature - Elemental Incarnation
Trample

If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.

When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
6 / 6
{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
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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
{1}{G}
Vivien's Arkbow
Legendary Artifact
{X}, {T}, Discard a card: Look at the top X cards of your library. You may put a creature card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
{2}{G}
Vivien, Champion of the Wilds
Legendary Planeswalker - Vivien
You may cast creature spells as though they had flash.

+1: Until your next turn, up to one target creature gains vigilance and reach.

-2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may look at that card and you may cast it if it's a creature spell.
L: 4
{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
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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
{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
{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
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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