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Select Main Deck Cards

{1}{W}{W}{W}
Angel of Jubilation
Creature - Angel
Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3 / 3
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{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.
{1}{W}{W}
Aura of Silence
Enchantment
Artifact and enchantment spells your opponents cast cost {2} more to cast.

Sacrifice Aura of Silence: Destroy target artifact or enchantment.
{2}{W}
Aven Mindcensor
Creature - Bird Wizard
Flash

Flying

If an opponent would search a library, that player searches the top four cards of that library instead.
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
{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.
{1}{W}
Blind Obedience
Enchantment
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)

Artifacts and creatures your opponents control enter the battlefield tapped.
{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
--
Castle Embereth
Land
Castle Embereth enters the battlefield tapped unless you control a Mountain.

{T}: Add {R}.

{1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.
{1}{W}{W}
Citywide Bust
Sorcery
Destroy all creatures with toughness 4 or greater.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{1}{W}
Containment Priest
Creature - Human Cleric
Flash

If a nontoken creature would enter the battlefield and it wasn't cast, exile it instead.
2 / 2
{W}
Deafening Silence
Enchantment
Each player can't cast more than one noncreature spell each turn.
{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.)
{1}{W}
Drannith Magistrate
Creature - Human Wizard
Your opponents can't cast spells from anywhere other than their hands.
1 / 3
{2}{W}{W}{ // }{3}{W}{W}
Dusk // Dawn
Sorcery // Sorcery
Destroy all creatures with power 3 or greater.



Aftermath (Cast this spell only from your graveyard. Then exile it.)

Return all creature cards with power 2 or less from your graveyard to your hand.
{1}{W}
Eidolon of Obstruction
Enchantment Creature - Spirit
First strike

Loyalty abilities of planeswalkers your opponents control cost {1} more to activate.
2 / 1
{2}{W}
Eidolon of Rhetoric
Enchantment Creature - Spirit
Each player can't cast more than one spell each turn.
1 / 4
{4}{R}{R}
Embercleave
Legendary Artifact - Equipment
Flash

This spell costs {1} less to cast for each attacking creature you control.

When Embercleave enters the battlefield, attach it to target creature you control.

Equipped creature gets +1/+1 and has double strike and trample.

Equip {3}
{4}{R}{R}
Embercleave
Legendary Artifact - Equipment
Flash

This spell costs {1} less to cast for each attacking creature you control.

When Embercleave enters the battlefield, attach it to target creature you control.

Equipped creature gets +1/+1 and has double strike and trample.

Equip {3}
{5}{W}{W}
Emeria Shepherd
Creature - Angel
Flying

Landfall -- Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
4 / 4
{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
{5}{G}
Feed the Pack
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
{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}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{3}{W}{W}
Hallowed Burial
Sorcery
Put all creatures on the bottom of their owners' libraries.
{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
--
Highland Forest
Snow Land - Mountain Forest
({T}: Add {R} or {G}.)

Highland Forest enters the battlefield tapped.
{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}{W}
Hushwing Gryff
Creature - Hippogriff
Flash

Flying

Creatures entering the battlefield don't cause abilities to trigger.
2 / 1
{1}{W}
Imposing Sovereign
Creature - Human Noble
Creatures your opponents control enter the battlefield tapped.
2 / 1
{2}{W}
Intrepid Hero
Creature - Human Soldier
{T}: Destroy target creature with power 4 or greater.
1 / 1
{1}{U}
Jwari Shapeshifter
Creature - Shapeshifter Ally
You may have Jwari Shapeshifter enter the battlefield as a copy of any Ally creature on the battlefield.
0 / 0
--
Karplusan Forest
Land
{T}: Add {C}.

{T}: Add {R} or {G}. Karplusan Forest deals 1 damage to you.
{4}{G}
Kessig Cagebreakers
Creature - Human Rogue
Whenever Kessig Cagebreakers attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
3 / 4
{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
{W}{W}
Knight of the White Orchid
Creature - Human Knight
First strike

When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
2 / 2
{W}{W}
Leonin Relic-Warder
Creature - Cat Cleric
When Leonin Relic-Warder enters the battlefield, you may exile target artifact or enchantment.

When Leonin Relic-Warder leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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}
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{2}
Marble Diamond
Artifact
Marble Diamond enters the battlefield tapped.

{T}: Add {W}.
{5}{W}{W}
Mass Calcify
Sorcery
Destroy all nonwhite creatures.
{2}{W}
Mentor of the Meek
Creature - Human Soldier
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card.
2 / 2
{1}{G}
Moonlight Hunt
Instant
Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
{1}
Neglected Heirloom
Artifact - Equipment
Equipped creature gets +1/+1.

When equipped creature transforms, transform Neglected Heirloom.

Equip {1}
--
Ashmouth Blade
Artifact - Equipment

Equipped creature gets +3/+3 and has first strike.

Equip {3}
{3}{W/P}{W/P}
Norn's Annex
Artifact
({W/P} can be paid with either {W} or 2 life.)

Creatures can't attack you or planeswalkers you control unless their controller pays {W/P} for each of those creatures.
{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
--
Path to ancestry
{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.)
--
Rockfall Vale
Land
Rockfall Vale enters the battlefield tapped unless you control two or more other lands.

{T}: Add {R} or {G}.
{W}{W}
Samurai of the Pale Curtain
Creature - Fox Samurai
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

If a permanent would be put into a graveyard, exile it instead.
2 / 2
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{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
{3}{W}{W}
Spelltithe Enforcer
Creature - Elephant Wizard
Whenever an opponent casts a spell, that player sacrifices a permanent unless they pay {1}.
3 / 3
{2}{G}
Tajuru Archer
Creature - Elf Archer Ally
Whenever Tajuru Archer or another Ally enters the battlefield under your control, you may have Tajuru Archer deal damage to target creature with flying equal to the number of Allies you control.
1 / 2
{2}{R}
Taurean Mauler
Creature - Shapeshifter
Changeling (This card is every creature type.)

Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.
2 / 2
{3}{R}
Tavern Ruffian
Creature - Human Warrior Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 / 5
--
Tavern Smasher
Creature - Werewolf

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 / 5
{4}{G}
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
{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}
Tuktuk Scrapper
Creature - Goblin Artificer Ally
Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage to that artifact's controller equal to the number of Allies you control.
2 / 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.
{2}{W}
Verge Rangers
Creature - Human Scout Ranger
First strike

You may look at the top card of your library any time.

As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
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
{2}{W}
Vryn Wingmare
Creature - Pegasus
Flying

Noncreature spells cost {1} more to cast.
2 / 1
{1}{G}
Wrap in Vigor
Instant
Regenerate each creature you control.