Enchanted creature has hexproof and can't be blocked by more than one creature.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{3}{R}
Big Score
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
{3}{R}
Blood Mist
Enchantment
At the beginning of combat on your turn, target creature you control gains double strike until end of turn.
{1}{G}
Bonds of Mortality
Enchantment
When Bonds of Mortality enters the battlefield, draw a card.
{G}: Creatures your opponents control lose hexproof and indestructible until end of turn.
{1}{G}{G}
Bow of Nylea
Legendary Enchantment Artifact
Attacking creatures you control have deathtouch.
{1}{G}, {T}: Choose one --
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
{2}{R}
Brazen Wolves
Creature - Wolf
Whenever Brazen Wolves attacks, it gets +2/+0 until end of turn.
2 /
3
{3}{G}
Briarpack Alpha
Creature - Wolf
Flash (You may cast this spell any time you could cast an instant.)
When Briarpack Alpha enters the battlefield, target creature gets +2/+2 until end of turn.
3 /
3
{3}
Burnished Hart
Artifact Creature - Elk
{3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
2 /
2
{3}{G}
Circuitous Route
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
--
Cliffgate
Land - Gate
Cliffgate enters the battlefield tapped.
As Cliffgate enters the battlefield, choose a color other than red.
{T}: Add {R} or one mana of the chosen color.
{1}{G}
Clip Wings
Instant
Each opponent sacrifices a creature with flying.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{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
{2}{G}
Crushing Canopy
Instant
Choose one --
• Destroy target creature with flying.
• Destroy target enchantment.
{2}{G}
Dire Wolf Prowler
Creature - Wolf
{1}{G}: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn.
2 /
2
{R}
Expedite
Instant
Target creature gains haste until end of turn.
Draw a card.
{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
{2}
Fire Diamond
Artifact
Fire Diamond enters the battlefield tapped.
{T}: Add {R}.
{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
--
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}.)
--
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}.
--
Gond Gate
Land - Gate
Gates you control enter the battlefield untapped.
{T}: Add {C}.
{T}: Add one mana of any color that a Gate you control could produce.
--
Gruul Guildgate
Land - Gate
Gruul Guildgate enters the battlefield tapped.
{T}: Add {R} or {G}.
--
Gruul Turf
Land
Gruul Turf enters the battlefield tapped.
When Gruul Turf enters the battlefield, return a land you control to its owner's hand.
{T}: Add {R}{G}.
{2}{R}{G}
Gruul War Chant
Enchantment
Attacking creatures you control get +1/+0 and have menace.
{2}{G}{G}
Harmonize
Sorcery
Draw three cards.
{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
{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
{6}{G}
Howl of the Night Pack
Sorcery
Create a 2/2 green Wolf creature token for each Forest you control.
{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}
Howlpack Wolf
Creature - Wolf
Howlpack Wolf can't block unless you control another Wolf or Werewolf.
3 /
3
{4}{G}
Infestation Expert
Creature - Human Werewolf
Whenever Infestation Expert enters the battlefield or attacks, create a 1/1 green Insect creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
4
--
Infested Werewolf
Creature - Werewolf
Whenever Infested Werewolf enters the battlefield or attacks, create two 1/1 green Insect creature tokens.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 /
4
{3}{R}
Into the Night
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
{4}{G}{G}
Joraga Invocation
Sorcery
Each creature you control gets +3/+3 until end of turn and must be blocked this turn if able.
--
Lair of the Hydra
Land
If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.
{T}: Add {G}.
{X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.
{1}{R}
Magmatic Chasm
Sorcery
Creatures without flying can't block this turn.
--
Manor Gate
Land - Gate
Manor Gate enters the battlefield tapped.
As Manor Gate enters the battlefield, choose a color other than green.
{T}: Add {G} or one mana of the chosen color.
{3}{G}
Market Festival
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
{1}{R}
Mizzium Mortars
Sorcery
Mizzium Mortars deals 4 damage to target creature you don't control.
Overload {3}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{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.
{2}
Moss Diamond
Artifact
Moss Diamond enters the battlefield tapped.
{T}: Add {G}.
--
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}.)
{2}{G}
Oakshade Stalker
Creature - Human Ranger Werewolf
You may cast this spell as though it had flash if you pay {2} more to cast it.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3 /
3
--
Moonlit Ambusher
Creature - Werewolf
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3 /
3
{2}{G}{G}{G}
Overrun
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn.
{1}{G}
Plummet
Instant
Destroy target creature with flying.
{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
{1}{G}
Quilled Wolf
Creature - Wolf
{5}{G}: Quilled Wolf gets +4/+4 until end of turn.
2 /
2
{1}{G}
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{1}{G}
Ranger Class
Enchantment - Class
(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
{2}
Ring of Kalonia
Artifact - Equipment
Equipped creature has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's green.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{2}
Ring of Valkas
Artifact - Equipment
Equipped creature has haste. (It can attack and {T} no matter when it came under your control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
--
Roadside Reliquary
Land
{T}: Add {C}.
{2}, {T}, Sacrifice Roadside Reliquary: Draw a card if you control an artifact. Draw a card if you control an enchantment.
--
Rockfall Vale
Land
Rockfall Vale enters the battlefield tapped unless you control two or more other lands.
{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}.
{2}{G}
Scale the Heights
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn.
Draw a card.
{R}
Shattering Spree
Sorcery
Replicate {R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target artifact.
{2}{G}
Sheltered Aerie
Enchantment - Aura
Enchant land
Enchanted land has "{T}: Add two mana of any one color."
{3}
Skyclave Relic
Artifact
Kicker {3}
Indestructible
When Skyclave Relic enters the battlefield, if it was kicked, create two tapped tokens that are copies of Skyclave Relic.
{T}: Add one mana of any color.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{3}{G}
Solitary Hunter
Creature - Human Warrior Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Solitary Hunter.
3 /
4
--
One of the Pack
Creature - Werewolf
At the beginning of each upkeep, if a player cast two or more spells last turn, transform One of the Pack.
3 /
4
{2}
Spare Supplies
Artifact
Spare Supplies enters the battlefield tapped.
When Spare Supplies enters the battlefield, draw a card.
{2}, {T}, Sacrifice Spare Supplies: Draw a card.
{G}
Sudden Spinnerets
Instant
Target creature gets +1/+3 until end of turn. Put a reach counter on it. Untap it.
{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
{2}{G}
Thwart the Enemy
Instant
Prevent all damage that would be dealt this turn by creatures your opponents control.
--
Timber Gorge
Land
Timber Gorge enters the battlefield tapped.
{T}: Add {R} or {G}.
{2}{R}
Tome Shredder
Creature - Wolf
Haste
{T}, Exile an instant or sorcery card from your graveyard: Put a +1/+1 counter on Tome Shredder.
2 /
2
{1}{R}
Tormenting Voice
Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards.
{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
{4}{G}
Traverse the Outlands
Sorcery
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
{2}{R}{ // }{1}{R}
Two-Handed Axe // Sweeping Cleave
Artifact - Equipment // Instant - Adventure
Whenever equipped creature attacks, double its power until end of turn.
Equip {1}{R}
Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)
{2}{R}
Uncaged Fury
Instant
Target creature gets +1/+1 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
{2}{R}{R}
Unexpected Windfall
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
{1}{R}
Vessel of Volatility
Enchantment
{1}{R}, Sacrifice Vessel of Volatility: Add {R}{R}{R}{R}.
{3}{R}
Weary Prisoner
Creature - Human Werewolf
Defender
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 /
6
--
Wrathful Jailbreaker
Creature - Werewolf
Wrathful Jailbreaker attacks each combat if able.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 /
6
{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}
Whispersilk Cloak
Artifact - Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip {2}
{X}{G}
Windstorm
Instant
Windstorm deals X damage to each creature with flying.
{3}{R}{R}
Wolf of Devil's Breach
Creature - Elemental Wolf
Whenever Wolf of Devil's Breach attacks, you may pay {1}{R} and discard a card. If you do, Wolf of Devil's Breach deals damage to target creature or planeswalker equal to the discarded card's mana value.
5 /
5
{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
{1}{G}
Wolfwillow Haven
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
{4}{G}, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate only during your turn.
{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
{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.