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Afflicted Deserter
Afflicted Deserter 3Red (4)
Creature — Human Werewolf (3/2)

At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.

Dark Ascension (Uncommon)
Avabruck Caretaker
Avabruck Caretaker 4GreenGreen (6)
Creature — Human Werewolf (4/4)

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.)

Innistrad: Crimson Vow (Mythic Rare)
Ballista Watcher
Ballista Watcher 2RedRed (4)
Creature — Human Soldier Werewolf (4/3)

2Red, Tap: Ballista Watcher deals 1 damage to any target.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Crimson Vow (Uncommon)
Ballista Wielder
Ballista Wielder (0)
Creature — Werewolf (5/5)

2Red: 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.)

Innistrad: Crimson Vow (Uncommon)
Bane of Hanweir
Bane of Hanweir (0)
Creature — Werewolf (5/5)

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.

Innistrad (Uncommon)
Baneblade Scoundrel
Baneblade Scoundrel 3Black (4)
Creature — Human Rogue Werewolf (4/3)

Whenever Baneblade Scoundrel becomes blocked, each creature blocking it gets -1/-1 until end of turn.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Midnight Hunt (Uncommon)
Baneclaw Marauder
Baneclaw Marauder (0)
Creature — Werewolf (5/4)

Whenever Baneclaw Marauder becomes blocked, each creature blocking it gets -1/-1 until end of turn.

Whenever a creature blocking Baneclaw Marauder dies, that creature's controller loses 1 life.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt (Uncommon)
Bird Admirer
Bird Admirer 2Green (3)
Creature — Human Archer Werewolf (1/4)

Reach

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Midnight Hunt (Common)
Blossom-Clad Werewolf
Blossom-Clad Werewolf (0)
Creature — Werewolf (3/4)

Tap: 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.)

Innistrad: Crimson Vow (Common)
Branded Howler
Branded Howler (0)
Creature — Werewolf (4/4)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Branded Howler.

Shadows over Innistrad (Common)
Breakneck Rider
Breakneck Rider 1RedRed (3)
Creature — Human Scout Werewolf (3/3)

At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider.

Shadows over Innistrad (Uncommon)
Brutal Cathar
Brutal Cathar 2White (3)
Creature — Human Soldier Werewolf (2/2)

When this creature enters the battlefield or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Midnight Hunt (Rare)
Burly Breaker
Burly Breaker 3GreenGreen (5)
Creature — Human Werewolf (6/5)

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.)

Innistrad: Midnight Hunt (Uncommon)
Child of the Pack
Child of the Pack 2RedGreen (4)
Creature — Human Werewolf (2/5)

2RedGreen: Create a 2/2 green Wolf creature token.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Crimson Vow (Uncommon)
Conduit of Emrakul
Conduit of Emrakul (0)
Creature — Eldrazi Werewolf (5/4)

Whenever Conduit of Emrakul attacks, add ColorlessColorless at the beginning of your next main phase this turn.

Shadows Over Innistrad Remastered (Common)
Other Versions
Eldritch Moon (Uncommon)
Conduit of Storms
Conduit of Storms 2Red (3)
Creature — Werewolf Horror (2/3)

Whenever Conduit of Storms attacks, add Red at the beginning of your next main phase this turn.

3RedRed: Transform Conduit of Storms.

Shadows Over Innistrad Remastered (Common)
Other Versions
Eldritch Moon (Uncommon)
Convicted Killer
Convicted Killer 2Red (3)
Creature — Human Werewolf (2/2)

At the beginning of each upkeep, if no spells were cast last turn, transform Convicted Killer.

Shadows over Innistrad (Common)
Daybreak Ranger
Daybreak Ranger 2Green (3)
Creature — Human Archer Ranger Werewolf (2/2)

Tap: 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.

Innistrad (Rare)
Dire-Strain Anarchist
Dire-Strain Anarchist (0)
Creature — Werewolf (5/5)

Menace, haste

Whenever Dire-Strain Anarchist attacks, it deals 2 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Crimson Vow (Mythic Rare)
Dire-Strain Brawler
Dire-Strain Brawler (0)
Creature — Werewolf (6/6)

Vigilance

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt (Common)
Dire-Strain Demolisher
Dire-Strain Demolisher (0)
Creature — Werewolf (8/7)

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.)

Innistrad: Midnight Hunt (Uncommon)
Dronepack Kindred
Dronepack Kindred (0)
Creature — Eldrazi Werewolf (5/7)

Trample

1: Dronepack Kindred gets +1/+0 until end of turn.

Eldritch Moon (Common)
Duskwatch Recruiter
Duskwatch Recruiter 1Green (2)
Creature — Human Warrior Werewolf (2/2)

2Green: 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.

Shadows Over Innistrad Remastered (Uncommon)
Other Versions
Shadows over Innistrad (Uncommon)
Erupting Dreadwolf
Erupting Dreadwolf (0)
Creature — Eldrazi Werewolf (6/4)

Whenever Erupting Dreadwolf attacks, it deals 2 damage to any target.

Eldritch Moon (Uncommon)
Fangblade Brigand
Fangblade Brigand 3Red (4)
Creature — Human Werewolf (3/4)

1Red: 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.)

Innistrad: Midnight Hunt (Uncommon)
Fangblade Eviscerator
Fangblade Eviscerator (0)
Creature — Werewolf (4/5)

1Red: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn.

4Red: 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.)

Innistrad: Midnight Hunt (Uncommon)
Fearful Villager
Fearful Villager 2Red (3)
Creature — Human Werewolf (2/3)

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.)

Innistrad: Crimson Vow (Common)
Fearsome Werewolf
Fearsome Werewolf (0)
Creature — Werewolf (4/3)

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.)

Innistrad: Crimson Vow (Common)
Fibrous Entangler
Fibrous Entangler (0)
Creature — Eldrazi Werewolf (4/6)

Vigilance

Fibrous Entangler must be blocked if able.

Fibrous Entangler can block an additional creature each combat.

Eldritch Moon (Uncommon)
Flameheart Werewolf
Flameheart Werewolf (0)
Creature — Werewolf (3/2)

Whenever Flameheart Werewolf blocks or becomes blocked by a creature, Flameheart Werewolf deals 2 damage to that creature.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Flameheart Werewolf.

Shadows over Innistrad (Uncommon)
Frenzied Trapbreaker
Frenzied Trapbreaker (0)
Creature — Werewolf (3/3)

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.)

Innistrad: Midnight Hunt (Uncommon)
Gatstaf Arsonists
Gatstaf Arsonists 4Red (5)
Creature — Human Werewolf (5/4)

At the beginning of each upkeep, if no spells were cast last turn, transform Gatstaf Arsonists.

Shadows Over Innistrad Remastered (Common)
Other Versions
Shadows over Innistrad (Common)
Gatstaf Howler
Gatstaf Howler (0)
Creature — Werewolf (3/3)

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.

Innistrad (Uncommon)
Gatstaf Ravagers
Gatstaf Ravagers (0)
Creature — Werewolf (6/5)

Menace (This creature 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 Gatstaf Ravagers.

Shadows Over Innistrad Remastered (Common)
Other Versions
Shadows over Innistrad (Common)
Gatstaf Shepherd
Gatstaf Shepherd 1Green (2)
Creature — Human Werewolf (2/2)

At the beginning of each upkeep, if no spells were cast last turn, transform Gatstaf Shepherd.

Innistrad (Uncommon)
Geier Reach Bandit
Geier Reach Bandit 2Red (3)
Creature — Human Rogue Werewolf (3/2)

Haste

At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.

Shadows Over Innistrad Remastered (Uncommon)
Other Versions
Shadows over Innistrad (Rare)
Graveyard Glutton
Graveyard Glutton (0)
Creature — Werewolf (4/4)

Ward—Discard a card.

Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt (Rare)
Graveyard Trespasser
Graveyard Trespasser 2Black (3)
Creature — Human Werewolf (3/3)

Ward—Discard a card.

Whenever Graveyard Trespasser enters the battlefield or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Midnight Hunt (Rare)
Greater Werewolf
Greater Werewolf 4Black (5)
Creature — Werewolf (2/4)

At end of combat, put a -0/-2 counter on each creature blocking or blocked by Greater Werewolf.

Homelands (Common)
Other Versions
Fifth Edition (Uncommon)
Grizzled Outcasts
Grizzled Outcasts 4Green (5)
Creature — Human Werewolf (4/4)

At the beginning of each upkeep, if no spells were cast last turn, transform Grizzled Outcasts.

Innistrad (Common)
Hanweir Watchkeep
Hanweir Watchkeep 2Red (3)
Creature — Human Warrior Werewolf (1/5)

Defender

At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep.

Innistrad (Uncommon)
Harvesttide Assailant
Harvesttide Assailant (0)
Creature — Werewolf (4/4)

Trample

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt (Common)
Harvesttide Infiltrator
Harvesttide Infiltrator 2Red (3)
Creature — Human Werewolf (3/2)

Trample

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Midnight Hunt (Common)
Hermit of the Natterknolls
Hermit of the Natterknolls 2Green (3)
Creature — Human Werewolf (2/3)

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.

Shadows over Innistrad (Uncommon)
Hinterland Hermit
Hinterland Hermit 1Red (2)
Creature — Human Werewolf (2/1)

At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit.

Dark Ascension (Common)
Hinterland Logger
Hinterland Logger 1Green (2)
Creature — Human Werewolf (2/1)

At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Logger.

Shadows Over Innistrad Remastered (Common)
Other Versions
Shadows over Innistrad (Common)
Hinterland Scourge
Hinterland Scourge (0)
Creature — Werewolf (3/2)

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.

Dark Ascension (Common)
Hollowhenge Huntmaster
Hollowhenge Huntmaster (0)
Creature — Werewolf (6/6)

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.)

Innistrad: Crimson Vow (Mythic Rare)
Hookhand Mariner
Hookhand Mariner 3Green (4)
Creature — Human Werewolf (4/4)

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Crimson Vow (Common)
Hound Tamer
Hound Tamer 2Green (3)
Creature — Human Werewolf (3/3)

Trample

3Green: Put a +1/+1 counter on target creature.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Midnight Hunt (Uncommon)
Howling Chorus
Howling Chorus (0)
Creature — Eldrazi Werewolf (3/5)

Creatures with power less than Howling Chorus's power can't block it.

Whenever Howling Chorus deals combat damage to a player, create a 3/2 colorless Eldrazi Horror creature token.

Shadows Over Innistrad Remastered (Uncommon)
Other Versions
Eldritch Moon (Uncommon)
Howlpack Alpha
Howlpack Alpha (0)
Creature — Werewolf (3/3)

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.

Shadows of the Past (Rare)
Other Versions
Innistrad (Rare)
Howlpack Avenger
Howlpack Avenger (0)
Creature — Werewolf (4/4)

Whenever a permanent you control is dealt damage, Howlpack Avenger deals that much damage to any target.

1Red: 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.)

Innistrad: Crimson Vow (Rare)
Howlpack of Estwald
Howlpack of Estwald (0)
Creature — Werewolf (4/6)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack of Estwald.

Innistrad (Common)
Howlpack Piper
Howlpack Piper 3Green (4)
Creature — Human Werewolf (2/2)

This spell can't be countered.

1Green, Tap: 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.)

Innistrad: Crimson Vow (Rare)
Huntmaster of the Fells
Huntmaster of the Fells 2RedGreen (4)
Creature — Human Werewolf (2/2)

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.

Shadows of the Past (Mythic Rare)
Other Versions
Dark Ascension (Mythic Rare)
From the Vault: Transform (Mythic Rare)
Ill-Tempered Loner
Ill-Tempered Loner 2RedRed (4)
Creature — Human Werewolf (3/3)

Whenever Ill-Tempered Loner is dealt damage, it deals that much damage to any target.

1Red: 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.)

Innistrad: Crimson Vow (Rare)
Infestation Expert
Infestation Expert 4Green (5)
Creature — Human Werewolf (3/4)

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.)

Innistrad: Crimson Vow (Uncommon)
Infested Werewolf
Infested Werewolf (0)
Creature — Werewolf (4/5)

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.)

Innistrad: Crimson Vow (Uncommon)
Instigator Gang
Instigator Gang 3Red (4)
Creature — Human Werewolf (2/3)

Attacking creatures you control get +1/+0.

At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.

Innistrad (Rare)
Ironfang
Ironfang (0)
Creature — Werewolf (3/1)

First strike

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ironfang.

Innistrad (Common)
Kessig Forgemaster
Kessig Forgemaster 1Red (2)
Creature — Human Shaman Werewolf (2/1)

Whenever Kessig Forgemaster blocks or becomes blocked by a creature, Kessig Forgemaster deals 1 damage to that creature.

At the beginning of each upkeep, if no spells were cast last turn, transform Kessig Forgemaster.

Shadows over Innistrad (Uncommon)
Kessig Naturalist
Kessig Naturalist RedGreen (2)
Creature — Human Werewolf (2/2)

Whenever Kessig Naturalist attacks, add Red or Green. 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.)

Innistrad: Midnight Hunt (Uncommon)
Kessig Prowler
Kessig Prowler Green (1)
Creature — Werewolf Horror (2/1)

4Green: Transform Kessig Prowler.

Eldritch Moon (Uncommon)
Krallenhorde Howler
Krallenhorde Howler (0)
Creature — Werewolf (3/3)

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.

Shadows Over Innistrad Remastered (Uncommon)
Other Versions
Shadows over Innistrad (Uncommon)
Krallenhorde Killer
Krallenhorde Killer (0)
Creature — Werewolf (2/2)

3Green: Krallenhorde Killer gets +4/+4 until end of turn. Activate only once each turn.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Krallenhorde Killer.

Dark Ascension (Rare)
Krallenhorde Wantons
Krallenhorde Wantons (0)
Creature — Werewolf (7/7)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Krallenhorde Wantons.

Innistrad (Common)
Kruin Outlaw
Kruin Outlaw 1RedRed (3)
Creature — Human Rogue Werewolf (2/2)

First strike

At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.

Shadows of the Past (Rare)
Other Versions
Innistrad (Rare)
Lambholt Butcher
Lambholt Butcher (0)
Creature — Werewolf (4/4)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Lambholt Butcher.

Shadows over Innistrad (Uncommon)
Lambholt Elder
Lambholt Elder 2Green (3)
Creature — Human Werewolf (1/2)

At the beginning of each upkeep, if no spells were cast last turn, transform Lambholt Elder.

Dark Ascension (Uncommon)
Lambholt Pacifist
Lambholt Pacifist 1Green (2)
Creature — Human Shaman Werewolf (3/3)

Lambholt Pacifist can't attack unless you control a creature with power 4 or greater.

At the beginning of each upkeep, if no spells were cast last turn, transform Lambholt Pacifist.

Shadows over Innistrad (Uncommon)
Lambholt Raconteur
Lambholt Raconteur 3Red (4)
Creature — Human Werewolf (2/4)

Whenever you cast a noncreature spell, Lambholt Raconteur deals 1 damage to each opponent.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Crimson Vow (Uncommon)
Lambholt Ravager
Lambholt Ravager (0)
Creature — Werewolf (4/4)

Whenever you cast a noncreature spell, Lambholt Ravager deals 2 damage to each opponent.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Crimson Vow (Uncommon)
Lesser Werewolf
Lesser Werewolf 3Black (4)
Creature — Werewolf (2/4)

Black: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Activate only during the declare blockers step.

Masters Edition III (Common)
Other Versions
Legends (Uncommon)
Lone Wolf of the Natterknolls
Lone Wolf of the Natterknolls (0)
Creature — Werewolf (3/5)

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.

Shadows over Innistrad (Uncommon)
Lord of the Ulvenwald
Lord of the Ulvenwald (0)
Creature — Werewolf (3/3)

Other Wolves and Werewolves you control get +1/+1.

Whenever Lord of the Ulvenwald attacks, add Red or Green. 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.)

Innistrad: Midnight Hunt (Uncommon)
Mayor of Avabruck
Mayor of Avabruck 1Green (2)
Creature — Human Advisor Werewolf (1/1)

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.

Shadows of the Past (Rare)
Other Versions
Innistrad (Rare)
Merciless Predator
Merciless Predator (0)
Creature — Werewolf (3/2)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Merciless Predator.

Innistrad (Uncommon)
Mondronen Shaman
Mondronen Shaman 3Red (4)
Creature — Human Shaman Werewolf (3/2)

At the beginning of each upkeep, if no spells were cast last turn, transform Mondronen Shaman.

Dark Ascension (Rare)
Moonlit Ambusher
Moonlit Ambusher (0)
Creature — Werewolf (6/3)

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Crimson Vow (Uncommon)
Moonrage Brute
Moonrage Brute (0)
Creature — Werewolf (3/3)

First strike

Ward—Pay 3 life.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt (Rare)
Moonrise Intruder
Moonrise Intruder (0)
Creature — Werewolf (2/2)

Menace (This creature 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 Moonrise Intruder.

Shadows Over Innistrad Remastered (Uncommon)
Other Versions
Shadows over Innistrad (Uncommon)
Moonscarred Werewolf
Moonscarred Werewolf (0)
Creature — Werewolf (2/2)

Vigilance

Tap: Add GreenGreen.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Moonscarred Werewolf.

Dark Ascension (Common)
Neck Breaker
Neck Breaker (0)
Creature — Werewolf (4/3)

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.

Shadows over Innistrad (Uncommon)
Nightfall Predator
Nightfall Predator (0)
Creature — Werewolf (4/4)

Red, Tap: 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.

Innistrad (Rare)
Oakshade Stalker
Oakshade Stalker 2Green (3)
Creature — Human Ranger Werewolf (3/3)

You may cast Oakshade Stalker 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.)

Innistrad: Crimson Vow (Uncommon)
One of the Pack
One of the Pack (0)
Creature — Werewolf (5/6)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform One of the Pack.

Shadows over Innistrad (Common)
Outland Liberator
Outland Liberator 1Green (2)
Creature — Human Werewolf (2/2)

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.)

Innistrad: Midnight Hunt (Uncommon)
Rahilda, Feral Outlaw
Rahilda, Feral Outlaw (0)
Legendary Creature — — Werewolf (2/2)

Double strike

When Rahilda, Feral Outlaw deals combat damage to a player, exile a nonland card from their library at random. During any turn you attacked with a Wolf or Werewolf, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt Alchemy (Mythic Rare)
Rahilda, Wanted Cutthroat
Rahilda, Wanted Cutthroat 1Red (2)
Legendary Creature — — Human Werewolf (2/2)

First strike

When Rahilda, Wanted Cutthroat deals combat damage to a player, exile a nonland card from their library at random. During any turn you attacked with a Wolf or Werewolf, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Innistrad: Midnight Hunt Alchemy (Mythic Rare)
Rampaging Werewolf
Rampaging Werewolf (0)
Creature — Werewolf (6/4)

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Rampaging Werewolf.

Innistrad (Common)
Ravager of the Fells
Ravager of the Fells (0)
Creature — Werewolf (4/4)

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.

Shadows of the Past (Mythic Rare)
Other Versions
Dark Ascension (Mythic Rare)
From the Vault: Transform (Mythic Rare)
Reckless Stormseeker
Reckless Stormseeker 2Red (3)
Creature — Human Werewolf (2/3)

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.)

Innistrad: Midnight Hunt (Rare)
Reckless Waif
Reckless Waif Red (1)
Creature — Human Rogue Werewolf (1/1)

At the beginning of each upkeep, if no spells were cast last turn, transform Reckless Waif.

Innistrad (Uncommon)
Riphook Raider
Riphook Raider (0)
Creature — Werewolf (6/4)

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.)

Innistrad: Crimson Vow (Common)
Sage of Ancient Lore
Sage of Ancient Lore 4Green (5)
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.

Shadows Over Innistrad Remastered (Rare)
Other Versions
Shadows over Innistrad (Rare)
Savage Packmate
Savage Packmate (0)
Creature — Werewolf (5/5)

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.)

Innistrad: Crimson Vow (Uncommon)
Scorned Villager
Scorned Villager 1Green (2)
Creature — Human Werewolf (1/1)

Tap: Add Green.

At the beginning of each upkeep, if no spells were cast last turn, transform Scorned Villager.

Dark Ascension (Common)
Seafaring Werewolf
Seafaring Werewolf (0)
Creature — Werewolf (2/1)

Seafaring Werewolf can't be blocked.

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

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

Innistrad: Midnight Hunt (Rare)
Shady Traveler
Shady Traveler 2Black (3)
Creature — Human Werewolf (2/3)

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.)

Innistrad: Midnight Hunt (Common)
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