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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 this creature.

Dark Ascension (Uncommon)
Ambush Wolf
Ambush Wolf 2Green (3)
Creature — Wolf (4/2)

Flash (You may cast this spell any time you could cast an instant.)

When this creature enters, exile up to one target card from a graveyard.

Magic: The Gathering Foundations (Common)
Anara, Wolvid Familiar
Anara, Wolvid Familiar 3Green (4)
Legendary Creature — Wolf Beast (4/4)

During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)

Partner (You can have two commanders if both have partner.)

Commander Legends (Uncommon)
Arctic Wolves
Arctic Wolves 3GreenGreen (5)
Creature — Wolf (4/5)

Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

When this creature enters, draw a card.

Weatherlight (Uncommon)
Arlinn's Wolf
Arlinn's Wolf 2Green (3)
Creature — Wolf (3/2)

This creature can't be blocked by creatures with power 2 or less.

War of the Spark (Common)
Ascendant Packleader
Ascendant Packleader Green (1)
Creature — Wolf (2/1)

This creature enters 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 this creature.

Innistrad: Crimson Vow (Rare)
Assembled Alphas
Assembled Alphas 5Red (6)
Creature — Wolf (5/5)

Whenever this creature blocks or becomes blocked by a creature, this creature deals 3 damage to that creature and 3 damage to that creature's controller.

Shadows Over Innistrad Remastered (Rare)
Other Versions
Eldritch Moon (Rare)
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)
Hollow Scavenger (Bakery Raid)
Hollow Scavenger (Bakery Raid) Green (1)
Sorcery — Adventure

Create a Food token. (Then exile this card. You may cast the creature later from exile.)

Wilds of Eldraine (Common)
Ballista Watcher
Ballista Watcher 2RedRed (4)
Creature — Human Soldier Werewolf (4/3)

2Red, Tap: This creature 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: This creature 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)

This creature attacks each combat if able.

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

Innistrad Remastered (Common)
Other Versions
Innistrad (Uncommon)
Baneblade Scoundrel
Baneblade Scoundrel 3Black (4)
Creature — Human Rogue Werewolf (4/3)

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

Whenever a creature blocking this creature 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)
Bloodrage Alpha
Bloodrage Alpha 3Red (4)
Creature — — Wolf (4/3)

When Bloodrage Alpha enters the battlefield, choose one —

• Another target Wolf or Werewolf you control fights target creature you don't control.

• When you cast your next Wolf or Werewolf spell, it gains "When this creature enters the battlefield, it fights up to one target creature you don't control."

Innistrad: Midnight Hunt Alchemy (Rare)
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)
Bounding Wolf
Bounding Wolf 2Green (3)
Creature — Wolf (3/2)

Flash

Reach

Jumpstart 2022 (Common)
Other Versions
Innistrad: Midnight Hunt (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 this creature.

Shadows over Innistrad (Common)
Brazen Wolves
Brazen Wolves 2Red (3)
Creature — Wolf (2/3)

Whenever this creature attacks, it gets +2/+0 until end of turn.

Jumpstart 2022 (Common)
Other Versions
Eldritch Moon (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 this creature.

Shadows over Innistrad (Uncommon)
Briarpack Alpha
Briarpack Alpha 3Green (4)
Creature — Wolf (3/3)

Flash (You may cast this spell any time you could cast an instant.)

When this creature enters, target creature gets +2/+2 until end of turn.

Jumpstart 2022 (Uncommon)
Other Versions
Dark Ascension (Uncommon)
Magic 2014 Core Set (Uncommon)
Bristlepack Sentry
Bristlepack Sentry 1Green (2)
Creature — Plant Wolf (3/3)

Defender

As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.

Outlaws of Thunder Junction (Common)
Brutal Cathar
Brutal Cathar 2White (3)
Creature — Human Soldier Werewolf (2/2)

Whenever this creature enters 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)
Carrion Howler
Carrion Howler 3Black (4)
Creature — Zombie Wolf (2/2)

Pay 1 life: This creature gets +2/-1 until end of turn.

Ravnica: City of Guilds (Uncommon)
Cemetery Prowler
Cemetery Prowler 1GreenGreen (3)
Creature — Wolf (3/4)

Vigilance

Whenever this creature enters or attacks, exile a card from a graveyard.

Spells you cast cost 1 less to cast for each card type they share with cards exiled with this creature.

Innistrad: Crimson Vow (Mythic Rare)
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 this creature attacks, add ColorlessColorless at the beginning of your next main phase this turn.

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

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

3RedRed: Transform this creature.

Innistrad Remastered (Common)
Other Versions
Eldritch Moon (Uncommon)
Shadows Over Innistrad Remastered (Common)
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 this creature.

Shadows over Innistrad (Common)
Darkthicket Wolf
Darkthicket Wolf 1Green (2)
Creature — Wolf (2/2)

2Green: This creature gets +2/+2 until end of turn. Activate only once each turn.

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

Tap: This creature deals 2 damage to target creature with flying.

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

Innistrad (Rare)
Deranged Whelp
Deranged Whelp 1Red (2)
Creature — Wolf (2/1)

Menace (This creature can't be blocked except by two or more creatures.)

Shadows Over Innistrad Remastered (Common)
Other Versions
Eldritch Moon (Uncommon)
Dire Wolf Prowler
Dire Wolf Prowler 2Green (3)
Creature — Wolf (2/2)

1Green: This creature gets +2/+2 and gains haste until end of turn. Activate only once each turn.

Adventures in the Forgotten Realms (Common)
Dire Wolves
Dire Wolves 2Green (3)
Creature — Wolf (2/2)

This creature has banding as long as you control a Plains. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Ice Age (Common)
Dire-Strain Anarchist
Dire-Strain Anarchist (0)
Creature — Werewolf (5/5)

Menace, haste

Whenever this creature 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: This creature 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 this creature.

Innistrad Remastered (Uncommon)
Other Versions
Shadows over Innistrad (Uncommon)
Shadows Over Innistrad Remastered (Uncommon)
Ember-Eye Wolf
Ember-Eye Wolf 1Red (2)
Creature — Wolf (1/2)

Haste

1Red: This creature gets +2/+0 until end of turn.

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

Whenever this creature attacks, it deals 2 damage to any target.

Innistrad Remastered (Uncommon)
Other Versions
Eldritch Moon (Uncommon)
Exuberant Wolfbear
Exuberant Wolfbear 3Green (4)
Creature — Wolf Bear (4/4)

Whenever this creature attacks, you may change the base power and toughness of target Human you control to this creature's power and toughness until end of turn.

Ikoria: Lair of Behemoths (Uncommon)
Fang of the Pack
Fang of the Pack 5Green (6)
Creature — Wolf (5/3)

Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)

At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)

Conspiracy: Take the Crown (Uncommon)
Fangblade Brigand
Fangblade Brigand 3Red (4)
Creature — Human Werewolf (3/4)

1Red: This creature 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: This creature 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)
Fearless Pup
Fearless Pup Red (1)
Creature — Wolf (1/1)

First strike

Boast — 2Red: This creature gets +2/+0 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)

Kaldheim (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)
Feral Ridgewolf
Feral Ridgewolf 2Red (3)
Creature — Wolf (1/2)

Trample

1Red: This creature gets +2/+0 until end of turn.

Innistrad (Common)
Ferocious Pup
Ferocious Pup 2Green (3)
Creature — Wolf (0/1)

When this creature enters, create a 2/2 green Wolf creature token.

Jumpstart 2022 (Common)
Other Versions
Core Set 2020 (Common)
Fibrous Entangler
Fibrous Entangler (0)
Creature — Eldrazi Werewolf (4/6)

Vigilance

This creature must be blocked if able.

This creature can block an additional creature each combat.

Eldritch Moon (Uncommon)
Fierce Witchstalker
Fierce Witchstalker 2GreenGreen (4)
Creature — Wolf (4/4)

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

When this creature enters, create a Food token. (It's an artifact with "2, Tap, Sacrifice this token: You gain 3 life.")

Jumpstart 2025 (Common)
Other Versions
Throne of Eldraine (Common)
Jumpstart 2022 (Common)
Flameheart Werewolf
Flameheart Werewolf (0)
Creature — Werewolf (3/2)

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

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

Shadows over Innistrad (Uncommon)
Flourishing Hunter
Flourishing Hunter 4GreenGreen (6)
Creature — Wolf Spirit (6/6)

When this creature enters, you gain life equal to the greatest toughness among other creatures you control.

Jumpstart 2022 (Common)
Other Versions
Innistrad: Crimson Vow (Common)
Frenzied Trapbreaker
Frenzied Trapbreaker (0)
Creature — Werewolf (3/3)

1, Sacrifice this creature: Destroy target artifact or enchantment.

Whenever this creature 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 this creature.

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 this creature.

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 this creature.

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 this creature.

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 this creature.

Innistrad Remastered (Uncommon)
Other Versions
Shadows over Innistrad (Rare)
Shadows Over Innistrad Remastered (Uncommon)
Geistpack Alpha
Geistpack Alpha 3Green (4)
Creature — — Wolf (5/4)

Trample

When Geistpack Alpha dies, seek a permanent card with mana value equal to the number of lands you control.

Innistrad: Midnight Hunt Alchemy (Rare)
Graveyard Glutton
Graveyard Glutton (0)
Creature — Werewolf (4/4)

Ward—Discard a card.

Whenever this creature enters 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 this creature enters 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 this creature.

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 this creature.

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 this creature.

Innistrad Remastered (Common)
Other Versions
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)
Heart Wolf
Heart Wolf 3Red (4)
Creature — Wolf (2/2)

First strike

Tap: Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves the battlefield this turn, sacrifice this creature. Activate only during combat.

Homelands (Rare)
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 this creature.

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 this creature.

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 this creature.

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

This creature must be blocked if able.

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

Dark Ascension (Common)
Hollow Scavenger
Hollow Scavenger 2Green (3)
Creature — Wolf (3/2)

1, Sacrifice a Food: This creature gets +2/+2 until end of turn. Activate only once each turn.

Wilds of Eldraine (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)
Hollowhenge Overlord
Hollowhenge Overlord 4GreenGreen (6)
Creature — Wolf (4/4)

Flash

At the beginning of your upkeep, for each creature you control that's a Wolf or a Werewolf, create a 2/2 green Wolf creature token.

Innistrad: Crimson Vow Commander (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)
Howlgeist
Howlgeist 5Green (6)
Creature — Spirit Wolf (4/2)

Creatures with power less than this creature's power can't block it.

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Jumpstart 2022 (Uncommon)
Other Versions
Avacyn Restored (Uncommon)
Howling Chorus
Howling Chorus (0)
Creature — Eldrazi Werewolf (3/5)

Creatures with power less than this creature's power can't block it.

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

Innistrad Remastered (Uncommon)
Other Versions
Eldritch Moon (Uncommon)
Shadows Over Innistrad Remastered (Uncommon)
Howling Wolf
Howling Wolf 2GreenGreen (4)
Creature — Wolf (2/2)

When this creature enters, you may search your library for up to three cards named Howling Wolf, reveal them, put them into your hand, then shuffle.

Magic: The Gathering—Conspiracy (Common)
Other Versions
Mercadian Masques (Common)
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 this creature.

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

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

1Red: This creature 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 this creature.

Innistrad Remastered (Common)
Other Versions
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 this creature. 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)
Howlpack Wolf
Howlpack Wolf 2Red (3)
Creature — Wolf (3/3)

This creature can't block unless you control another Wolf or Werewolf.

Shadows Over Innistrad Remastered (Common)
Other Versions
Shadows over Innistrad (Common)
Hungry Ridgewolf
Hungry Ridgewolf 1Red (2)
Creature — Wolf (2/2)

As long as you control another Wolf or Werewolf, this creature gets +1/+0 and has trample.

Innistrad Remastered (Common)
Other Versions
Innistrad: Crimson Vow (Common)
Huntmaster of the Fells
Huntmaster of the Fells 2RedGreen (4)
Creature — Human Werewolf (2/2)

Whenever this creature enters 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 this creature.

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

Whenever this creature is dealt damage, it deals that much damage to any target.

1Red: This creature 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)
Immerwolf
Immerwolf 1RedGreen (3)
Creature — Wolf (2/2)

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.

Shadows of the Past (Uncommon)
Other Versions
Dark Ascension (Uncommon)
Infestation Expert
Infestation Expert 4Green (5)
Creature — Human Werewolf (3/4)

Whenever this creature enters 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 this creature enters 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 this creature.

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 this creature.

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

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

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

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

Whenever this creature 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 this creature.

Eldritch Moon (Uncommon)
Kessig Wolf
Kessig Wolf 2Red (3)
Creature — Wolf (3/1)

1Red: This creature gains first strike until end of turn.

Innistrad (Common)
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