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Novice Occultist
Novice Occultist 1Black (2)
Creature — Human Wizard (1/2)

When Novice Occultist dies, you draw a card and you lose 1 life.

Innistrad: Midnight Hunt (Common)
Obsessive Astronomer
Obsessive Astronomer 1Red (2)
Creature — Human Wizard (2/2)

If it's neither day nor night, it becomes day as Obsessive Astronomer enters.

Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards.

Innistrad: Midnight Hunt (Uncommon)
Odric's Outrider
Odric's Outrider 3White (4)
Creature — Human Knight (2/4)

Whenever Odric's Outrider or another creature you control dies, put a +1/+1 counter on target creature you control.

Innistrad: Midnight Hunt (Uncommon)
Olag, Ludevic's Hubris
Olag, Ludevic's Hubris (0)
Legendary Creature — Zombie (4/4)

As this creature transforms into Olag, Ludevic's Hubris, it becomes a copy of a creature card exiled with it, except its name is Olag, Ludevic's Hubris, it's 4/4, and it's a legendary blue and black Zombie in addition to its other colors and types. Put a number of +1/+1 counters on Olag equal to the number of creature cards exiled with it.

Innistrad: Midnight Hunt (Rare)
Old Stickfingers
Old Stickfingers Variable ColorlessBlackGreen (2)
Legendary Creature — Horror (*/*)

When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.

Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.

Innistrad: Midnight Hunt (Rare)
Olivia's Midnight Ambush
Olivia's Midnight Ambush 1Black (2)
Instant

Target creature gets -2/-2 until end of turn. If it's night, that creature gets -13/-13 until end of turn instead.

Innistrad: Midnight Hunt (Common)
Ominous Roost
Ominous Roost 2Blue (3)
Enchantment

When Ominous Roost enters and whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This creature can block only creatures with flying."

Innistrad: Midnight Hunt (Uncommon)
Organ Hoarder
Organ Hoarder 3Blue (4)
Creature — Zombie (3/2)

When Organ Hoarder enters, look at the top three cards of your library, then put one of them into your hand and the rest into your graveyard.

Innistrad: Midnight Hunt (Common)
Ormendahl, the Corrupter
Ormendahl, the Corrupter (0)
Legendary Creature — Demon (6/6)

Flying, trample, lifelink

Sacrifice another creature: Draw a card.

Innistrad: Midnight Hunt (Mythic Rare)
Otherworldly Gaze
Otherworldly Gaze Blue (1)
Instant

Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Flashback 1Blue (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (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)
Overgrown Farmland
Overgrown Farmland (0)
Land

This land enters tapped unless you control two or more other lands.

Tap: Add Green or White.

Innistrad: Midnight Hunt (Rare)
Overwhelmed Archivist
Overwhelmed Archivist 2Blue (3)
Creature — Human Wizard (3/2)

When Overwhelmed Archivist enters, draw a card, then discard a card.

Disturb 3Blue (You may cast this card from your graveyard transformed for its disturb cost.)

Innistrad: Midnight Hunt (Uncommon)
Pack's Betrayal
Pack's Betrayal 2Red (3)
Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If you control a Wolf or Werewolf, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Innistrad: Midnight Hunt (Common)
Path to the Festival
Path to the Festival 2Green (3)
Sorcery

Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Then if there are three or more basic land types among lands you control, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Flashback 4Green (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Common)
Patrician Geist
Patrician Geist 2Blue (3)
Creature — Spirit Knight (2/2)

Flying

Other Spirits you control get +1/+1.

Spells you cast from your graveyard cost 1 less to cast.

Innistrad: Midnight Hunt (Rare)
Pestilent Wolf
Pestilent Wolf 1Green (2)
Creature — Wolf (2/2)

2Green: Pestilent Wolf gains deathtouch until end of turn.

Innistrad: Midnight Hunt (Common)
Phantom Carriage
Phantom Carriage 4BlueBlue (6)
Creature — Spirit (4/4)

Flying

When Phantom Carriage enters, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.

Innistrad: Midnight Hunt (Uncommon)
Pithing Needle
Pithing Needle 1 (1)
Artifact

As Pithing Needle enters, choose a card name.

Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

Innistrad: Midnight Hunt (Rare)
Plains
Plains (0)
Basic Land — Plains

Innistrad: Midnight Hunt (Land)
Play with Fire
Play with Fire Red (1)
Instant

Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Innistrad: Midnight Hunt (Uncommon)
Plummet
Plummet 1Green (2)
Instant

Destroy target creature with flying.

Innistrad: Midnight Hunt (Common)
Poppet Factory
Poppet Factory (0)
Artifact

Creature tokens you control lose all abilities and have base power and toughness 3/3.

At the beginning of your upkeep, you may transform Poppet Factory.

Innistrad: Midnight Hunt (Mythic Rare)
Poppet Stitcher
Poppet Stitcher 2Blue (3)
Creature — Human Wizard (2/3)

Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

At the beginning of your upkeep, if you control three or more creature tokens, you may transform Poppet Stitcher.

Innistrad: Midnight Hunt (Mythic Rare)
Primal Adversary
Primal Adversary 2Green (3)
Creature — Wolf (4/3)

Trample

When Primal Adversary enters, you may pay 1Green 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.

Innistrad: Midnight Hunt (Mythic Rare)
Purifying Dragon
Purifying Dragon 3RedRed (5)
Creature — Dragon (4/3)

Flying

Whenever Purifying Dragon attacks, it deals 1 damage to target creature defending player controls. If that creature is a Zombie, Purifying Dragon deals 2 damage to it instead.

Innistrad: Midnight Hunt (Uncommon)
Raze the Effigy
Raze the Effigy Red (1)
Instant

Choose one —

• Destroy target artifact.

• Target attacking creature gets +2/+2 until end of turn.

Innistrad: Midnight Hunt (Common)
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)
Rem Karolus, Stalwart Slayer
Rem Karolus, Stalwart Slayer 1RedWhite (3)
Legendary Creature — Human Knight (2/3)

Flying, haste

If a spell would deal damage to you or another permanent you control, prevent that damage.

If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

Innistrad: Midnight Hunt (Rare)
Return to Nature
Return to Nature 1Green (2)
Instant

Choose one —

• Destroy target artifact.

• Destroy target enchantment.

• Exile target card from a graveyard.

Innistrad: Midnight Hunt (Common)
Revenge of the Drowned
Revenge of the Drowned 3Blue (4)
Instant

Target creature's owner puts it on their choice of the top or bottom of their library. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

Innistrad: Midnight Hunt (Common)
Rise of the Ants
Rise of the Ants 4GreenGreen (6)
Sorcery

Create two 3/3 green Insect creature tokens. You gain 2 life.

Flashback 6GreenGreen (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Uncommon)
Rite of Harmony
Rite of Harmony GreenWhite (2)
Instant

Whenever a creature or enchantment you control enters this turn, draw a card.

Flashback 2GreenWhite (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Rare)
Rite of Oblivion
Rite of Oblivion WhiteBlack (2)
Sorcery

As an additional cost to cast this spell, sacrifice a nonland permanent.

Exile target nonland permanent.

Flashback 2WhiteBlack (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)

Innistrad: Midnight Hunt (Uncommon)
Ritual Guardian
Ritual Guardian 2White (3)
Creature — Human Soldier (3/2)

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn.

Innistrad: Midnight Hunt (Common)
Ritual of Hope
Ritual of Hope 1White (2)
Instant

Creatures you control get +1/+1 until end of turn.

Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.

Innistrad: Midnight Hunt (Uncommon)
Rockfall Vale
Rockfall Vale (0)
Land

This land enters tapped unless you control two or more other lands.

Tap: Add Red or Green.

Innistrad: Midnight Hunt (Rare)
Rootcoil Creeper
Rootcoil Creeper GreenBlue (2)
Creature — Plant Horror (2/2)

Tap: Add one mana of any color.

Tap: Add two mana of any one color. Spend this mana only to cast spells from your graveyard.

GreenBlue, Tap, Exile Rootcoil Creeper: Return target card with flashback you own from exile to your hand.

Innistrad: Midnight Hunt (Uncommon)
Rotten Reunion
Rotten Reunion Black (1)
Instant

Exile up to one target card from a graveyard. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

Flashback 1Black (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Common)
Sacred Fire
Sacred Fire RedWhite (2)
Instant

Sacred Fire deals 2 damage to any target and you gain 2 life.

Flashback 4RedWhite (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Uncommon)
Saryth, the Viper's Fang
Saryth, the Viper's Fang 2GreenGreen (4)
Legendary Creature — Human Warlock (3/4)

Other tapped creatures you control have deathtouch.

Other untapped creatures you control have hexproof.

1, Tap: Untap another target creature or land you control.

Innistrad: Midnight Hunt (Rare)
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)
Search Party Captain
Search Party Captain 3White (4)
Creature — Human Soldier (2/2)

This spell costs 1 less to cast for each creature you attacked with this turn.

When Search Party Captain enters, draw a card.

Innistrad: Midnight Hunt (Common)
Seasoned Cathar
Seasoned Cathar (0)
Creature — Human Knight (3/3)

Lifelink

Innistrad: Midnight Hunt (Uncommon)
Secrets of the Key
Secrets of the Key Blue (1)
Instant

Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Flashback 3Blue

Innistrad: Midnight Hunt (Common)
Seize the Storm
Seize the Storm 4Red (5)
Sorcery

Create a red Elemental creature token with trample and "This token's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile."

Flashback 6Red (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Uncommon)
Shadowbeast Sighting
Shadowbeast Sighting 3Green (4)
Sorcery

Create a 4/4 green Beast creature token.

Flashback 6Green (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Common)
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)
Shipwreck Marsh
Shipwreck Marsh (0)
Land

This land enters tapped unless you control two or more other lands.

Tap: Add Blue or Black.

Innistrad: Midnight Hunt (Rare)
Shipwreck Sifters
Shipwreck Sifters 1Blue (2)
Creature — Spirit (1/2)

When Shipwreck Sifters enters, draw a card, then discard a card.

Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on Shipwreck Sifters.

Innistrad: Midnight Hunt (Common)
Siege Zombie
Siege Zombie 1Black (2)
Creature — Zombie (2/2)

Tap three untapped creatures you control: Each opponent loses 1 life.

Innistrad: Midnight Hunt (Common)
Sigarda, Champion of Light
Sigarda, Champion of Light 1GreenWhiteWhite (4)
Legendary Creature — Angel (4/4)

Flying, trample

Humans you control get +1/+1.

Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Innistrad: Midnight Hunt (Mythic Rare)
Sigarda's Splendor
Sigarda's Splendor 2WhiteWhite (4)
Enchantment

As Sigarda's Splendor enters, note your life total.

At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for Sigarda's Splendor. Then note your life total.

Whenever you cast a white spell, you gain 1 life.

Innistrad: Midnight Hunt (Rare)
Sigardian Savior
Sigardian Savior 3WhiteWhite (5)
Creature — Angel (3/3)

Flying

When Sigardian Savior enters, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.

Innistrad: Midnight Hunt (Mythic Rare)
Silver Bolt
Silver Bolt 1 (1)
Artifact

3, Tap, Sacrifice Silver Bolt: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.

Innistrad: Midnight Hunt (Common)
Siphon Insight
Siphon Insight BlueBlack (2)
Instant

Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.

Flashback 1BlueBlack

Innistrad: Midnight Hunt (Rare)
Skaab Wrangler
Skaab Wrangler 1Blue (2)
Creature — Human Wizard (2/1)

Tap three untapped creatures you control: Tap target creature.

Innistrad: Midnight Hunt (Uncommon)
Slaughter Specialist
Slaughter Specialist 1Black (2)
Creature — Vampire Warrior (3/3)

When Slaughter Specialist enters, each opponent creates a 1/1 white Human creature token.

Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist.

Innistrad: Midnight Hunt (Rare)
Slogurk, the Overslime
Slogurk, the Overslime 1GreenBlue (3)
Legendary Creature — Ooze (3/3)

Trample

Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk, the Overslime.

Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.

When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.

Innistrad: Midnight Hunt (Rare)
Sludge Monster
Sludge Monster 3BlueBlue (5)
Creature — Horror (5/5)

Whenever Sludge Monster enters or attacks, put a slime counter on up to one other target creature.

Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.

Innistrad: Midnight Hunt (Rare)
Smoldering Egg
Smoldering Egg 1Red (2)
Creature — Dragon Egg (0/4)

Defender

Whenever you cast an instant or sorcery spell, put a number of ember counters on Smoldering Egg equal to the amount of mana spent to cast that spell. Then if Smoldering Egg has seven or more ember counters on it, remove them and transform Smoldering Egg.

Innistrad: Midnight Hunt (Rare)
Snarling Wolf
Snarling Wolf Green (1)
Creature — Wolf (1/1)

1Green: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.

Innistrad: Midnight Hunt (Common)
Soul-Guide Gryff
Soul-Guide Gryff 4White (5)
Creature — Hippogriff Spirit (3/4)

Flying

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

Innistrad: Midnight Hunt (Common)
Spectral Adversary
Spectral Adversary 1Blue (2)
Creature — Spirit (2/1)

Flash

Flying

When Spectral Adversary enters, you may pay 1Blue any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Spectral Adversary, then up to that many other target artifacts, creatures, and/or enchantments phase out.

Innistrad: Midnight Hunt (Mythic Rare)
Spellrune Howler
Spellrune Howler (0)
Creature — Werewolf (3/4)

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.)

Innistrad: Midnight Hunt (Uncommon)
Spellrune Painter
Spellrune Painter 2Red (3)
Creature — Human Shaman Werewolf (2/3)

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.)

Innistrad: Midnight Hunt (Uncommon)
Stalking Predator
Stalking Predator (0)
Creature — Werewolf (4/4)

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: Midnight Hunt (Common)
Startle
Startle 1Blue (2)
Instant

Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

Draw a card.

Innistrad: Midnight Hunt (Common)
Stolen Vitality
Stolen Vitality 1Red (2)
Instant

Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)

Innistrad: Midnight Hunt (Common)
Storm Skreelix
Storm Skreelix 3BlueRed (5)
Creature — Drake Horror (2/4)

Flying

Instant and sorcery spells you cast cost 1 less to cast.

Whenever you cast an instant or sorcery spell, Storm Skreelix gets +2/+0 until end of turn.

Innistrad: Midnight Hunt (Uncommon)
Storm the Festival
Storm the Festival 3GreenGreenGreen (6)
Sorcery

Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Flashback 7GreenGreenGreen (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Rare)
Storm-Charged Slasher
Storm-Charged Slasher (0)
Creature — Werewolf (3/4)

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.)

Innistrad: Midnight Hunt (Rare)
Stormrider Spirit
Stormrider Spirit 4Blue (5)
Creature — Spirit (3/3)

Flash

Flying

Innistrad: Midnight Hunt (Common)
Strangling Grasp
Strangling Grasp (0)
Enchantment — Aura

Enchant creature or planeswalker an opponent controls

At the beginning of your upkeep, enchanted permanent's controller sacrifices a nonland permanent of their choice, then that player loses 1 life.

Innistrad: Midnight Hunt (Uncommon)
Stromkirk Bloodthief
Stromkirk Bloodthief 2Black (3)
Creature — Vampire Rogue (2/2)

At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.

Innistrad: Midnight Hunt (Uncommon)
Stuffed Bear
Stuffed Bear 2 (2)
Artifact

2: Stuffed Bear becomes a 4/4 green Bear artifact creature until end of turn.

Innistrad: Midnight Hunt (Common)
Sungold Barrage
Sungold Barrage 2White (3)
Instant

Destroy target creature with toughness 4 or greater.

Innistrad: Midnight Hunt (Common)
Sungold Sentinel
Sungold Sentinel 1White (2)
Creature — Human Soldier (3/2)

Whenever Sungold Sentinel enters or attacks, exile up to one target card from a graveyard.

Coven — 1White: Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.

Innistrad: Midnight Hunt (Rare)
Sunrise Cavalier
Sunrise Cavalier 1RedWhite (3)
Creature — Human Knight (3/3)

Trample, haste

If it's neither day nor night, it becomes day as Sunrise Cavalier enters.

Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.

Innistrad: Midnight Hunt (Uncommon)
Sunset Revelry
Sunset Revelry 1White (2)
Sorcery

If an opponent has more life than you, you gain 4 life.

If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.

If an opponent has more cards in hand than you, draw a card.

Innistrad: Midnight Hunt (Uncommon)
Sunstreak Phoenix
Sunstreak Phoenix 2RedRed (4)
Creature — Phoenix (4/2)

Flying

If it's neither day nor night, it becomes day as Sunstreak Phoenix enters.

Whenever day becomes night or night becomes day, you may pay 1Red. If you do, return Sunstreak Phoenix from your graveyard to the battlefield tapped.

Innistrad: Midnight Hunt (Mythic Rare)
Suspicious Stowaway
Suspicious Stowaway 1Blue (2)
Creature — Human Rogue Werewolf (1/1)

Suspicious Stowaway can't be blocked.

Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.

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

Innistrad: Midnight Hunt (Rare)
Swamp
Swamp (0)
Basic Land — Swamp

Innistrad: Midnight Hunt (Land)
Tainted Adversary
Tainted Adversary 1Black (2)
Creature — Zombie (2/3)

Deathtouch

When Tainted Adversary enters, you may pay 2Black any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Tainted Adversary, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

Innistrad: Midnight Hunt (Mythic Rare)
Tapping at the Window
Tapping at the Window 1Green (2)
Sorcery

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 into your graveyard.

Flashback 2Green (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Common)
Tavern Ruffian
Tavern Ruffian 3Red (4)
Creature — Human Warrior Werewolf (2/5)

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

Innistrad: Midnight Hunt (Common)
Tavern Smasher
Tavern Smasher (0)
Creature — Werewolf (6/5)

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

Innistrad: Midnight Hunt (Common)
Teferi, Who Slows the Sunset
Teferi, Who Slows the Sunset 2WhiteBlue (4)
Legendary Planeswalker — Teferi (4)

+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.

−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."

Innistrad: Midnight Hunt (Mythic Rare)
The Celestus
The Celestus 3 (3)
Legendary Artifact

If it's neither day nor night, it becomes day as The Celestus enters.

Tap: Add one mana of any color.

3, Tap: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.

Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.

Innistrad: Midnight Hunt (Rare)
The Meathook Massacre
The Meathook Massacre Variable ColorlessBlackBlack (2)
Legendary Enchantment

When The Meathook Massacre enters, each creature gets -X/-X until end of turn.

Whenever a creature you control dies, each opponent loses 1 life.

Whenever a creature an opponent controls dies, you gain 1 life.

Innistrad: Midnight Hunt (Mythic Rare)
Thermo-Alchemist
Thermo-Alchemist 1Red (2)
Creature — Human Shaman (0/3)

Defender

Tap: This creature deals 1 damage to each opponent.

Whenever you cast an instant or sorcery spell, untap this creature.

Innistrad: Midnight Hunt (Uncommon)
Thraben Exorcism
Thraben Exorcism 1White (2)
Instant

Exile target Spirit, creature with disturb, or enchantment.

Innistrad: Midnight Hunt (Common)
Timberland Guide
Timberland Guide 1Green (2)
Creature — Human Scout (1/1)

When Timberland Guide enters, put a +1/+1 counter on target creature.

Innistrad: Midnight Hunt (Common)
Tireless Hauler
Tireless Hauler 4Green (5)
Creature — Human Werewolf (4/5)

Vigilance

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

Innistrad: Midnight Hunt (Common)
Tovolar, Dire Overlord
Tovolar, Dire Overlord 1RedGreen (3)
Legendary Creature — Human Werewolf (3/3)

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

Innistrad: Midnight Hunt (Rare)
Tovolar, the Midnight Scourge
Tovolar, the Midnight Scourge (0)
Legendary Creature — Werewolf (4/4)

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.

Variable ColorlessRedGreen: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.

Nightbound

Innistrad: Midnight Hunt (Rare)
Tovolar's Huntmaster
Tovolar's Huntmaster 4GreenGreen (6)
Creature — Human Werewolf (6/6)

When Tovolar's Huntmaster enters, create two 2/2 green Wolf creature tokens.

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

Innistrad: Midnight Hunt (Rare)
Tovolar's Packleader
Tovolar's Packleader (0)
Creature — Werewolf (7/7)

Whenever Tovolar's Packleader enters or attacks, create two 2/2 green Wolf creature tokens.

2GreenGreen: 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.)

Innistrad: Midnight Hunt (Rare)
Triskaidekaphile
Triskaidekaphile 1Blue (2)
Creature — Human Wizard (1/3)

You have no maximum hand size.

At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.

3Blue: Draw a card.

Innistrad: Midnight Hunt (Rare)
Turn the Earth
Turn the Earth Green (1)
Instant

Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life.

Flashback 1Green (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Innistrad: Midnight Hunt (Uncommon)
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