At the beginning of your upkeep, mill a card. Then if there are three or more creature cards in your graveyard, transform this creature. (To mill a card, put the top card of your library into your graveyard.)
At the beginning of your upkeep, you may exile a card from a graveyard. If a creature card was exiled this way, put a +1/+1 counter on this creature.
They grow up so fast.
Distribute three +1/+1 counters among one, two, or three target creatures you control.
Witch, werewolf, and cathar stood shoulder to shoulder around the Sungold Lock at the center of the ritual, ready to stop Tovolar's assault—or die trying.
Return target card from your graveyard to your hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Pleased to meet you, Seven."
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (Each deals damage equal to its power to the other.)
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
"Careful now. Don't want to get the seeds stuck to your feelers like last time."
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature can't be blocked by creatures with power 2 or less this turn.
She patrols the darkness so that others can forget their worries for one bright evening.
Trample
: Put a +1/+1 counter on target creature.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
"You and me, we're not built for captivity."
Trample
Other Wolves and Werewolves you control have trample.
: Put a +1/+1 counter on target creature.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Flash
Enchant creature
When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature.
Enchanted creature gets +2/+2 and has vigilance.
Target creature gets +2/+2 until end of turn.
Coven — Then if you control three or more creatures with different powers, draw a card.
Brimming with power from their disrupted ritual, the Dawnhart witches lashed out at the werewolf intruders.
, Sacrifice this creature: Destroy target artifact or enchantment.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
"Just hold still. I'll help you."
, 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.)
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 (You may cast this card from your graveyard for its flashback cost. Then exile it.)
: This creature gains deathtouch until end of turn.
Wolves that feast on zombie flesh and survive carry the foul diseases of the dead wherever they roam.
Destroy target creature with flying.
"A creature of stone was never meant to fly. And I see the Ulvenwald agrees with me."
—Halana, Kessig ranger
Trample
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile target card from a graveyard.
"Even steel and stone return to Ghrin-Danu in time."
—Katilda, Dawnhart Prime
Create two 3/3 green Insect creature tokens. You gain 2 life.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
, : Untap another target creature or land you control.
Create a 4/4 green Beast creature token.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Werewolves leave tracks. Vampires leave wrung-out corpses. This is something else."
—Paulin, trapper of Somberwald
: This creature gets +2/+2 until end of turn. Activate only once each turn.
"Oh, thank the angels. It's not a werewolf, just a regular wo—"
—Bruno, Ulvenwald guide, last words
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 (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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 (You may cast this card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, put a +1/+1 counter on target creature.
Hiring an experienced wilderness guide isn't cheap, but it costs less than a search party. Or a funeral.
Vigilance
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
The new hire proved more than enough to replace the three farmhands who disappeared the week before.
Vigilance
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
A few townsfolk had their suspicions, but none dared accuse him openly.
When this creature 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.)
"Do you smell that, friends? Fear and despair."
Whenever this creature enters or attacks, create two 2/2 green Wolf creature tokens.
: 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.)
Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
With the cycles of day and night unspooled, the twisted sway of the moon only grew. And grew.
Trample
Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature.
When this creature dies, you gain life equal to its power.
Die beneath a tree, wake up a part of it.
[+1]: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
[0]: Put any number of land cards from your hand onto the battlefield tapped.
[−3]: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
[−8]: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"My angel is the flint, and I am her steel."
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
[+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
[−3]: Create two 2/2 green Wolf creature tokens.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
[+2]: Add .
[0]: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
Other Zombies you control get +1/+0.
The surviving militia members reunited with their fallen comrades sooner than they'd hoped.
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Death is no impediment to dinner.
As an additional cost to cast this spell, sacrifice any number of creatures.
Create an X/X blue and black Zombie creature token with menace, where X is the total power of the sacrificed creatures.
Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Frog is the sincerest form of flattery.
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
"The balance of day and night is shattered. We must find the Moonsilver Key."
Lifelink
Cards in graveyards can't be the targets of spells or abilities.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Flying
Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
If Dennick would be put into a graveyard from anywhere, exile it instead.
When this creature enters, mill two cards.
Whenever you cast a spell from your graveyard, tap target creature you don't control.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Flying
This creature can block only creatures with flying.
If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Flashback
This spell costs less to cast for each creature that died this turn.
Return target creature card from your graveyard to the battlefield.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
You gain 2 life, draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"What has been looted can be restored. The church lives on within us."
Whenever you sacrifice another creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
, Sacrifice another creature: This creature gets +2/+2 until end of turn.
A soulless husk of endless hunger.
First strike
At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Better potent than predictable.
Create X 2/2 black Zombie creature tokens with decayed, where X is half the number of creature cards in your graveyard, rounded up. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Trample
This creature enters with a +1/+1 counter on it for each creature that died this turn.
The hunters spent the evening celebrating their kill and the rest of the night running from it.
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Create two 1/1 white Human creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"We can go into the dark hand-in-hand or alone. I know which I prefer."
Protection from Werewolves
Human creatures you control have ": Add one mana of any of this creature's colors."
, : Put a +1/+1 counter on each creature you control.
"The angels may have abandoned us, but Ghrin-Danu has not."
Whenever this creature attacks, add or . 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.)
"Far from home, little one? I know the feeling."
Other Wolves and Werewolves you control get +1/+1.
Whenever this creature attacks, add or . 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.)
Flying, lifelink
Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.
If a creature an opponent controls would die, exile it instead.
Whenever Ludevic enters or attacks, mill a card.
, Exile X creature cards from your graveyard: Transform Ludevic. X can't be 0. Activate only as a sorcery.
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.
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.
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.
Whenever a creature or enchantment you control enters this turn, draw a card.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Nature bends to the witches' call.
As an additional cost to cast this spell, sacrifice a nonland permanent.
Exile target nonland permanent.
Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Revenge is a circle without end.
: Add one mana of any color.
: Add two mana of any one color. Spend this mana only to cast spells from your graveyard.
, , Exile this creature: Return target card with flashback you own from exile to your hand.
Sacred Fire deals 2 damage to any target and you gain 2 life.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Do not confuse justice with mercy."
—Odric, Order of Saint Traft
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.