When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.
"You can join me or feed me. Choose fast."
End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.
When the defenses around Lurenbraum Fortress faltered, the Crimson Ballroom received some unexpected guests.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, create two Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
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.)
When Harold ran from the wolves, the others called him a coward.
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.)
Come nightfall, they were the ones fleeing in terror.
Flame-Blessed Bolt deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
"I noticed you were short on party favors, so I brought my own."
—Higa, slayer-captain of Gatstaf
Haste
Whenever you cast a noncreature spell, this creature gets +2/+2 until end of turn.
"Devils need no reason to stir up chaos. The chaos itself is their reward."
—Rem Karolus, Fiendslayer
Trample
Tap two untapped creatures you control: This Vehicle becomes an artifact creature until end of turn.
A carriage crafted from the finest materials. Horses bred from the finest stock. Skulls taken from the finest foes.
As long as you control another Wolf or Werewolf, this creature gets +1/+0 and has trample.
Even vampires know to travel faster when they hear howling in the Geier Reach passes.
Whenever this creature is dealt damage, it deals that much damage to any target.
: 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.)
Whenever a permanent you control is dealt damage, this creature deals that much damage to any target.
: 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.)
It becomes night. Discard any number of cards, then draw that many cards plus one.
"When lost souls wander into the woods, the wilds have a way of showing them who they really are."
—Rahilda, Vildin-Pack alpha
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
"Hunter's fire" was meant for slaying monsters in the Ulvenwald, but that never stopped Ralen from showing it off.
Menace
, , Exile three cards from your graveyard: Create a 3/2 red Wolf creature token.
"It's a perfect partnership. My village is safe from wolf attacks, and she gets to eat any vampires we catch."
Lacerate Flesh deals 4 damage to target creature. Create a number of Blood tokens equal to the amount of excess damage dealt to that creature this way. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever you cast a noncreature spell, this creature deals 2 damage to each opponent.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
: This creature gains first strike until end of turn. Activate only as a sorcery.
These thick-furred wolves have adapted to Stensia's storms, channeling their energy into bursts of supernatural speed.
This creature enters with X +1/+1 counters on it.
If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it. When one or more counters are removed from this creature this way, it deals that much damage to any target.
Flying
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
Choose one or both —
• Creatures you control get +1/+0 until end of turn.
• Target Vampire you control deals damage equal to its power to another target creature.
Menace
Whenever this creature deals damage, create that many Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
: This creature deals 1 damage to any target.
When this creature dies, it deals 3 damage to any target.
Memories of the Harvesttide tragedy festered until they grew into an incarnate rage that set the world ablaze.
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
A stitcher looks at their creation and sees the result of years of study and hours of toil. A devil sees a new plaything.
Rending Flame deals 5 damage to target creature or planeswalker. If that permanent is a Spirit, Rending Flame also deals 2 damage to that permanent's controller.
"It is our duty to bring the Blessed Sleep to the dead, even if they resist that gift."
—Grete, Order of Saint Traft
, : This creature deals damage equal to the number of Wolves and Werewolves you control to target opponent.
The wolf's captor hid his fear, but he knew someday the runes would fail, the collar would break, and the wolf would remember his face.
When this artifact enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
"Vampires have done nothing but take from us. Tonight, we reclaim what's ours!"
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Before the officiant even had a chance to ask if anyone objected to the Voldaren-Markov union, Arlinn made her opinion known.
Vampires' Vengeance deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Olivia was quick to make an example of any village that refused to pay her blood tithe.
Menace, haste
Whenever this creature attacks, it deals 1 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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.)
When this creature enters, it deals 1 damage to each opponent. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
"If you're not refining your tastes, what's the point of living forever?"
: This creature deals 2 damage to you. Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.
When you play a card exiled with this creature, transform this creature.
She spent many years trying to harness chaos.
This creature can't block.
She finally realized that chaos was meant to run rampant, as was she.
Defender
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
"Your guard attacked me. He got what was coming to him."
This creature attacks each combat if able.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
"And now I'm coming for you!"
Reach
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Innistrad's best archers are trained by the Quiver of Kessig, an order of cathars who specialize in ranged combat.
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.
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.)
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.)
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Reach, trample
When this creature enters, you gain 5 life.
, Exile this card from your graveyard: You gain 5 life.
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
She monitors the roads in every province, mapping safe routes through hunting grounds and haunting grounds alike.
Vigilance
Whenever this creature enters or attacks, exile a card from a graveyard.
Spells you cast cost less to cast for each card type they share with cards exiled with this creature.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more creature cards are put into your graveyard from anywhere during your turn, create a 1/1 green Insect creature token. This ability triggers only once each turn.
Choose one —
• Destroy target creature with flying.
• Destroy target enchantment.
"The forests of this world are unafraid to assert themselves."
—Wrenn
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Whenever another Human you control enters, this creature gets +1/+1 until end of turn.
"Our coven finds strength in nature and purpose in serving our communities."
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Search your library for a [basic land] card, [reveal it,] put it into your hand, then shuffle.
Things buried on Innistrad rarely seem to stay that way.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has toughness 6 or greater, transform this enchantment.
As the natural cycle of day and night grew twisted, old powers stirred deep in the Ulvenwald.
Vigilance
Other creatures you control have vigilance.
Far from the bloodsoaked wedding, unseen by human eyes, a long-slumbering force arose to protect its home.
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
"I would welcome her into my pack with honor."
—Arlinn Kord
At the beginning of combat on your turn, choose one —
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains ": Add " until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
This creature enters with two +1/+1 counters on it for each other nontoken Human you control.
Whenever this creature attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle.
: Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
The local gossips swore Nesmith lost his hands in a fight with a werewolf.
This creature 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.)
They weren't entirely wrong.
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn.
Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
This spell can't be countered.
, : 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.)
Whenever this creature enters or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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.)
There's only so many times she can take being asked . . .
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.)
. . . "What's bugging you?"
Whenever a Human you control dies, draw a card.
Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.
"We are not here to mourn their loss. We are here to celebrate their lives."
—Vesna, Dawnhart witch
Target creature gets +2/+2 and gains trample until end of turn.
"Run! It's coming for us! Eventually!"
—Yaster, Havengul shopkeeper
When this creature enters, mill three cards, then put a +1/+1 counter on this creature for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
Between stitchers, cultists, and scavengers, corpses are in high demand.
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
"Tread carefully. You remember what happened in the last quiet, peaceful clearing."
—Halana, to Alena
Enchant creature or land
As long as enchanted permanent is a creature, it gets +2/+2.
As long as enchanted permanent is a land, it has ": Add two mana of any one color."
You may cast this spell as though it had flash if you pay more to cast it.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
He blends seamlessly into the forest, waiting silently for his prey.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Even when he strikes, the only sound is the snap of jaws through bone.
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on this creature.
When this creature dies, you gain life equal to its power.
A wolf pup is always dangerous, because a wolf pup is never alone.