When Garruk has two or fewer loyalty counters on him, transform him.
[0]: Garruk deals 3 damage to target creature. That creature deals damage equal to its power to him.
[0]: Create a 2/2 green Wolf creature token.
[+1]: Create a 1/1 black Wolf creature token with deathtouch.
[−1]: Sacrifice a creature. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle.
[−3]: Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creature cards in your graveyard.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
"What is worse than a wolf in sheep's clothing?"
—Wolfhunter's riddle
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.
You gain 2 life for each creature card in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Defender, protection from Zombies
Nature abhors a zombie.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Seen as unsavory, the hunters were never allowed in town—until one night they vanished.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
The boot prints became paw prints, and they led right back into town.
Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with "This token's power and toughness are each equal to the number of slime counters on Gutter Grime."
Whenever this creature attacks or blocks, other Humans you control get +1/+1 until end of turn.
"I would fear this fight, bloodsucker, were I alone."
Morbid — When this creature enters, if a creature died this turn, you gain 5 life.
After werewolves slaughtered the citizenry of Hollowhenge, other creatures moved in.
Whenever this creature attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
"They put bars on these noble beasts and then wonder why werewolves target our towns."
In the forest villages of Kessig, parents feed their children wormwood and other bitter herbs, hoping to make them less palatable to things that roam the night.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever a creature dies, put a +1/+1 counter on this creature.
Animated by geists fused in its oak, it hungers for more life to add to its core.
Return two cards at random from your graveyard to your hand.
In Gavony wishing is taken as a sign of weakness, yet the wells usually brim with silver.
Other Human creatures you control get +1/+1.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
He can deny his true nature for only so long.
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.
Trample
When this creature dies, exile it, then return two creature cards at random from your graveyard to the battlefield.
The border between life and death is as thin as a layer of topsoil.
Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other than Werewolves and Wolves. (Only double-faced cards can be transformed.)
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
The land knows no difference between the graves of commoners and nobles.
Destroy target artifact or enchantment.
"Stone and thought fade into ruin. Only the wind in the leaves will endure."
—Tomb inscription
This creature can't be blocked except by creatures with flying or reach.
"Pick not the rotten fruit, but neither touch the best. Leave those as an offering for our unseen guests."
—Radwick, farmer of Gatstaf
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
"There will come a time when the only prey left will be each other."
—Ulrich of Krallenhorde Pack
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
"You don't find many old werewolf hunters."
—Paulin, trapper of Somberwald
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
In the remote corners of Kessig, protection is found in secret powers unknown to the Church of Avacyn.
Reach (This creature can block creatures with flying.)
Morbid — This creature enters with two +1/+1 counters on it if a creature died this turn.
Stensian vampires encourage spiders near their manors so they can rob the webs.
Create a 1/2 green Spider creature token with reach for each creature card in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Untap target creature. It gets +2/+4 and gains reach until end of turn. (It can block creatures with flying.)
"Nobody's seen the Lady of Videns for years. Poor dear, no companions at all in that old castle."
—Yonda of Gavony
Trample
Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard.
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
Put a +1/+1 counter on each of up to two target creatures.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Visiting a shrine at the start of a journey makes the traveler more likely to finish it.
Defender
: Exchange your life total with this creature's toughness.
The executioner's tree in Thraben Cathedral holds the power to absolve more than the souls of the hanged.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
"With this ritual, we cast aside our fragile humanity . . ."
: Regenerate this creature.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
". . . and embrace the ancient ferocity of the undying Wild."
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
You can spot a werewolf-infested town by its lack of butcher shops.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Estwald's citizens don't dislike outsiders—they taste just fine.
Morbid — When this creature enters, if a creature died this turn, return a creature card at random from your graveyard to your hand.
"Whatever did this is near. Death reversion has not yet occurred. Be alert!"
Enchant creature
Enchanted creature gets +X/+X, where X is the number of creature cards in your graveyard.
Before you travel the woods of Kessig, first get permission from those who died trying.
You may have this creature enter as a copy of any creature on the battlefield, except it has ", : Destroy target creature with the same name as this creature."
You can always tell the evil one by the dagger he's sticking in you.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Grimgrin enters tapped and doesn't untap during your untap step.
Sacrifice another creature: Untap Grimgrin and put a +1/+1 counter on it.
Whenever Grimgrin attacks, destroy target creature defending player controls, then put a +1/+1 counter on Grimgrin.
Flying
: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.
: Gain control of target Vampire for as long as you control Olivia Voldaren.
Equipped creature can't be blocked by Vampires or Zombies.
Equipped creature has ", Sacrifice Blazing Torch: Blazing Torch deals 2 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +3/+0.
As long as equipped creature is a Human, it has lifelink.
Equip
Outside the safety of Thraben, there is little distinction between tool and weapon.
, : Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
As if anyone needed another reason to avoid dark, dank cellars.
Equipped creature has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
For the necro-alchemist, any puzzle can be solved with intelligence and harvested body parts.
Indestructible
Whenever this creature deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature.
A child's porcelain doll went missing one night, as did a pair of kitchen shears and the town magistrate.
Equipped creature gets +4/+2.
Equip—Sacrifice a creature.
It comes off as easily as your own skin.
This creature attacks each combat if able.
This creature doesn't untap during your untap step.
Whenever another creature dies, untap this creature.
When this creature enters, you may have it deal 4 damage to target creature with flying.
The rigs were outlawed except in Nephalia, where malign spirits are as plentiful as crazed inventors.
: Each player mills a card.
The bell's chime heralds the rise of the unhallowed from the grave and the fall of their victims into the earth.
, : Target player exiles a card from their graveyard. If it's a creature card, you gain 2 life.
Thanks to Havengul's thriving illegal market for corpses, the shovel that interred a body during the day is usually the same one digging it out at night.
, , Discard a card: Put a study counter on Grimoire of the Dead.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip
Defender
This creature has indestructible as long as it has defender.
: Until end of turn, this creature loses defender and gains flying.
Nothing could break it but the fall.
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
It hides the face and protects the soul.
Defender
Creatures with flying your opponents control get -1/-0.
Farmhands and priests mutter curses at the ragged thing; it unnerves more than just the crows.
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard.
Equip
As sharp as its bearer's words of faith.
Equipped creature has first strike.
As long as equipped creature is a Human, it gets +1/+1.
Equip
Not everyone can have a sword of blessed silver. Not everyone needs one, either.
Equipped creature gets +2/+0.
As long as equipped creature is a Human, it gets an additional +1/+0.
Equip
Magical etchings turned a whittler's tool into a wolfhunter's weapon.
, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
The rider set off into the eerie mist, swaddled in armor and laden with amulets.
Whenever equipped creature attacks, defending player reveals cards from the top of their library until they reveal a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into their graveyard.
Equip
When this artifact enters, destroy all Curses attached to you.
You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)
Equipped creature gets +1/+0.
Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
Where cathars learn to fight not only demons and vampires, but ignorance as well.
: Add .
, : Put a +1/+1 counter on each creature you control.
"The protective wards of the church have weakened, and no one can tell us why. It's time to look to our own defenses."
—Gregel, militia leader
: Add .
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Deserted, but not uninhabited.