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.
This creature gets +3/+2 as long as there are four or more creature cards in your graveyard.
: Add one mana of any color.
All druids seek to preserve nature, but some go about it in rather unusual ways.
Return up to one target creature card and up to one target noncreature permanent card from your graveyard to your hand. Exile Retrieve.
The roots preserved the armor for a hundred years, safeguarding it for a traveler in need.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
When this creature enters, create a 3/1 green Boar creature token.
The Dawnhart survivors welcome recruits of all shapes and sizes.
When this creature enters, choose up to one —
• Destroy target artifact an opponent controls.
• This creature fights target Zombie an opponent controls.
Enchant creature
When this Aura enters, draw a card.
Enchanted creature gets +1/+3.
"We're not at odds with the woods. How could we be, when we share so many enemies?"
—Marel, Dawnhart witch
: 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
Equipped creature gets +3/+3.
Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Return all land cards from your graveyard to the battlefield tapped.
"These seeds waited faithfully for the sun to rise again. Now, their patience is rewarded."
—Wrenn
When this creature dies, draw a card.
"Remember to come back in a few years when that fungus has died off. Then we'll see what's in the chest."
—Old Rutstein
During your turn, this creature gets +0/+2.
The mushrooms growing in the wolves' fur possess curative properties incredible enough to tempt many alchemists into risking their lives to track one down.
Deathtouch
When this creature enters, another target creature you control gains deathtouch until end of turn.
"You want that venom? Collect it yourself! I'm not losing another pair of dragonhide gloves."
—Old Rutstein
Trample, haste
: Transform this creature.
"Obviously it's dangerous, but I've never seen anything like it. This could be an entirely new species! I say we follow it."
—Halana, Kessig ranger
Trample, haste
Other creatures you control get +1/+1 and have trample and haste.
"We've learned enough! I say we run."
—Alena, Kessig trapper
: Add one mana of any color.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Living in harmony with nature . . .
: 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.)
. . . does not always mean living in peace.
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
Ever since the ritual, Ryla didn't have an appetite at the dinner table, but her long walks in the forest always seemed to satiate her hunger.
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
Tovolar's howlpack had scattered, but the Dire-Strain survivors were still on the hunt.
This spell costs less to cast if you control a Wolf or Werewolf.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
The villagers feared him. The cathars scorned him. Only in the wilds did he find a family that accepted him.
Whenever this creature or another Wolf or Werewolf you control dies, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
He raged not just against vampires, but against civilization itself.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
The soft creak of trees in the wind is not always cause for comfort.
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
When this creature enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
Whenever this creature enters or becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Enchant creature
Whenever this Aura enters or enchanted creature becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.
If this Aura would be put into a graveyard from anywhere, exile it instead.
: Create a 2/2 green Wolf creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Her face shines with youthful innocence.
Trample
Other creatures you control get +1/+0.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Her claws are another matter.
Flying
When Dorothea attacks or blocks, sacrifice it at end of combat.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
"Every day a Voldaren draws breath is a day I cannot rest."
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat."
If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
Other Vampires you control get +1/+1.
When Edgar dies, return it to the battlefield transformed under its owner's control.
"Our kind has taken my gift for granted. It is time to correct that folly."
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it.
If you would draw a card, exile the top two cards of your library instead. You may play those cards this turn.
She is cursed with visions of monsters and suffering . . . and all her visions come true.
Whenever a Frog you control attacks, mill three cards.
Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it.
You may play lands and cast spells from among cards you own in exile with croak counters on them.
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
[+1]: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
[−2]: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
[−6]: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.