Magic The Gathering Cards of types 'Creature' and 'Werewolf'

This page will show all names, but only 100 images

Click for list of card names (152)
Greater Werewolf
Werewolf Pack Leader
Lesser Werewolf
Treacherous Werewolf
Werewhat
Ulvenwald Captive
Graveyard Trespasser
Shady Traveler
Lambholt Elder
Tovolar's Huntmaster
Oakshade Stalker
Conduit of Storms
Brutal Cathar
Volatile Arsonist
Instigator Gang
Daybreak Ranger
Tangleclaw Werewolf
Hinterland Logger
Shrill Howler
Smoldering Werewolf
Ulvenwald Mystics
Burly Breaker
Baneblade Scoundrel
Spellrune Painter
Breakneck Rider
Scorned Villager
Afflicted Deserter
Hookhand Mariner
Kessig Naturalist
Huntmaster of the Fells
Bird Admirer
Fearful Villager
Geier Reach Bandit
Hermit of the Natterknolls
Ill-Tempered Loner
Mayor of Avabruck
Vildin-Pack Outcast
Avabruck Caretaker
Tavern Ruffian
Wolfbitten Captive
Hinterland Hermit
Harvesttide Infiltrator
Duskwatch Recruiter
Hanweir Watchkeep
Outland Liberator
Sage of Ancient Lore
Weaver of Blossoms
Child of the Pack
Grizzled Outcasts
Wolfkin Outcast
Kessig Forgemaster
Village Watch
Ballista Watcher
Reckless Waif
Tormented Pariah
Weary Prisoner
Infestation Expert
Gatstaf Shepherd
Convicted Killer
Tireless Hauler
Village Ironsmith
Solitary Hunter
Gatstaf Arsonists
Howlpack Piper
Kruin Outlaw
Kessig Prowler
Suspicious Stowaway
Fangblade Brigand
Villagers of Estwald
Lambholt Pacifist
Hound Tamer
Reckless Stormseeker
Lambholt Raconteur
Village Messenger
Mondronen Shaman
Ulvenwald Abomination
Graveyard Glutton
Stalking Predator
Silverpelt Werewolf
Tovolar's Packleader
Moonlit Ambusher
Conduit of Emrakul
Moonrage Brute
Dire-Strain Anarchist
Wildblood Pack
Nightfall Predator
Fibrous Entangler
Timber Shredder
Howling Chorus
Erupting Dreadwolf
Ulvenwald Primordials
Dire-Strain Demolisher
Baneclaw Marauder
Spellrune Howler
Neck Breaker
Moonscarred Werewolf
Werewolf Ransacker
Riphook Raider
Lord of the Ulvenwald
Ravager of the Fells
Wing Shredder
Fearsome Werewolf
Vildin-Pack Alpha
Lone Wolf of the Natterknolls
Howlpack Avenger
Howlpack Alpha
Dronepack Kindred
Hollowhenge Huntmaster
Tavern Smasher
Krallenhorde Killer
Hinterland Scourge
Harvesttide Assailant
Krallenhorde Howler
Bane of Hanweir
Frenzied Trapbreaker
Werewolf of Ancient Hunger
Blossom-Clad Werewolf
Savage Packmate
Krallenhorde Wantons
Wedding Crasher
Flameheart Werewolf
Village Reavers
Ballista Wielder
Merciless Predator
Rampaging Werewolf
Wrathful Jailbreaker
Infested Werewolf
Gatstaf Howler
Branded Howler
Dire-Strain Brawler
Ironfang
One of the Pack
Gatstaf Ravagers
Wildsong Howler
Terror of Kruin Pass
Sinuous Predator
Seafaring Werewolf
Fangblade Eviscerator
Howlpack of Estwald
Lambholt Butcher
Untamed Pup
Storm-Charged Slasher
Lambholt Ravager
Moonrise Intruder
Tovolar's Magehunter
Ulrich of the Krallenhorde
Tovolar, Dire Overlord
Rahilda, Wanted Cutthroat
Ulrich, Uncontested Alpha
Tovolar, the Midnight Scourge
Rahilda, Feral Outlaw
Galian Beast


Greater Werewolf

{4}{B}

-- no image --
Creature - Werewolf
At end of combat, put a -0/-2 counter on each creature blocking or blocked by this creature.
2/4

Werewolf Pack Leader

{G}{G}

-- no image --
Creature - Human Werewolf
Pack tactics - Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
3/3

Lesser Werewolf

{3}{B}

-- no image --
Creature - Werewolf
{B}: If this creature's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by this creature. Activate only during the declare blockers step.
2/4

Treacherous Werewolf

{2}{B}

-- no image --
Creature - Werewolf Minion
2/2

Werewhat

{3}{G}

-- no image --
Creature - Werewolf
Daybound As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card.
4/3

Ulvenwald Captive

{1}{G}

-- no image --
Creature - Werewolf Horror
Defender {T}: Add {G}. {5}{G}{G}: Transform this creature.
1/2

Graveyard Trespasser

{2}{B}

-- no image --
Creature - Human Werewolf
Ward-Discard a card. Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/3

Shady Traveler

{2}{B}

-- no image --
Creature - Human Werewolf
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.)
2/3

Lambholt Elder

{2}{G}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/2

Tovolar's Huntmaster

{4}{G}{G}

-- no image --
Creature - Human Werewolf
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.)
6/6

Oakshade Stalker

{2}{G}

-- no image --
Creature - Human Ranger Werewolf
You may cast this spell as though it had flash if you pay {2} more to cast it. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/3

Conduit of Storms

{2}{R}

-- no image --
Creature - Werewolf Horror
Whenever this creature attacks, add {R} at the beginning of your next main phase this turn. {3}{R}{R}: Transform this creature.
2/3

Brutal Cathar

{2}{W}

-- no image --
Creature - Human Soldier Werewolf
Whenever this creature enters or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/2

Volatile Arsonist

{3}{R}{R}

-- no image --
Creature - Human Werewolf
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.)
4/4

Instigator Gang

{3}{R}

-- no image --
Creature - Human Werewolf
Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/3

Daybreak Ranger

{2}{G}

-- no image --
Creature - Human Archer Ranger Werewolf
{T}: This creature deals 2 damage to target creature with flying. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Tangleclaw Werewolf

{2}{G}{G}

-- no image --
Creature - Werewolf Horror
This creature can block an additional creature each combat. {6}{G}: Transform this creature.
2/4

Hinterland Logger

{1}{G}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/1

Shrill Howler

{2}{G}

-- no image --
Creature - Werewolf Horror
Creatures with power less than this creature's power can't block it. {5}{G}: Transform this creature.
3/1

Smoldering Werewolf

{2}{R}{R}

-- no image --
Creature - Werewolf Horror
When this creature enters, it deals 1 damage to each of up to two target creatures. {4}{R}{R}: Transform this creature.
3/2

Ulvenwald Mystics

{2}{G}{G}

-- no image --
Creature - Human Shaman Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/3

Burly Breaker

{3}{G}{G}

-- no image --
Creature - Human Werewolf
Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
6/5

Baneblade Scoundrel

{3}{B}

-- no image --
Creature - Human Rogue Werewolf
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/3

Spellrune Painter

{2}{R}

-- no image --
Creature - Human Shaman Werewolf
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/3

Breakneck Rider

{1}{R}{R}

-- no image --
Creature - Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/3

Scorned Villager

{1}{G}

-- no image --
Creature - Human Werewolf
{T}: Add {G}. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Afflicted Deserter

{3}{R}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Hookhand Mariner

{3}{G}

-- no image --
Creature - Human Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/4

Kessig Naturalist

{R}{G}

-- no image --
Creature - Human Werewolf
Whenever this creature attacks, add {R} or {G}. 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.)
2/2

Huntmaster of the Fells

{2}{R}{G}

-- no image --
Creature - Human Werewolf
Whenever this creature enters or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Bird Admirer

{2}{G}

-- no image --
Creature - Human Archer Werewolf
Reach Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
1/4

Fearful Villager

{2}{R}

-- no image --
Creature - Human Werewolf
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.)
2/3

Geier Reach Bandit

{2}{R}

-- no image --
Creature - Human Rogue Werewolf
Haste At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Hermit of the Natterknolls

{2}{G}

-- no image --
Creature - Human Werewolf
Whenever an opponent casts a spell during your turn, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/3

Ill-Tempered Loner

{2}{R}{R}

-- no image --
Creature - Human Werewolf
Whenever this creature is dealt damage, it deals that much damage to any target. {1}{R}: 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.)
3/3

Mayor of Avabruck

{1}{G}

-- no image --
Creature - Human Advisor Werewolf
Other Human creatures you control get +1/+1. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Vildin-Pack Outcast

{4}{R}

-- no image --
Creature - Werewolf Horror
Trample {R}: This creature gets +1/-1 until end of turn. {5}{R}{R}: Transform this creature.
4/4

Avabruck Caretaker

{4}{G}{G}

-- no image --
Creature - Human Werewolf
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.)
4/4

Tavern Ruffian

{3}{R}

-- no image --
Creature - Human Warrior Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/5

Wolfbitten Captive

{G}

-- no image --
Creature - Human Werewolf
{1}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Hinterland Hermit

{1}{R}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/1

Harvesttide Infiltrator

{2}{R}

-- no image --
Creature - Human Werewolf
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/2

Duskwatch Recruiter

{1}{G}

-- no image --
Creature - Human Warrior Werewolf
{2}{G}: 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 on the bottom of your library in any order. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Hanweir Watchkeep

{2}{R}

-- no image --
Creature - Human Warrior Werewolf
Defender At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/5

Outland Liberator

{1}{G}

-- no image --
Creature - Human Werewolf
{1}, Sacrifice this creature: Destroy target artifact or enchantment. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/2

Sage of Ancient Lore

{4}{G}

-- no image --
Creature - Human Shaman Werewolf
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When this creature enters, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
X/X

Weaver of Blossoms

{2}{G}

-- no image --
Creature - Human Werewolf
{T}: Add one mana of any color. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/3

Child of the Pack

{2}{R}{G}

-- no image --
Creature - Human Werewolf
{2}{R}{G}: Create a 2/2 green Wolf creature token. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/5

Grizzled Outcasts

{4}{G}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
4/4

Wolfkin Outcast

{5}{G}

-- no image --
Creature - Human Werewolf
This spell costs {2} 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.)
5/4

Kessig Forgemaster

{1}{R}

-- no image --
Creature - Human Shaman Werewolf
Whenever this creature blocks or becomes blocked by a creature, this creature deals 1 damage to that creature. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/1

Village Watch

{4}{R}

-- no image --
Creature - Human Werewolf
Haste Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/3

Ballista Watcher

{2}{R}{R}

-- no image --
Creature - Human Soldier Werewolf
{2}{R}, {T}: This creature deals 1 damage to any target. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/3

Reckless Waif

{R}

-- no image --
Creature - Human Rogue Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Tormented Pariah

{3}{R}

-- no image --
Creature - Human Warrior Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Weary Prisoner

{3}{R}

-- no image --
Creature - Human Werewolf
Defender Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/6

Infestation Expert

{4}{G}

-- no image --
Creature - Human Werewolf
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.)
3/4

Gatstaf Shepherd

{1}{G}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Convicted Killer

{2}{R}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Tireless Hauler

{4}{G}

-- no image --
Creature - Human Werewolf
Vigilance Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/5

Village Ironsmith

{1}{R}

-- no image --
Creature - Human Werewolf
First strike At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Solitary Hunter

{3}{G}

-- no image --
Creature - Human Warrior Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/4

Gatstaf Arsonists

{4}{R}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
5/4

Howlpack Piper

{3}{G}

-- no image --
Creature - Human Werewolf
This spell can't be countered. {1}{G}, {T}: 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.)
2/2

Kruin Outlaw

{1}{R}{R}

-- no image --
Creature - Human Rogue Werewolf
First strike At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Kessig Prowler

{G}

-- no image --
Creature - Werewolf Horror
{4}{G}: Transform this creature.
2/1

Suspicious Stowaway

{1}{U}

-- no image --
Creature - Human Rogue Werewolf
This creature can't be blocked. Whenever this creature 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.)
1/1

Fangblade Brigand

{3}{R}

-- no image --
Creature - Human Werewolf
{1}{R}: This creature gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/4

Villagers of Estwald

{2}{G}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/3

Lambholt Pacifist

{1}{G}

-- no image --
Creature - Human Shaman Werewolf
This creature can't attack unless you control a creature with power 4 or greater. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/3

Hound Tamer

{2}{G}

-- no image --
Creature - Human Werewolf
Trample {3}{G}: Put a +1/+1 counter on target creature. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/3

Reckless Stormseeker

{2}{R}

-- no image --
Creature - Human Werewolf
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.)
2/3

Lambholt Raconteur

{3}{R}

-- no image --
Creature - Human Werewolf
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.)
2/4

Village Messenger

{R}

-- no image --
Creature - Human Werewolf
Haste At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Mondronen Shaman

{3}{R}

-- no image --
Creature - Human Shaman Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Ulvenwald Abomination

-- no image --
Creature - Eldrazi Werewolf
{T}: Add {C}{C}.
4/6

Graveyard Glutton

-- no image --
Creature - Werewolf
Ward-Discard a card. Whenever this creature enters or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
4/4

Stalking Predator

-- no image --
Creature - Werewolf
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.)
4/4

Silverpelt Werewolf

-- no image --
Creature - Werewolf
Whenever this creature deals combat damage to a player, draw a card. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
4/5

Tovolar's Packleader

-- no image --
Creature - Werewolf
Whenever this creature enters or attacks, create two 2/2 green Wolf creature tokens. {2}{G}{G}: 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.)
7/7

Moonlit Ambusher

-- no image --
Creature - Werewolf
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
6/3

Conduit of Emrakul

-- no image --
Creature - Eldrazi Werewolf
Whenever this creature attacks, add {C}{C} at the beginning of your next main phase this turn.
5/4

Moonrage Brute

-- no image --
Creature - Werewolf
First strike Ward-Pay 3 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3/3

Dire-Strain Anarchist

-- no image --
Creature - Werewolf
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.)
5/5

Wildblood Pack

-- no image --
Creature - Werewolf
Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
5/5

Nightfall Predator

-- no image --
Creature - Werewolf
{R}, {T}: This creature fights target creature. (Each deals damage equal to its power to the other.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
4/4

Fibrous Entangler

-- no image --
Creature - Eldrazi Werewolf
Vigilance This creature must be blocked if able. This creature can block an additional creature each combat.
4/6

Timber Shredder

-- no image --
Creature - Werewolf
Trample At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
4/2

Howling Chorus

-- no image --
Creature - Eldrazi Werewolf
Creatures with power less than this creature's power can't block it. Whenever this creature deals combat damage to a player, create a 3/2 colorless Eldrazi Horror creature token.
3/5

Erupting Dreadwolf

-- no image --
Creature - Eldrazi Werewolf
Whenever this creature attacks, it deals 2 damage to any target.
6/4

Ulvenwald Primordials

-- no image --
Creature - Werewolf
{G}: Regenerate this creature. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
5/5

Dire-Strain Demolisher

-- no image --
Creature - Werewolf
Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
8/7

Baneclaw Marauder

-- no image --
Creature - Werewolf
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn. Whenever a creature blocking this creature dies, that creature's controller loses 1 life. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
5/4

Spellrune Howler

-- no image --
Creature - Werewolf
Whenever you cast an instant or sorcery spell, this creature 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.)
3/4

Neck Breaker

-- no image --
Creature - Werewolf
Attacking creatures you control get +1/+0 and have trample. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
4/3

Moonscarred Werewolf

-- no image --
Creature - Werewolf
Vigilance {T}: Add {G}{G}. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
2/2

Werewolf Ransacker

-- no image --
Creature - Werewolf
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, this creature deals 3 damage to that artifact's controller. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
5/4

Riphook Raider

-- no image --
Creature - 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.)
6/4

Lord of the Ulvenwald

-- no image --
Creature - Werewolf
Other Wolves and Werewolves you control get +1/+1. Whenever this creature attacks, add {R} or {G}. 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.)
3/3

Ravager of the Fells

-- no image --
Creature - Werewolf
Trample Whenever this creature transforms into Ravager of the Fells, it deals 2 damage to target opponent or planeswalker and 2 damage to up to one target creature that player or that planeswalker's controller controls. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
4/4

Wing Shredder

-- no image --
Creature - Werewolf
Reach Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
3/5