Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn.
HasteDaybound (If a player casts no spells during their own turn, it becomes night next turn.)Wolves and Werewolves you control have haste.Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Suspicious Stowaway can't be blocked.Whenever Suspicious Stowaway 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.)Seafaring Werewolf can't be blocked.Whenever Seafaring Werewolf deals combat damage to a player, draw a card.Nightbound (If a player...
Suspicious Stowaway can't be blocked.Whenever Suspicious Stowaway 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.)Seafaring Werewolf can't be blocked.Whenever Seafaring Werewolf deals combat damage to a player, draw a card.Nightbound (If a player...
When Dawnhart Mentor enters, create a 1/1 white Human creature token.Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
When Dawnhart Mentor enters, create a 1/1 white Human creature token.Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
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.)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.)
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.)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.)
Flying, hasteIf 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.
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.)
When Eccentric Farmer enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
When Eccentric Farmer enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
Enchant creatureEnchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature."When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Enchant creatureEnchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature."When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.