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.)