Flash When this creature enters, return target nonland permanent an opponent controls to its owner's hand. It perpetually gains "This spell costs {2} more to cast."
{R}, {T}: This creature fights target creature. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Ward {2} When this creature enters, target player gets four rad counters. This creature can't be blocked as long as defending player has a rad counter.
Flying As long as it's nighttime, Nightmare Moon gets +2/+2 and has menace. {6}: Transform Nightmare Moon. Anypony may activate this ability or help pay the cost. When they do, they become your friend.
Flying Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
Choose one — • Exile each creature with power greater than the number of cards in your hand. • Exile each creature with power less than the number of cards in your hand.
Flash Other Wolves and Werewolves you control get +1/+1. At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
Kicker {2}{U} and/or {2}{R} When this creature enters, if it was kicked with its {2}{U} kicker, return up to two target nonblack creatures to their owners' hands. When this creature enters, if it was kicked with its {2}{R} kicker, destroy target land.