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
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control. Daybound
(Color indicator: Tovolar, the Midnight Scourge is red and green)
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. {X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn. Nightbound
When this creature enters, put a +1/+1 counter on target creature you control. {4}, {T}: Draw a card. This ability costs {1} less to activate for each modified creature you control.
Until end of turn, target creature gets +4/+4 and gains trample, wither, and "When this creature attacks, target creature blocks it this turn if able."
{8}, {T}: This artifact deals 12 damage to target creature.
The ur-golems concealed one of their towers out of fear that its power would be abused, and in anticipation of a time when its power would be sorely needed.
The ur-golem etchings begin by celebrating Mirrodin's creator, a golem of almost limitless power. They end by cursing its protector, a being called Memnarch.
When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life.