Innistrad: Double Feature

Flourishing Hunter

Flourishing Hunter {4}{G}{G}

Creature - Wolf Spirit
When Flourishing Hunter enters, you gain life equal to the greatest toughness among other creatures you control.
"I would welcome her into my pack with honor."
—Arlinn Kord
6/6
Glorious Sunrise

Glorious Sunrise {3}{G}{G}

Enchantment
At the beginning of combat on your turn, choose one —
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains "{T}: Add {G}{G}{G}" until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
Hamlet Vanguard

Hamlet Vanguard {2}{G}

Creature - Human Warrior
Ward {2}
Hamlet Vanguard enters with two +1/+1 counters on it for each other nontoken Human you control.
1/1
Hiveheart Shaman

Hiveheart Shaman {3}{G}

Creature - Human Shaman
Whenever Hiveheart Shaman attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle.
{5}{G}: Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.
3/5
Hookhand Mariner
Riphook Raider

Hookhand Mariner {3}{G}

Creature - Human Werewolf
Daybound
The local gossips swore Nesmith lost his hands in a fight with a werewolf.
4/4
Card has other part: Riphook Raider
Riphook Raider
Hookhand Mariner

Riphook Raider

Creature - Werewolf
(Color indicator: Riphook Raider is green)
Riphook Raider can't be blocked by creatures with power 2 or less.
Nightbound
They weren't entirely wrong.
6/4
Card has other part: Hookhand Mariner
Howling Moon

Howling Moon {2}{G}

Enchantment
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn.
Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
Howlpack Piper
Wildsong Howler

Howlpack Piper {3}{G}

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 Howlpack Piper. Activate only as a sorcery.
Daybound
2/2
Card has other part: Wildsong Howler
Related card: Ominous Traveler
Wildsong Howler
Howlpack Piper

Wildsong Howler

Creature - Werewolf
(Color indicator: Wildsong Howler is green)
Whenever this creature enters or transforms into Wildsong Howler, look at the top six 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 a random order.
Nightbound
4/4
Card has other part: Howlpack Piper
Related card: Ominous Traveler
Infestation Expert
Infested Werewolf

Infestation Expert {4}{G}

Creature - Human Werewolf
Whenever Infestation Expert enters or attacks, create a 1/1 green Insect creature token.
Daybound
There's only so many times she can take being asked . . .
3/4
Card has other part: Infested Werewolf
Infested Werewolf
Infestation Expert

Infested Werewolf

Creature - Werewolf
(Color indicator: Infested Werewolf is green)
Whenever Infested Werewolf enters or attacks, create two 1/1 green Insect creature tokens.
Nightbound
. . . "What's bugging you?"
4/5
Card has other part: Infestation Expert
Laid to Rest

Laid to Rest {3}{G}

Enchantment
Whenever a Human you control dies, draw a card.
Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.
"We are not here to mourn their loss. We are here to celebrate their lives."
—Vesna, Dawnhart witch
Massive Might

Massive Might {G}

Instant
Target creature gets +2/+2 and gains trample until end of turn.
"Run! It's coming for us! Eventually!"
—Yaster, Havengul shopkeeper
Moldgraf Millipede

Moldgraf Millipede {4}{G}

Creature - Insect Horror
When Moldgraf Millipede enters, mill three cards, then put a +1/+1 counter on Moldgraf Millipede for each creature card in your graveyard.
Between stitchers, cultists, and scavengers, corpses are in high demand.
2/2
Related card: Hinterland Chef
Mulch

Mulch {1}{G}

Sorcery
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
"Tread carefully. You remember what happened in the last quiet, peaceful clearing."
—Halana, to Alena
Nature's Embrace

Nature's Embrace {2}{G}

Enchantment - Aura
Enchant creature or land
As long as enchanted permanent is a creature, it gets +2/+2.
As long as enchanted permanent is a land, it has "{T}: Add two mana of any one color."
Oakshade Stalker
Moonlit Ambusher

Oakshade Stalker {2}{G}

Creature - Human Ranger Werewolf
You may cast Oakshade Stalker as though it had flash if you pay {2} more to cast it.
Daybound
He blends seamlessly into the forest, waiting silently for his prey.
3/3
Card has other part: Moonlit Ambusher
Moonlit Ambusher
Oakshade Stalker

Moonlit Ambusher

Creature - Werewolf
(Color indicator: Moonlit Ambusher is green)
Nightbound
Even when he strikes, the only sound is the snap of jaws through bone.
6/3
Card has other part: Oakshade Stalker
Packsong Pup

Packsong Pup {1}{G}

Creature - Wolf
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on Packsong Pup.
When Packsong Pup dies, you gain life equal to its power.
A wolf pup is always dangerous, because a wolf pup is never alone.
1/1
Reclusive Taxidermist

Reclusive Taxidermist {1}{G}

Creature - Human Druid
Reclusive Taxidermist gets +3/+2 as long as there are four or more creature cards in your graveyard.
{T}: Add one mana of any color.
All druids seek to preserve nature, but some go about it in rather unusual ways.
1/2
Retrieve

Retrieve {2}{G}

Sorcery
Return up to one target creature card and up to one target noncreature permanent card from your graveyard to your hand. Exile Retrieve.
The roots preserved the armor for a hundred years, safeguarding it for a traveler in need.
Rural Recruit

Rural Recruit {3}{G}

Creature - Human Peasant
Training
When Rural Recruit enters, create a 3/1 green Boar creature token.
The Dawnhart survivors welcome recruits of all shapes and sizes.
1/1
Sawblade Slinger

Sawblade Slinger {3}{G}

Creature - Human Archer
When Sawblade Slinger enters, choose up to one —
• Destroy target artifact an opponent controls.
• Sawblade Slinger fights target Zombie an opponent controls.
4/3
Sheltering Boughs

Sheltering Boughs {2}{G}

Enchantment - Aura
Enchant creature
When Sheltering Boughs enters, draw a card.
Enchanted creature gets +1/+3.
"We're not at odds with the woods. How could we be, when we share so many enemies?"
—Marel, Dawnhart witch
Snarling Wolf

Snarling Wolf {G}

Creature - Wolf
{1}{G}: Snarling Wolf gets +2/+2 until end of turn. Activate only once each turn.
"Oh, thank the angels. It's not a werewolf, just a regular wo—"
—Bruno, Ulvenwald guide, last words
1/1