Innistrad: Midnight Hunt

Teferi, Who Slows the Sunset

Teferi, Who Slows the Sunset {2}{W}{U}

Legendary Planeswalker - Teferi
[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
[–2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
[–7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
Loyalty:
4
Tovolar, Dire Overlord
Tovolar, the Midnight Scourge

Tovolar, Dire Overlord {1}{R}{G}

Legendary Creature - Human Werewolf
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
3/3
Card has other part: Tovolar, the Midnight Scourge
Related card: Ominous Traveler
Tovolar, the Midnight Scourge
Tovolar, Dire Overlord

Tovolar, the Midnight Scourge

Legendary Creature - Werewolf
(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
4/4
Card has other part: Tovolar, Dire Overlord
Related card: Ominous Traveler
Unnatural Moonrise

Unnatural Moonrise {R}{G}

Sorcery
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Flashback {2}{R}{G}
Vadrik, Astral Archmage

Vadrik, Astral Archmage {1}{U}{R}

Legendary Creature - Human Wizard
If it's neither day nor night, it becomes day as Vadrik enters.
Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power.
Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
1/2
Vampire Socialite

Vampire Socialite {B}{R}

Creature - Vampire Noble
Menace
When this creature enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.
As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.
2/2
Related card: Ominous Traveler
Wake to Slaughter

Wake to Slaughter {3}{B}{R}

Sorcery
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.
Flashback {4}{B}{R}
Winterthorn Blessing

Winterthorn Blessing {G}{U}

Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step.
Flashback {1}{G}{U}
The Celestus

The Celestus {3}

Legendary Artifact
If it's neither day nor night, it becomes day as The Celestus enters.
{T}: Add one mana of any color.
{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
Crossroads Candleguide

Crossroads Candleguide {4}

Artifact Creature - Scarecrow
When this creature enters, exile up to one target card from a graveyard.
{2}: Add one mana of any color.
Do the candleguides' heads turn to follow you as you pass, or is it merely a trick of the flickering light?
3/4
Jack-o'-Lantern

Jack-o'-Lantern {1}

Artifact
{1}, {T}, Sacrifice this artifact: Exile up to one target card from a graveyard. Draw a card.
{1}, Exile this card from your graveyard: Add one mana of any color.
By the end of the festival, it was the only thing still grinning.
Moonsilver Key

Moonsilver Key {2}

Artifact
{1}, {T}, Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
To restore the day-night balance, the Celestus mechanism's Sungold Lock must be reunited with its long-lost key.
Mystic Skull
Mystic Monstrosity

Mystic Skull {2}

Artifact
{1}, {T}: Add one mana of any color.
{5}, {T}: Transform this artifact.
It waited on the barn wall for decades, forgotten, looking for the perfect opportunity.
Card has other part: Mystic Monstrosity
Mystic Monstrosity
Mystic Skull

Mystic Monstrosity

Artifact Creature - Construct
Lands you control have "{T}: Add one mana of any color."
Under the light of an unnatural moon, it walked out on legs of straw with joints of hinges ripped from the barn doors.
5/6
Card has other part: Mystic Skull
Pithing Needle

Pithing Needle {1}

Artifact
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Occasionally a skaab remembers too much of its former life. Luckily, there's an easy cure.
Silver Bolt

Silver Bolt {1}

Artifact
{3}, {T}, Sacrifice this artifact: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
"When a werewolf charges, you'll only have time for one shot. Best make it count."
—Captain Eberheart
Stuffed Bear

Stuffed Bear {2}

Artifact
{2}: This artifact becomes a 4/4 green Bear artifact creature until end of turn.
It takes a taxidermist of unusual skill to cleanly stuff and mount a beast without severing its primal, predatory drive.
Related card: Big Spender
Deserted Beach

Deserted Beach

Land
This land enters tapped unless you control two or more other lands.
{T}: Add {W} or {U}.
Drownyard floods and unnatural frost made the once peaceful boardwalk deceptively treacherous.
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"Stensia blazes with new heat. Nephalia's tides are chaotic. And everywhere, this unnatural frost. The land is sending a warning."
—Katilda, Dawnhart Prime
Field of Ruin

Field of Ruin

Land
{T}: Add {C}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Related card: Boseiju Pathlighter
Haunted Ridge

Haunted Ridge

Land
This land enters tapped unless you control two or more other lands.
{T}: Add {B} or {R}.
Swirling eddies of ash hide crumbling cliffs, treacherous drops, and the slavering maws of unknown evils.
Hostile Hostel
Creeping Inn

Hostile Hostel

Land
{T}: Add {C}.
{1}, {T}, Sacrifice a creature: Put a soul counter on this land. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery.
Card has other part: Creeping Inn
Creeping Inn
Hostile Hostel

Creeping Inn

Artifact Creature - Horror Construct
(Color indicator: Creeping Inn is black)
Whenever this creature attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with this creature.
{4}: This creature phases out.
3/7
Card has other part: Hostile Hostel
Overgrown Farmland

Overgrown Farmland

Land
This land enters tapped unless you control two or more other lands.
{T}: Add {G} or {W}.
A few weed-choked gourd patches are all that remain of the proud, thriving farms that once blanketed the province.
Rockfall Vale

Rockfall Vale

Land
This land enters tapped unless you control two or more other lands.
{T}: Add {R} or {G}.
Cries of panic echo along Kessig's narrow ravines as howlpacks herd their prey.