{1}, Sacrifice this creature: Destroy target artifact or enchantment. Whenever this creature attacks, destroy target artifact or enchantment defending player controls. Nightbound
Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. {1}, {T}: Untap another target creature or land you control.
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
Daybound [+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it. [–3]: Create two 2/2 green Wolf creature tokens.
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
Protection from Werewolves Human creatures you control have "{T}: Add one mana of any of this creature's colors." {4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
(Color indicator: Lord of the Ulvenwald is red and green)
Other Wolves and Werewolves you control get +1/+1. Whenever this creature attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end. 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
Vigilance Adeline's power is equal to the number of creatures you control. Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
If a creature an opponent controls would die, exile it instead. At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed.
Whenever Jerren enters or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token. {2}: Target Human you control gains lifelink until end of turn. At the beginning of your end step, if you have exactly 13 life, you may pay {4}{B}{B}. If you do, transform Jerren.
(Color indicator: Dennick, Pious Apparition is white and blue)
Flying Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. If Dennick would be put into a graveyard from anywhere, exile it instead.
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.