Magic The Gathering Cards of types 'Human' and 'Werewolf'

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Werewolf Pack Leader
Graveyard Trespasser
Shady Traveler
Lambholt Elder
Tovolar's Huntmaster
Oakshade Stalker
Brutal Cathar
Volatile Arsonist
Instigator Gang
Daybreak Ranger
Hinterland Logger
Ulvenwald Mystics
Burly Breaker
Baneblade Scoundrel
Spellrune Painter
Breakneck Rider
Scorned Villager
Afflicted Deserter
Hookhand Mariner
Kessig Naturalist
Huntmaster of the Fells
Bird Admirer
Fearful Villager
Geier Reach Bandit
Hermit of the Natterknolls
Ill-Tempered Loner
Mayor of Avabruck
Avabruck Caretaker
Tavern Ruffian
Wolfbitten Captive
Hinterland Hermit
Harvesttide Infiltrator
Duskwatch Recruiter
Hanweir Watchkeep
Outland Liberator
Sage of Ancient Lore
Weaver of Blossoms
Child of the Pack
Grizzled Outcasts
Wolfkin Outcast
Kessig Forgemaster
Village Watch
Ballista Watcher
Reckless Waif
Tormented Pariah
Weary Prisoner
Infestation Expert
Gatstaf Shepherd
Convicted Killer
Tireless Hauler
Village Ironsmith
Solitary Hunter
Gatstaf Arsonists
Howlpack Piper
Kruin Outlaw
Suspicious Stowaway
Fangblade Brigand
Villagers of Estwald
Lambholt Pacifist
Hound Tamer
Reckless Stormseeker
Lambholt Raconteur
Village Messenger
Mondronen Shaman
Ulrich of the Krallenhorde
Tovolar, Dire Overlord
Rahilda, Wanted Cutthroat


Werewolf Pack Leader

{G}{G}

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Creature - Human Werewolf
Pack tactics - Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
3/3

Graveyard Trespasser

{2}{B}

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Creature - Human Werewolf
Ward-Discard a card. Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/3

Shady Traveler

{2}{B}

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Creature - Human Werewolf
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/3

Lambholt Elder

{2}{G}

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Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/2

Tovolar's Huntmaster

{4}{G}{G}

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Creature - Human Werewolf
When this creature enters, create two 2/2 green Wolf creature tokens. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
6/6

Oakshade Stalker

{2}{G}

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Creature - Human Ranger Werewolf
You may cast this spell as though it had flash if you pay {2} more to cast it. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/3

Brutal Cathar

{2}{W}

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Creature - Human Soldier Werewolf
Whenever this creature enters or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/2

Volatile Arsonist

{3}{R}{R}

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Creature - Human Werewolf
Menace, haste Whenever this creature attacks, it deals 1 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/4

Instigator Gang

{3}{R}

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Creature - Human Werewolf
Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/3

Daybreak Ranger

{2}{G}

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Creature - Human Archer Ranger Werewolf
{T}: This creature deals 2 damage to target creature with flying. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Hinterland Logger

{1}{G}

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Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/1

Ulvenwald Mystics

{2}{G}{G}

-- no image --
Creature - Human Shaman Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/3

Burly Breaker

{3}{G}{G}

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Creature - Human Werewolf
Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
6/5

Baneblade Scoundrel

{3}{B}

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Creature - Human Rogue Werewolf
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/3

Spellrune Painter

{2}{R}

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Creature - Human Shaman Werewolf
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/3

Breakneck Rider

{1}{R}{R}

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Creature - Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/3

Scorned Villager

{1}{G}

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Creature - Human Werewolf
{T}: Add {G}. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Afflicted Deserter

{3}{R}

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Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Hookhand Mariner

{3}{G}

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Creature - Human Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/4

Kessig Naturalist

{R}{G}

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Creature - Human Werewolf
Whenever this creature attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/2

Huntmaster of the Fells

{2}{R}{G}

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Creature - Human Werewolf
Whenever this creature enters or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Bird Admirer

{2}{G}

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Creature - Human Archer Werewolf
Reach Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
1/4

Fearful Villager

{2}{R}

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Creature - Human Werewolf
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/3

Geier Reach Bandit

{2}{R}

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Creature - Human Rogue Werewolf
Haste At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Hermit of the Natterknolls

{2}{G}

-- no image --
Creature - Human Werewolf
Whenever an opponent casts a spell during your turn, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/3

Ill-Tempered Loner

{2}{R}{R}

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Creature - Human Werewolf
Whenever this creature is dealt damage, it deals that much damage to any target. {1}{R}: This creature gets +2/+0 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/3

Mayor of Avabruck

{1}{G}

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Creature - Human Advisor Werewolf
Other Human creatures you control get +1/+1. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Avabruck Caretaker

{4}{G}{G}

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Creature - Human Werewolf
Hexproof At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/4

Tavern Ruffian

{3}{R}

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Creature - Human Warrior Werewolf
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/5

Wolfbitten Captive

{G}

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Creature - Human Werewolf
{1}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Hinterland Hermit

{1}{R}

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Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/1

Harvesttide Infiltrator

{2}{R}

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Creature - Human Werewolf
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/2

Duskwatch Recruiter

{1}{G}

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Creature - Human Warrior Werewolf
{2}{G}: Look at the top three 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 any order. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Hanweir Watchkeep

{2}{R}

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Creature - Human Warrior Werewolf
Defender At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/5

Outland Liberator

{1}{G}

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Creature - Human Werewolf
{1}, Sacrifice this creature: Destroy target artifact or enchantment. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/2

Sage of Ancient Lore

{4}{G}

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Creature - Human Shaman Werewolf
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When this creature enters, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
X/X

Weaver of Blossoms

{2}{G}

-- no image --
Creature - Human Werewolf
{T}: Add one mana of any color. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/3

Child of the Pack

{2}{R}{G}

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Creature - Human Werewolf
{2}{R}{G}: Create a 2/2 green Wolf creature token. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/5

Grizzled Outcasts

{4}{G}

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Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
4/4

Wolfkin Outcast

{5}{G}

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Creature - Human Werewolf
This spell costs {2} less to cast if you control a Wolf or Werewolf. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
5/4

Kessig Forgemaster

{1}{R}

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Creature - Human Shaman Werewolf
Whenever this creature blocks or becomes blocked by a creature, this creature deals 1 damage to that creature. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/1

Village Watch

{4}{R}

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Creature - Human Werewolf
Haste Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/3

Ballista Watcher

{2}{R}{R}

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Creature - Human Soldier Werewolf
{2}{R}, {T}: This creature deals 1 damage to any target. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/3

Reckless Waif

{R}

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Creature - Human Rogue Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Tormented Pariah

{3}{R}

-- no image --
Creature - Human Warrior Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Weary Prisoner

{3}{R}

-- no image --
Creature - Human Werewolf
Defender Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/6

Infestation Expert

{4}{G}

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Creature - Human Werewolf
Whenever this creature enters or attacks, create a 1/1 green Insect creature token. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/4

Gatstaf Shepherd

{1}{G}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Convicted Killer

{2}{R}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Tireless Hauler

{4}{G}

-- no image --
Creature - Human Werewolf
Vigilance Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
4/5

Village Ironsmith

{1}{R}

-- no image --
Creature - Human Werewolf
First strike At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Solitary Hunter

{3}{G}

-- no image --
Creature - Human Warrior Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/4

Gatstaf Arsonists

{4}{R}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
5/4

Howlpack Piper

{3}{G}

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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 this creature. Activate only as a sorcery. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/2

Kruin Outlaw

{1}{R}{R}

-- no image --
Creature - Human Rogue Werewolf
First strike At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/2

Suspicious Stowaway

{1}{U}

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Creature - Human Rogue Werewolf
This creature can't be blocked. Whenever this creature deals combat damage to a player, draw a card, then discard a card. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
1/1

Fangblade Brigand

{3}{R}

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Creature - Human Werewolf
{1}{R}: This creature gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/4

Villagers of Estwald

{2}{G}

-- no image --
Creature - Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
2/3

Lambholt Pacifist

{1}{G}

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Creature - Human Shaman Werewolf
This creature can't attack unless you control a creature with power 4 or greater. At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/3

Hound Tamer

{2}{G}

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Creature - Human Werewolf
Trample {3}{G}: Put a +1/+1 counter on target creature. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
3/3

Reckless Stormseeker

{2}{R}

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Creature - Human Werewolf
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/3

Lambholt Raconteur

{3}{R}

-- no image --
Creature - Human Werewolf
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/4

Village Messenger

{R}

-- no image --
Creature - Human Werewolf
Haste At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
1/1

Mondronen Shaman

{3}{R}

-- no image --
Creature - Human Shaman Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
3/2

Ulrich of the Krallenhorde

{3}{R}{G}

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Legendary Creature - Human Werewolf
Whenever this creature enters or transforms into Ulrich of the Krallenhorde, target creature gets +4/+4 until end of turn. At the beginning of each upkeep, if no spells were cast last turn, transform Ulrich of the Krallenhorde.
4/4

Tovolar, Dire Overlord

{1}{R}{G}

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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

Rahilda, Wanted Cutthroat

{1}{R}

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Legendary Creature - Human Werewolf
First strike When Rahilda, Wanted Cutthroat deals combat damage to a player, exile a nonland card from their library at random. During any turn you attacked with a Wolf or Werewolf, you may cast that card and you may spend mana as though it were mana of any color to cast that spell. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2/2