Modified creatures you control have menace. (Equipment, Auras you control, and counters are modifications.)
When Artillery Enthusiast enters the battlefield, you may discard a card. If you do, seek a card with mana value equal to that card's mana value. (To seek a card, put one at random from your library into your hand.)
When Tenacious Pup enters the battlefield, you gain 1 life. When you cast your next creature spell, that creature enters the battlefield with an additional +1/+1 counter, trample counter, and vigilance counter on it.
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on this creature.
When this creature dies, you gain life equal to its power.
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.
Vigilance
Whenever this creature enters or attacks, exile a card from a graveyard.
Spells you cast cost {1} less to cast for each card type they share with cards exiled with this creature.
When this creature enters the battlefield, choose one —
• Another target Wolf or Werewolf you control fights target creature you don't control.
• You get a one-time boon with "When you cast a Wolf or Werewolf spell, it gains 'When this creature enters, it fights up to one target creature you don't control.'"
Trample, haste
Lupine Harbingers enters the battlefield with X +1/+1 counters on it, where X is the number of turns you've begun since it was foretold.
Foretell {4}{G}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Specialize {5}
When Gut, Fanatical Priestess enters, up to one target creature you control fights target creature you don't control. If the creature you don't control would die this turn, exile it instead.
Reach, trample
When this creature enters, choose two —
• Destroy target artifact or enchantment.
• Target player gains 5 life.
• Create a 4/4 green Rhino Warrior creature token.
• Put a shield counter on a creature you control.
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5}
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
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.
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
Creatures you control gain trample until end of turn. (Each of those creature can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
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} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Choose one —
• Burn Down the House deals 5 damage to each creature and each planeswalker.
• Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {R} or {G}.
When this land enters, sacrifice it. When you do, search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
{T}: Add one mana of any color in your commander's color identity.
Total Cards: 99
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