9 Best MTG Werewolves (Helpful Guide)


Werewolves have been coming back stronger than ever in MTG lately, particularly with the release of the Innistrad block. They’re trendy in tribal decks and have been around for quite some time. With the new nightbound and daybound mechanic of Midnight Hunt, they transform from relatively innocuous creatures during the day into formidable foes at night.

The best MTG werewolves are Tovolar Dire Overlord, Huntmaster of the Fells, Arlinn the Pack’s Hope, Werewolf Pack Leader, and Sage of Ancient Lore. Others are Infestation Expert, Suspicious Stowaway, Kessig Naturalist, Weaver of Blossoms, and Kessig Forgemaster. Most are red/green or red or green.

Werewolves have never been more fun to play, and there are some genuinely brilliant new ones to boost your lycanthropes. Check them out below!

1. Tovolar, Dire Overlord

On its daybound side, Tovolar, Dire Overlord is a 3/3 rare legendary creature of the type human werewolf.

It costs one colorless, one red, and one green mana to cast and says: whenever a Werewolf or Wolf you control deals combat damage to a player, you draw a card. It also says that it becomes night if you control three or more Wolves and/or Werewolves at the beginning of your upkeep.

The significance of this is that at night it becomes Tovolar, the Midnight Scourge, a 4/4 creature that still allows you to draw a card whenever a Wolf or Werewolf deals combat damage to a creature.

It also says for X colorless, one green, and one red mana, a target Werewolf or Wolf you control gets +X/0 and gains trample until end of turn. Nice!

2. Huntmaster Of The Fells

Huntmaster Of The Fells is a mythic rare that can also transform.

It costs two colorless, one red and one green to play, and is a 2/3 Human Werewolf creature when it’s day. Whenever it enters the battlefield or transforms into Huntmaster of the Fells, you create a 2/2 green Wolf creature token and gain two life.

At night it turns into the 4/4 Werewolf creature, Ravager of the Fells, and has trample. When it transforms into Ravager of the Fells, it deals two damage to up to one target creature that player controls and two damage to target opponent.

This card rewards you for switching between day and night because doing so activates powerful abilities in both forms. If your opponent casts multiple spells while it’s in Ravager form, you get to transform it to the Huntmaster to gain two life and make a 2/2 Wolf creature token.

It’s no surprise that it has a five-star rating in the MTG Community.

2. Arlinn, The Pack’s Hope

Arlinn is a mythic rare, legendary planeswalker that uses the daybound/nightbound mechanic.

On its daybound side, when you add a counter, it says until your next turn, you may cast creature spells as though they had flash, and creatures you control enter the battlefield with an additional +1/+1 counter.

You can also remove three counters to create two 2/2 green Wolf creature tokens. On its nightbound side, it becomes Arlinn, the Moon’s Fury, and is still a planeswalker.

You can add two counters to get a red and a green mana, and for 0 counters, it can become a 5/5 Werewolf creature with trample, indestructible, and haste.

3. Werewolf Pack Leader

This card is guaranteed to feature in a werewolf tribal deck.

It costs two green to cast and is a 3/3 human werewolf creature. It has pack tactics which means whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power six or greater this combat, draw a card.

You can also pay three colorless and a green to give it base power and toughness of 5/3, and trample, and it is no longer human, until end of turn.

4. Kessig Naturalist

Kessig Naturalist, daybound, costs a red and a green to cast and is a 2/2 human werewolf creature that lets you add a red or a green mana whenever it attacks. Until end of turn, you don’t lose this mana as steps and phases end.

On its nightbound side, it is Lord of the Ulvenwald and gives other Werewolves and Wolves you control +1/+1. Whenever it attacks, you also add a green or red mana.

5. Infestation Expert

Infestation Expert is a 3/4 human werewolf that costs four colorless and a green.

You create a 1/1 green Insect creature token whenever it enters the battlefield or attacks.

On its nightbound side, it becomes Infested Werewolf, a green 4/5 werewolf creature that lets you add two 1/1 green Insect creature tokens when it enters the battlefield or attacks.

6. Suspicious Stowaway

This blue 1/1 Human Rogue Werewolf looks relatively innocuous on its daybound side.

It costs one and a blue to cast and can’t be blocked. Whenever it does combat damage to a player, you draw a card then discard a card. Players find it surprisingly useful in many decks, not just werewolves.

On its nightbound side, it becomes the green Seafaring Werewolf, a 2/1 creature that cannot be blocked. When Seafaring Werewolf deals combat damage to a player, you draw a card without discarding one.

This card has a five-star rating within the MTG Community and is a rare.

7. Sage Of Ancient Lore

This one is a rare human shaman werewolf that costs four colorless and one green mana to cast.

Its toughness and power are each equal to the number of cards in your hand. When it enters the battlefield, you draw a card.

It transforms into Werewolf of Ancient Hunger with vigilance and trample. Its power and toughness are now equal to the total number of cards in all players’ hands!

If other cards in your deck help you draw cards, for instance, Seafaring Werewolf, or your opponent has a lot of cards in their hand, this werewolf can become a 14/14 or even larger! And it has trample to boot.

Some spells say, “You have no maximum hand size”, or “Each player puts their library into their hand.” Sage of Ancient Lore can become huge if this happens!

8. Weaver of Blossoms

On its daybound side, this card is Weaver of Blossoms, a 2/3 human werewolf creature that adds one mana of any color if you tap it, so it’s a pretty tough mana fixer and a mana dork. It costs two colorless and one green to cast, so it isn’t the cheapest ramp card out there, but it has extra virtues.

When nightbound, it becomes a 3/4 werewolf creature that, when you tap it, adds two mana of any one color. Now we’re talking! No wonder the MTG Community has given this card a five-star rating!

9. Kessig Forgemaster

Kessig Forgemaster is a 2/1 human shaman werewolf creature that costs one colorless and one red to cast. Whenever the Kessig blocks or becomes blocked by a creature, it deals one damage to that creature. Pretty neat! It’s excellent in the early game.

It transforms into Flameheart Werewolf, a red 3/2 werewolf creature that deals two damage to a creature that it blocks or that blocks it. This means it can kill a creature with a toughness of five. It also means there’s no point in blocking it with a creature whose toughness is only two – goodbye chump blocker!

Although Werewolf isn’t a tribe that is often spoken about when it comes to the most competitive of Magic The Gathering decks, it does show up from time to time in competitive formats.

One of my favorite deck techs on a Werewolve tribal deck was a deck built for Magic’s Legacy format called “Imperial Blood Wolf”.

You can check out the deck tech for yourself if you are looking for more Werewolve themed ideas by watching the video below!

Nicholas Lloyd

Hi, I'm Nick, a professional writer living in Japan, and have been a part of the Trading Card Game community for over 20 years. I share tips, answer questions, and anything else I can do to help more people enjoy this wonderful cardboard hobby.

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