Last updated on January 6, 2026

Huntmaster of the Fells and Ravager of the Fells - Illustrations by Magali Villeneuve

Huntmaster of the Fells and Ravager of the Fells | Illustrations by Magali Villeneuve

Magic: The Gathering has always had a lot of flavorful mechanics. Wizards of the Coast loves using the rules of cards to make our game pieces really feel like what they’re supposed to represent. Equipment and vehicles are prime examples of MTG mechanics that just make intuitive sense – you can imagine your creature picking up a sword or piloting a vehicle.

These are usually “top-down” mechanics, where the gameplay was designed specifically to emulate the real concept. One of the most conceptually impressive top-down designs, though, is an entire creature type: the werewolf.

Werewolves are one of Magic’s most effective uses of transforming double-faced cards. You can’t really do werewolf cards without capturing the most important part: transformation. Magic’s werewolves transform back and forth from their lycanthropic forms using the front and back of the card. The art and mechanics of each work together to convey the idea that these are the same creatures, undergoing a horrifying transformation into monsters on the battlefield right before our eyes. They’ve become a beloved typal strategy for players that want to build up their pack and become the alpha of their Commander table.

What’s that? Oh, the full moon looks beautiful tonight….

Table of Contents show

What are Werewolves in MTG?

Hollowhenge Huntmaster - Illustration by Heonhwa Choe

Hollowhenge Huntmaster | Illustration by Heonhwa Choe

Werewolf cards are creatures with the subtype “werewolf.” They’re usually a “human werewolf” on the front side and lose the human creature type when they transform. These are transforming double-faced cards that emulate the flavor of a human turning into a werewolf at nightfall on the plane of Innistrad, Magic’s gothic horror plane, an unsettling place where vampires, spirits, zombies, and werewolves own the night.

Most werewolves are found in the Gruul () color identity, with the vast majority being red creatures or green creatures, though there are a few werewolves in other colors.

Many of them transform into werewolves when a player casts no spells during their turn and transform back into the human side when a player casts two or more spells during their turn. This concept was shorthanded to the “daybound” and “nightbound” mechanic for Innistrad: Midnight Hunt and Innistrad: Crimson Vow.

Note that since I focus on the werewolf creature type, the transforming planeswalker cards Arlinn Kord / Arlinn, Embraced by the Moon and Arlinn, the Pack's Hope / Arlinn, the Moon's Fury aren’t on the list.

#31. Spellrune Painter / Spellrune Howler

I like Spellrune Painter / Spellrune Howler theoretically. Unfortunately, this prowess-lite ability doesn’t mesh well with other werewolf-related strategies, and it’s overcosted for the spellslinger style decks it seems designed for. It doesn’t really have a home, but it’s not a bad card.

#30. Weaver of Blossoms / Blossom-Clad Werewolf

Weaver of Blossoms is definitely overcosted for a mana dork. Transform it into Blossom-Clad Werewolf quickly if you can. Ultimately, being a mana dork with the werewolf creature type is enough for a typal deck.

#29. Wolfbitten Captive / Krallenhorde Killer

Wolfbitten Captive / Krallenhorde Killer isn’t a great 1-drop, but later in the game it can contribute more than its mana cost would indicate. Turning your 1-drop into a 6/6 definitely has its uses, and your opponents might think twice about attacking into these creatures when you’ve got the mana open.

#28. Reckless Waif / Merciless Predator

Doing its best Delver of Secrets impression makes Reckless Waif / Merciless Predator worth mentioning. I don’t think this card is particularly good, but I think it has a home in a werewolf typal deck.

#27. Lambholt Elder / Silverpelt Werewolf

Lambholt Elder is a bad card. If you can transform it quickly into Silverpelt Werewolf, it’ll be an above-rate card-generating beater, which is a great card. Transforming it normally is probably too slow, so I’d recommend trying to flip it manually, like with Tovolar, Dire Overlord.

#26. Ulrich of the Krallenhorde / Ulrich, Uncontested Alpha

Ultimately, I think both sides of Ulrich of the Krallenhorde/Ulrich, Uncontested Alpha are a bit too slow. You’ll want to make sure it transforms to remove a creature as fast as possible, because the front side doesn’t give you a lot of value for the 5-mana investment.

#25. Kessig Forgemaster / Flameheart Werewolf

Likely filling out the 2-mana slot for a werewolf typal deck, Kessig Forgemaster  / Flameheart Werewolf can be annoying to block. Not especially splashy, but a 2-drop with a relevant creature type is hard to be mad at.

#24. Village Messenger / Moonrise Intruder

Village Messenger / Moonrise Intruder is another cheap and aggressive werewolf. There aren’t a ton of 1-mana werewolves, so this can help fill out the lower end of your werewolf typal mana curve.

#23. Geier Reach Bandit / Vildin-Pack Alpha

Geier Reach Bandit / Vildin-Pack Alpha seems good at first glance, but unfortunately that ability on Vildin-Pack Alpha doesn’t work at all with the daybound/nightbound werewolves. Those creatures are only able to transform relative to the day and night cycle. Unfortunately, that means this doesn’t work with most of the cards you’d be including in a werewolf typal deck, so Geier Reach Bandit doesn’t really have a place. If you want to work around the older werewolves exclusively, this is the perfect card for the job.

#22. Hound Tamer / Untamed Pup

Hound Tamer’s activated ability is expensive. You’ll want to get Untamed Pup on the battlefield for that trample-granting ability as fast as you can. Trample is great for werewolf typal, since Tovolar, Dire Overlord wants combat damage.

#21. Scorned Villager / Moonscarred Werewolf

Scorned Villager isn’t a particularly special mana dork, but it can get a lot done if you can transform it into Moonscarred Werewolf. The werewolf has vigilance, so it can attack and then tap for mana afterwards.

#20. Kruin Outlaw / Terror of Kruin Pass

I don’t see this accomplishing a ton today, but Kruin Outlaw / Terror of Kruin Pass is a total beatdown in the Limited and Standard environments of yesteryear. If you’ve got enough werewolves, they might not be able to block enough to survive.

#19. Hermit of the Natterknolls / Lone Wolf of the Natterknolls

I could see Hermit of the Natterknolls / Lone Wolf of the Natterknolls being a solid inclusion alongside a green commander at higher-powered tables with lots of interaction. The back half of this can draw some serious cards if an opponent tries to stop you from doing some sort of combo.

#18. Volatile Arsonist / Dire-Strain Anarchist

Volatile Arsonist / Dire-Strain Anarchist has some great keywords. The attack trigger is especially nice on the back half; hopefully you can at least shoot down a creature with 2 direct damage. I don’t know if it’s great at 5 mana, but once it’s on the battlefield there’s little chance you’ll regret it.

#17. Sage of Ancient Lore / Werewolf of Ancient Hunger

Sage of Ancient Lore means very little to me, but Werewolf of Ancient Hunger can be absolutely huge in Commander. Counting the cards in every player’s hand could easily leave this with 20 or more power. I love that it comes with trample by default, too. You’ll want this to transform quickly and stay that way.

#16. Duskwatch Recruiter / Krallenhorde Howler

Both sides of this 2-drop are pretty solid. Duskwatch Recruiter can find more creatures and Krallenhorde Howler can help you cast them. Not a bad deal for one of our cheaper werewolves.

#15. Ill-Tempered Loner / Howlpack Avenger

I don’t mind a Stuffy Doll style effect. Four mana is steep for Ill-Tempered Loner / Howlpack Avenger, but once this fierce werewolf starts scrapping in combat, that extra damage can make it worthwhile. Howlpack Avenger is even better and can unload an obscene amount of damage in combat if your pack finds itself blocked.

#14. Vincent Valentine/ Galian Beast

Vincent Valentine Galian Beast

Vincent Valentine is a hungry for a feast of opposing souls and turns your removal and edicts into pumps. The easily controlled transformation into Galian Beast means you'll gain chunks of life and have an even easier time being hard to get rid of.

#13. Kessig Naturalist / Lord of the Ulvenwald

Cheap creatures that generate mana are almost always decent, so Kessig Naturalist is a solid little Gruul card. The aptly named werewolf lord Lord of the Ulvenwald is what solidifies this card as a lock for any werewolf typal strategy, though.

#12. Suspicious Stowaway / Seafaring Werewolf

The lone blue creature among werewolves, Suspicious Stowaway by itself is just a nice evasive value creature. Get it transformed into Seafaring Werewolf, though, and it’s… still a nice evasive value creature. Drawing cards and getting 1 or 2 guaranteed chip damage doesn’t exactly sound like a “werewolf” plan, though. If you need card advantage and cheap evasive attackers, this might be the only werewolf for you.

#11. Reckless Stormseeker / Storm-Charged Slasher

When it comes to aggressive 3-drops, Reckless Stormseeker is pretty great. It can give itself the boost when it comes down, and every turn it can give your new attacker haste. Storm-Charged Slasher is, of course, even stronger. This can fit in any aggressive deck, especially ones that play larger creatures that you’d want to give haste.

#10. Mayor of Avabruck / Howlpack Alpha

Mayor of Avabruck is a decent little lord for humans, Howlpack Alpha is a win condition for a werewolf deck. Consistently making little 2/2s that it buffs into 3/3s is a strong token generation ability.

#9. Huntmaster of the Fells / Ravager of the Fells

Huntmaster of the Fells brings two bodies to the battlefield. Transforming it into Ravager of the Fells can remove creatures. Transforming it back gives you another body. All of this is obvious, but it’s the fact that it’s all on one card that makes this impressive. You’re bound to get a lot of pure value from this card.

#8. Tovolar’s Huntmaster / Tovolar’s Packleader

This green werewolf is going to make a lot of tokens. No matter which side it enters on, it’s going to bring plenty of value. Tovolar's Huntmaster is already on-rate plus two more bodies, but Tovolar's Packleader making the tokens on attack is insane. Plus, that fight effect can act as solid creature removal. This card does everything it needs to and then some.

#7. Graveyard Trespasser / Graveyard Glutton

One of a few black creatures among werewolves, Graveyard Trespasser is an effective threat and solid graveyard hate effect. It’s seen a good amount of play in Pioneer midrange decks. Graveyard Glutton isn’t much more powerful, but you can treat the transformation as a cherry on top.

#6. Howlpack Piper / Wildsong Howler

Howlpack Piper is a really unique werewolf. This wants to cheat out creatures, especially its werewolf packmates. In the mid-late game of Commander, you can easily cheat the mana costs of a few powerful werewolves in a single turn. Wildsong Howler helps you find more creatures for the front side, too.

#5. Werewolf Pack Leader

Werewolf Pack Leader

One of the few non-transforming werewolves in Magic, Werewolf Pack Leader is a ravenously aggressive 2-drop green creature. With 3 power by itself, that pack tactics ability isn’t hard to trigger. If you need something aggressive to do with your mana later, this has you covered.

#4. Brutal Cathar / Moonrage Brute

Brutal Cathar is one of the best versions of an Oblivion Ring effect we have on a creature. Even if it never transforms into Moonrage Brute, it’s still a completely functional temporary exile. It has the potential to snag multiple creatures too, if it gets to transform. It saw a decent amount of play in Standard, and it still shows up from time to time in Pioneer.

#3. Outland Liberator / Frenzied Trapbreaker

These creature Disenchants are always pretty solid, and Outland Liberator is no exception. I’m fine with this even when it doesn’t transform. If you can get an attack trigger out of Frenzied Trapbreaker, it’s even better!

#2. Avabruck Caretaker / Hollowhenge Huntmaster

One of the strongest werewolves in Limited history, Avabruck Caretaker / Hollowhenge Huntmaster is just difficult to contend with on the battlefield. Once it’s transformed, you’ll be building up a fierce board full of creatures that are hard to remove. You’ll have to watch out for board wipes, but otherwise your opponents will have a hard time handling your pack.

#1. Tovolar, Dire Overlord / Tovolar, the Midnight Scourge

Making every one of your werewolves draw cards on whenever they deal combat damage to a player means that Tovolar, Dire Overlord / Tovolar, the Midnight Scourge is one of the most popular werewolf commanders. It can keep your hand full while you put the beatdown on your opponents.

Triggering that second ability is important, too. Transforming your entire board of human werewolves is one of the most powerful things this ferocious creature type is capable of. Imagine if Avabruck Caretaker became Hollowhenge Huntmaster every turn, no matter how the players have been managing the day/night cycle.

Best Werewolf Payoffs

If you want your werewolves to be the pack to conquer the Ulvenwald, you’ll need more than numbers.

It only makes sense that your allies in these woods are the wolves. Hollowhenge Overlord has the potential to exponentially grow your pack over several turns. This is the kind of effect that can really take over a game if left unchecked.

Immerwolf is a canine that you’ll want on your side, too. As long as you control it, your werewolves maintain their more powerful transformed state.

If you need a defensive boost, Spirit of the Hunt or Ulrich's Kindred can watch over you. Silverfur Partisan can make your opponents think twice about targeting your creatures with removal.

Nightpack Ambusher is another powerful lord and token generator. Packsong Pup can grow quite ferocious if it sticks around over a long game.

Arlinn, Voice of the Pack

I’ll mention Arlinn, Voice of the Pack here, too, because making wolves every turn and buffing the ones that enter makes this green planeswalker worth considering.

If wolves are your allies in the forest, the watchful eye above your pack is the moon. Full Moon's Rise provides a small offensive boost and can save the whole pack from a board wipe. I like that Howlpack Resurgence can be used as a combat trick and that trample can help with triggering Tovolar, Dire Overlord.

Howling Moon has the potential to hugely expand your board as your opponents cast spells, with a nice combat buff to boot.

Moonlight Hunt makes for a great piece of werewolf-focused removal.  

The Celestus helps you take advantage of the day and night cycle, which you’ll be involved with anyway. Into the Night and Unnatural Moonrise can quickly transform your team, too.

Do Werewolves Count as Wolves in MTG?

No, werewolves don’t count as wolves in MTG. “Wolf” is its own separate creature type. That’s why cards like Tovolar, Dire Overlord specify “wolves or werewolves,” for example. They’re designed to work well together, but they aren’t the same.

Wrap Up

Graveyard Trespasser - Illustration by Chris Rallis

Graveyard Trespasser | Illustration by Chris Rallis

Under the light of the full moon, take your true form as a werewolf typal player. Assemble your pack, transform them, and attack ferociously. I hope you enjoy flipping Magic cards around in their sleeves.

What’s your favorite werewolf? Do you prefer daybound werewolves or the old style? Maybe you’re more of a vampire person? Let us know in the comments or over on the Draftsim Discord.

Thanks for reading, keep away from the full moon, and stay safe!

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1 Comment

  • Image
    Michael The Archangel June 27, 2023 4:50 pm

    Reckless stormseeker is a must have for werewolf decks, I always pack 4 of those guys,

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