Kessig Naturalist // Lord of the Ulvenwald


Kessig Naturalist Lord of the Ulvenwald

Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Kessig Naturalist{R}{G}


Creature — Human Werewolf


Whenever Kessig Naturalist 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.)


Lord of the Ulvenwald


Creature — Werewolf


Other Wolves and Werewolves you control get +1/+1.
Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)


Uncommon from Innistrad: Midnight Hunt (MID)
Released: 9/24/2021
Illustrated by: Rafael Albuquerque