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Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
Trample When this creature enters, create a 5/5 green Wurm creature token with trample.
Flash When Armaggon enters, destroy up to three target creatures.
When this creature enters, distribute two +1/+1 counters among one or two target creatures you control.
Flying When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.