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Kessig Naturalist // Lord of the Ulvenwald [Innistrad: Midnight Hunt]

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Kessig Naturalist // Lord of the Ulvenwald [Innistrad: Midnight Hunt]

Set: Innistrad: Midnight Hunt
Type: Creature β€” Human Werewolf
Rarity: Uncommon
Cost: {R}{G}
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.)
β€œFar from home, little one? I know the feeling.”
Reverse Type: Creature β€” 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.)
Set: Innistrad: Midnight Hunt
Type: Creature β€” Human Werewolf
Rarity: Uncommon
Cost: {R}{G}
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.)
β€œFar from home, little one? I know the feeling.”
Reverse Type: Creature β€” 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.)
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Kessig Naturalist // Lord of the Ulvenwald [Innistrad: Midnight Hunt]β€”

$0.55

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Description

Set: Innistrad: Midnight Hunt
Type: Creature β€” Human Werewolf
Rarity: Uncommon
Cost: {R}{G}
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.)
β€œFar from home, little one? I know the feeling.”
Reverse Type: Creature β€” 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.)