Last updated on December 11, 2024

Arlinn, the Pack's Hope and Arlinn, the Moon's Fury | Illustrations by Anna Steinbauer
Midnight Huntโs release brought two new keywords for players to enjoy and debate the rules over: daybound and nightbound.
Even though there have been some werewolves outside of Innistrad, theyโre most recognizable in the planeโs transforming dual-faced cards. Those who were around for the first Innistrad block remember how incredibly confusing it was to play them. Sometimes youโd end up with a battlefield where half of your cards transformed and half not. It was tiring having to constantly keep track of what needed to transform and what didnโt.
The day-and-night mechanic was supposed to simplify this confusion, but ended up muddying the waters even further, to the point where Mark Rosewater has named it one of the worst MTG mechanics of all time.
This is all well and good, but what even is daybound and nightbound? How does day and night work with transforming? Iโm so glad you asked.
How Does Daybound/Nightbound Work?

Wedding Crasher | Illustration by Alexander Mokhov
Itโs neither day nor night when the game starts. It becomes day whenever a card with โdayboundโ enters the battlefield. It also becomes day if a card like Gavony Dawnguard explicitly states that it happens.
The day and night conditions care about how many spells the active player cast during the previous turn.
- It becomes night next turn if a player doesnโt cast any spells on their turn.
- It becomes day next turn if a player casts at least two spells on their turn.
If youโre still confused, let me put it a bit more clearly. As long as a card has applied the day/night cycle in the current game, you need to do the following check as soon as the next turn starts:
- If itโs Day: If the last turnโs player didnโt play any spells, it becomes night.
- If itโs Night: If last turnโs player played two or more spells, it becomes day.
Hopefully this made it a bit clearer.
When it comes to actually transforming your daybound/nightbound permanents, itโs incredibly simple. The daybound side is the โuntransformedโ human side, and this is up during the day. The โtransformedโ werewolf face is the nightbound side that roams around when itโs night.
A Brief History of Daybound and Nightbound
The Original Transform Mechanic
The first Innistrad werewolves didnโt have the daybound/nightbound keywords. They had two main rules that were present on all werewolves instead; the rule on the human side was that the card transformed at the start of your turn if no spells were played during the last turn; the werewolf rule said that it transformed back if two or more spells were played last turn.
The original transform mechanic applied to each werewolf individually, so you could end up with a field where half of your werewolves were transformed while half were still human. It also checked for any spells that were played, not just spells from the active player. This meant that any spell (say, from your opponent) could stop a transformation in its tracks.
This could very quickly spiral into a confusing board state. You had to keep track of what got played on each turn and you had to check which cards were supposed to transform at the start of each new turn. And clearly the people at Wizards noticed how this could get confusing.
Enter Daybound and Nightbound
Daybound and nightbound debuted with the release of Midnight Hunt in September 2021. Some of the first cards that we saw spoiled with the mechanic were Arlinn, the Pack's Hope and Tovolar, Dire Overlord, two impressive cards if you ask me.
But WotC planted the seeds for this a long time ago. One of the things that drew the most attention when the original Innistrad set released were the new transforming cards. Werewolves werenโt the only transforming cards (anyone whoโs played against Delver of Secrets can attest to that), but they were definitely the highlight of the mechanic.
These kinds of werewolves appeared again in the Shadows Over Innistrad block in 2016. The ruling around their transformations remained the same. That brings us back to Midnight Hunt and the new day/night cycle. Even though the original transformation mechanic wasnโt exactly the same as the new daybound/nightbound mechanic, itโs the foundation on which it was built.
Some Clarifications on Daybound/Nightbound


You Canโt Cast an End Step Instant to Prevent It
One of the main differences between this new condition and the way werewolves transformed before is that now you only care about what players play on their own turns. Iโve had a lot of situations where I chose not to cast any spells during my turn so I could transform my werewolves, only to have an opponent cast some instant like Opt to prevent it. It was a valid strategy to do nothing, but it was also extremely boring.
Youโre now protected with the new day and night mechanics. Youโll still curse under your breath every time your opponent casts the second spell on their turn, but itโs not as bad.
Entering the Battlefield at Night
I took it upon myself to build a werewolf deck as soon as Midnight Hunt released. I hadnโt really read up on this new mechanic so I was surprised that casting my werewolves at night had them enter the battlefield transformed.
Any daybound/nightbound card you play at night enters on its nightbound face. And with cards like Village Reavers on the board, having a bunch of werewolves come into play already transformed is particularly exciting.
When Does the Cycle End?
The day-night cycle doesn't end. Once a card triggers the day and night cycle to start it goes on until the game ends. The only way to end it is by ending the game.
One thing about this new mechanic that brings a fundamental change to the way a lot of cards (especially werewolves) are played is that the day and night conditions affect all creatures on the battlefield. You wonโt have a handful of transformed werewolves and a handful of non-transformed humans on your field anymore and keeping track of what does and doesnโt transform is way easier. At least, as far as the werewolves that actually have the daybound/nightbound text written on them.
Is Day Night a Trigger in MTG?
No, the day night cycle does not use the stack. The status changes as soon as a new turn begins, before any player has been given priority. However, any abilities as a result of the change will occur at the next available point, which is the upkeep step.
Does the Nightbound Side of a Creature Trigger ETBs If Itโs Night?

Spellrune Howler | Illustration by Lucas Graciano
If itโs night and you cast a daybound/nightbound creature, it enters the battlefield on its nightbound side. So any ETB effects that side of the card has definitely trigger. It also triggers ETB effects of other permanents already on the battlefield. The only abilities that donโt trigger because of this are any ETBs the card has on its daybound face.
Whatโs the Mana Value of a Nightbound Card?
The mana value of a nightbound card is the mana value on its front face โ same as it was with the old werewolves. So your Tovolar, the Midnight Scourge doesnโt die to a Bloodchief's Thirst unless it was kicked.
Can You Transform Daybound/Nightbound Cards a Different Way?
No, you canโt transform daybound/nightbound cards any other way. The idea behind this mechanic is that only the day and night cycle triggers transformations. Any other cards that transformed werewolves will still work on older werewolves, but none of the daybound/nightbound ones. As an avid fan of Moonmist, this makes me pretty sad.
Does Immerwolf Prevent Nightbound Cards from Transforming?
Immerwolf works specifically with werewolves and not just nightbound cards but yes, this good wolf prevents your werewolves from transforming back when itโs day. The rules regarding daybound/nightbound state that the cards canโt transform any other way. Immerwolf just says that your non-human werewolves canโt transform at all. This ruling blocks the effect of daybound.
Are the Old Innistrad Werewolves Errata'd to Use Day/Night?
I think that this was a bad choice but no, old werewolves were not errata'd to work with the new mechanic. MaRo himself has said that he supported the idea of updating the old cards but it was eventually rejected.
I totally oppose the idea of not applying an errata to the old werewolves. With Commander being one of the most played formats in current Magic and werewolves finally getting a viable commander (no, Ulrich of the Krallenhorde is not a good commander for werewolves), it kinda sucks that old and new werewolves work in slightly different ways. If youโre playing with your friends you could ask them to just pretend like old werewolves were errataโd. But youโre gonna have to juggle a little bit if you want to use the old werewolves for tournaments or matches at your local game store.
This is probably the most disappointing thing about the mechanic. I love how it works and I think itโs a huge improvement on a tribe that was in dire need of some love. But not updating all the cards that came before, (which wouldnโt even be that many cards since werewolves showed up in just two blocks before) makes it really hard to build around them.
Daybound/Nightbound Card Gallery and List
- Arlinn, the Pack's Hope / Arlinn, the Moon's Fury
- Baneblade Scoundrel / Baneclaw Marauder
- Bird Admirer / Wing Shredder
- Brutal Cathar / Moonrage Brute
- Burly Breaker / Dire-Strain Demolisher
- Curse of Leeches / Leeching Lurker
- Fangblade Brigand / Fangblade Eviscerator
- Graveyard Trespasser / Graveyard Glutton
- Harvesttide Infiltrator / Harvesttide Assailant
- Hound Tamer / Untamed Pup
- Kessig Naturalist / Lord of the Ulvenwald
- Outland Liberator / Frenzied Trapbreaker
- Reckless Stormseeker / Storm-Charged Slasher
- Shady Traveler / Stalking Predator
- Spellrune Painter / Spellrune Howler
- Suspicious Stowaway / Seafaring Werewolf
- Tavern Ruffian / Tavern Smasher
- Tireless Hauler / Dire-Strain Brawler
- Tovolar, Dire Overlord / Tovolar, the Midnight Scourge
- Tovolar's Huntmaster / Tovolar's Packleader
- Village Watch / Village Reavers
Other Cards That Interact With Day/Night:
- Angel of Eternal Dawn
- Celestus Sanctifier
- Gavony Dawnguard
- Component Collector
- Firmament Sage
- Brimstone Vandal
- Obsessive Astronomer
- Olivia's Midnight Ambush
- Moonrager's Slash
- Sunstreak Phoenix
- Sunrise Cavalier
- Unnatural Moonrise
- Vadrik, Astral Archmage
- The Celestus
So You Wanna Play Werewolves?
Werewolves may not be the best creature type for EDH out there, but they carved a place for themselves before Standard before rotation.
Below is a former Standard werewolves decklist that now falls under the Pioneer umbrella:
Planeswalker (4)
Creature (18)
Tovolar, Dire Overlord x4
Kessig Naturalist x4
Hound Tamer x2
Prosperous Innkeeper x4
Reckless Stormseeker x2
Outland Liberator x2
Instant (8)
Play with Fire x3
Cinderclasm x2
Demon Bolt x3
Sorcery (2)
Rabid Bite x2
Enchantment (4)
Ranger Class x2
In Search of Greatness x2
Land (24)
Cragcrown Pathway x4
Rockfall Vale x4
Mountain x8
Forest x8
I didnโt have a ton of wildcards when I built this deck so thereโs definitely room for a lot of improvements. You had the option of using snow lands for cards like Frost Bite and Blizzard Brawl, which could replace Play with Fire and Rabid Bite.
There was also some wiggle-room with which werewolves fit into your strategy and which donโt. Iโd say the most important ones to always have were Tovolar, Dire Overlord, Kessig Naturalist, and Arlinn, the Pack's Hope. Out of all the games I played during this deck's lifetime, those three have proven to be the backbone that keeps everything else running.
Wrap Up
I absolutely love Magicโs werewolves. The original Innistrad block came out right around when I started going to my LGS and I was immediately hooked. I love anything and everything relating to gothic horror and werewolves are arguably my favorite monster. No, Iโm not a furry.
Iโve had a werewolf deck since they first came out and it remains one of my favorites, even if itโs a bit of a pain to play with sometimes. Iโm really happy with the day/night mechanic because it made playing werewolves a lot easier, even if it only applied to newer werewolves. I just wish theyโd errata all the old ones so I can build a proper EDH deck. Maybe one day they will.
What do you think? Do you like this mechanic? Iโve heard that a lot of players still find it too confusing so hopefully this clears things up a little bit. Feel free to leave a comment down below telling me what you think about day and night or werewolves! And make sure to check out our blog and our Twitter for more content like this.
Thatโs all from me for now. Have a good one, and happy hunting!
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