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.
//
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add .
0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Printing details
About this card
Set
Innistrad: Midnight Hunt (MID)
Collector number
211
Rarity
Mythic Rare
Released
September 24, 2021
Artist
Anna Steinbauer
Language
English
Mana value
4
Oracle ID
f227ce07-7e96-4a36-ab7c-9be6e777d649
Color profile
Color identity
Red
Green
Format check
Legality
TLR
Not legal
Duel
Legal
Brawl
Legal
Penny
Legal
PreDH
Not legal
Future
Not legal
Legacy
Legal
Modern
Legal
Pauper
Not legal
Alchemy
Not legal
Pioneer
Legal
Vintage
Legal
Historic
Legal
Standard
Not legal
Timeless
Legal
Commander
Legal
Gladiator
Legal
Old School
Not legal
Premodern
Not legal
Oathbreaker
Legal
Standard Brawl
Not legal
Pauper Commander
Not legal
Competitive Brawl
Legal
Official notes
Rulings
9
Wizards of the Coast
Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
Wizards of the Coast
Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
Wizards of the Coast
Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
Wizards of the Coast
Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
Wizards of the Coast
If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
Wizards of the Coast
If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
Wizards of the Coast
If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
Wizards of the Coast
If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
Wizards of the Coast
If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
Card links
Public deck signals
Often played with
0results
Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.
No sampled co-occurrences found
No other nonland cards were found alongside this card in the sampled public decks.