Raza Firebrand 3RR
Creature - Elemental / Soldier (U)
Whenever Raza Firebrand attacks, gain control of target creature with no class until end of turn. That creature gains haste until end of turn and is a Soldier this turn in addition to its race. Show anyone a worthy enough captain, and they'll take up arms to follow.
3/2
The Throne of Nachia 4
Legendary Artifact (R)
At the beginning of your upkeep, each player who controls a creature with power greater than their life total loses the game. Then you may pay RWB. If you do, put four +1/+1 counters on a creature with the greatest power among creatures on the battlefield. "Strength invites challenge."
--Somniarchus XCVII
Midnight Regis 1(W/B)
Creature - Spirit (U)
Flash
Creatures blocked by Midnight Regis have base toughness 1. From atop thrones carved of ice, the royal souls of Nachia challenge their usurpers.
1/2
Bauble-romper (R/G)(R/G)
Creature - Goblin (R) T: Bauble-romper fights target enchanted creature. When that creature dies this turn, return an Aura card that was attached to it from its owner's graveyard to the battlefield attached to Bauble-romper. "Shiny!" is often a boggart's first -- and last -- word.
2/2
Brightgrub Bauble G
Enchantment - Aura (C)
Enchant creature
When enchanted creature dies, put a +1/+1 counter on target creature you control. You don't have to be delicious to befriend a boggart, but it helps.
Violent Addiction 1R
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike and "At the beginning of your end step, this creature deals damage to you equal to its power unless a counter was put on it this turn." Too frightened to exile him, Wiggul's entire warren fled.
Baublebrine Duo (G/U)(G/U)(G/U)
Creature - Goblin Merfolk (R) (G/U), T, Exile a nontoken Aura attached to Baublebrine Duo: For each creature you control, create a token that's a copy of the exiled Aura and attach it to that creature. With the merrow's help, Wiggul founded new warrens and new ways of overloading the senses.
2/4
All boggarts crave new experiences, but the young Wiggul did not stop there. Gorging on enchanted brightgrubs, Wiggul grew fixated on tasting newer and more potent flavors of raw magic. Worse, he began hording these spells, denying his warren of that which boggarts prize most. As his addiction and power grew, the warren fled in terror, while the dwindling supply of grubs left Wiggul desperate and starved of magic. It took a near-fatal drowning in the Wanderbrine river for Wiggul to meet the merrow witch Aelgg. Intent merely on leeching Wiggul's aura to fuel her own spells, Aelgg found the boggart oddly comforting, and wound up sparing his life. She has now shown him the depths of the Dark Meanders, where Wiggul's ability to find and consume magic pairs well with Aelgg's needs, and together they have begun to assemble their own crude warren of merrow and boggart outcasts.
Bauble-romper (R/G)(R/G)
Creature - Goblin (R) T: Bauble-romper fights target enchanted creature. When that creature dies this turn, return an Aura card that was attached to it from its owner's graveyard to the battlefield attached to Bauble-romper. "Shiny!" is often a boggart's first -- and last -- word.
2/2
Brightgrub Bauble G
Enchantment - Aura (C)
Enchant creature
When enchanted creature dies, put a +1/+1 counter on target creature you control. You don't have to be delicious to befriend a boggart, but it helps.
Violent Addiction 1R
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike and "At the beginning of your end step, this creature deals damage to you equal to its power unless a counter was put on it this turn." Too frightened to exile him, Wiggul's entire warren fled.
Unused concepts:
Violent Addiction 1B
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +3/+3 and has "At the beginning of your end step, you lose life equal to this creature's power unless a counter was put on it this turn." Ironically, all Wiglam found was a new low.
Consuming Addiction 2B
Enchantment - Aura (R)
Enchant permanent
Whenever one or more counters are put on enchanted permanent, its controller draws a card and loses 3 life.
Ruthless Addiction (B/G)
Enchantment - Aura (C)
Enchant creature
Flash
Enchanted creature and creatures blocking it have deathtouch.
Thrill of the Moment G
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, remove a counter from enchanted creature. If you do, it gets +3/+3 until end of turn.
Momentary Rush BG
Sorcery (U)
Remove any number of counters from target permanent. If it's a creature, it gets +3/+3 until end of turn for each counter removed this way.
Brightgrub Lethargy W
Enchantment - Aura (U)
Enchanted creature has "This creature can't attack or block unless you remove a counter from it."
Bauble-romper (R/G)(R/G)
Creature - Goblin (R) T: Bauble-romper fights target enchanted creature. When that creature dies this turn, return an Aura card that was attached to it from its owner's graveyard to the battlefield attached to Bauble-romper. "Shiny!" is often a boggart's first -- and last -- word.
2/2
Brightgrub Bauble G
Enchantment - Aura (C)
When enchanted creature dies, put a +1/+1 counter on target creature you control. You don't have to be delicious to befriend a boggart, but it helps.
Celestial Watcher 1U
Creature - Shapeshifter (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Flying
At the beginning of your upkeep, you may have a paired creature you control become a copy of a creature it's paired with. If you do, unpair them.
1/3
Magrilla the Trackless5WW
Legendary Creature - Beast Spirit (R)
Foretold (Your creatures can help cast this spell. Each creature you exile after you're done activating mana abilities pays for 1.)
Flash
When Magrilla the Trackless leaves the battlefield, return all creature cards you own in exile to the battlefield under your control.
3/6
Remember, kids, not every card is designed for tournament players.
Eye of the Storm = most fun multiplayer game I ever played in. Storm decks meant the one and only turn with Eye out took two hours to resolve. We had to use $10 bills for keep track of the number of pennies for goblin tokens.
Random comment, but for anyone who remembers the "We Make the Set" custom card competition, there was a very wordy "level up" mechanic. It required a keyword, plus additional abilities, each of which had to have a bunch of "if X then Y" text. Basically, the "level up" flavor was conveyed, but mechanically it ate up so much of the card that you barely had room to actually do anything with it.
Now compare to WotC's level up ability in Rise; clearly, they care enough to actually conserve card whitespace for individual abilities instead of wasting it all just to achieve the keyword's feel. This is the main reason I don't think werewolves will have any sort of complicated two-part ability like "Change the game to day/night" and "if day/night, do X." Almost every werewolf card will read the same, and only a small portion of the text will actually contribute to the individual card's mechanics.
If they're going to do a day/night toggle, Vampire Nocturnus demonstrates that they don't have to make it blatant; subtle flavor that comes through well is just as good. Werewolves could be as simple as cards with a "full moon" ability keyword that only turns on if all your lands are tapped. It's a very grokkable, known binary game state that players can inspect and fiddle with, yet it doesn't need tons of new counters or fiddly abilities to control it.
As a second thought, I don't see WotC giving vampires bloodthirst in a core set, then switching the keyword to a different horror genre staple in the subsequent set. It would make Innistrad's werewolves play like M12's vampires, negating any racial distinction.
Creature - Elemental / Soldier (U)
Whenever Raza Firebrand attacks, gain control of target creature with no class until end of turn. That creature gains haste until end of turn and is a Soldier this turn in addition to its race.
Show anyone a worthy enough captain, and they'll take up arms to follow.
3/2
Legendary Artifact (R)
At the beginning of your upkeep, each player who controls a creature with power greater than their life total loses the game. Then you may pay RWB. If you do, put four +1/+1 counters on a creature with the greatest power among creatures on the battlefield.
"Strength invites challenge."
--Somniarchus XCVII
Creature - Spirit (U)
Flash
Creatures blocked by Midnight Regis have base toughness 1.
From atop thrones carved of ice, the royal souls of Nachia challenge their usurpers.
1/2
Creature - Goblin Merfolk (R)
(G/U), T, Exile a nontoken Aura attached to Baublebrine Duo: For each creature you control, create a token that's a copy of the exiled Aura and attach it to that creature.
With the merrow's help, Wiggul founded new warrens and new ways of overloading the senses.
2/4
All boggarts crave new experiences, but the young Wiggul did not stop there. Gorging on enchanted brightgrubs, Wiggul grew fixated on tasting newer and more potent flavors of raw magic. Worse, he began hording these spells, denying his warren of that which boggarts prize most. As his addiction and power grew, the warren fled in terror, while the dwindling supply of grubs left Wiggul desperate and starved of magic. It took a near-fatal drowning in the Wanderbrine river for Wiggul to meet the merrow witch Aelgg. Intent merely on leeching Wiggul's aura to fuel her own spells, Aelgg found the boggart oddly comforting, and wound up sparing his life. She has now shown him the depths of the Dark Meanders, where Wiggul's ability to find and consume magic pairs well with Aelgg's needs, and together they have begun to assemble their own crude warren of merrow and boggart outcasts.
Violent Addiction 1R
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike and "At the beginning of your end step, this creature deals damage to you equal to its power unless a counter was put on it this turn."
Too frightened to exile him, Wiggul's entire warren fled.
Unused concepts:
Violent Addiction 1B
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +3/+3 and has "At the beginning of your end step, you lose life equal to this creature's power unless a counter was put on it this turn."
Ironically, all Wiglam found was a new low.
Consuming Addiction 2B
Enchantment - Aura (R)
Enchant permanent
Whenever one or more counters are put on enchanted permanent, its controller draws a card and loses 3 life.
Ruthless Addiction (B/G)
Enchantment - Aura (C)
Enchant creature
Flash
Enchanted creature and creatures blocking it have deathtouch.
Thrill of the Moment G
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, remove a counter from enchanted creature. If you do, it gets +3/+3 until end of turn.
Momentary Rush BG
Sorcery (U)
Remove any number of counters from target permanent. If it's a creature, it gets +3/+3 until end of turn for each counter removed this way.
Brightgrub Lethargy W
Enchantment - Aura (U)
Enchanted creature has "This creature can't attack or block unless you remove a counter from it."
Creature - Goblin (R)
T: Bauble-romper fights target enchanted creature. When that creature dies this turn, return an Aura card that was attached to it from its owner's graveyard to the battlefield attached to Bauble-romper.
"Shiny!" is often a boggart's first -- and last -- word.
2/2
Brightgrub Bauble G
Enchantment - Aura (C)
When enchanted creature dies, put a +1/+1 counter on target creature you control.
You don't have to be delicious to befriend a boggart, but it helps.
Creature - Shapeshifter (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Flying
At the beginning of your upkeep, you may have a paired creature you control become a copy of a creature it's paired with. If you do, unpair them.
1/3
Legendary Creature - Beast Spirit (R)
Foretold (Your creatures can help cast this spell. Each creature you exile after you're done activating mana abilities pays for 1.)
Flash
When Magrilla the Trackless leaves the battlefield, return all creature cards you own in exile to the battlefield under your control.
3/6
Eye of the Storm = most fun multiplayer game I ever played in. Storm decks meant the one and only turn with Eye out took two hours to resolve. We had to use $10 bills for keep track of the number of pennies for goblin tokens.
Or perhaps Dash Rendar?
Now compare to WotC's level up ability in Rise; clearly, they care enough to actually conserve card whitespace for individual abilities instead of wasting it all just to achieve the keyword's feel. This is the main reason I don't think werewolves will have any sort of complicated two-part ability like "Change the game to day/night" and "if day/night, do X." Almost every werewolf card will read the same, and only a small portion of the text will actually contribute to the individual card's mechanics.
If they're going to do a day/night toggle, Vampire Nocturnus demonstrates that they don't have to make it blatant; subtle flavor that comes through well is just as good. Werewolves could be as simple as cards with a "full moon" ability keyword that only turns on if all your lands are tapped. It's a very grokkable, known binary game state that players can inspect and fiddle with, yet it doesn't need tons of new counters or fiddly abilities to control it.
As a second thought, I don't see WotC giving vampires bloodthirst in a core set, then switching the keyword to a different horror genre staple in the subsequent set. It would make Innistrad's werewolves play like M12's vampires, negating any racial distinction.