Innistrad: Midnight Hunt Set Review - Multicolored

(Tovolar, Dire Overlord | Art by Chris Rahn)

I See a Bad Moon Rising

Hello, everyone! It’s your friendly neighborhood Jesguy here, and welcome to the Innistrad: Midnight Hunt Multicolored Set Review!

I am SO SO SO excited to go back to Innistrad again. I started playing Magic the release weekend of Core Set 2013, and the first plane I got really steeped in was Innistrad. Coming back again for Midnight Hunt, and later Crimson Vow, feels like coming home, and I couldn't be more thrilled.

Speaking of, it feels like Midnight Hunt is a return to form for Magic. It's a fantastically flavorful set with fun cards aimed at all formats. There aren't any glaring power discrepancies, and (for once) the community seems to be in agreement on something: this set is a home-run.

Enough of my fawning over the design of Midnight Hunt. I could do that all night, and as we know, when it's nighttime on Innistrad, it's wisest not to linger!


Arlinn, the Pack's Hope

Arlinn is back, and I'm over the moon with her latest iteration.

Arlinn, the Pack's Hope is a sweet take on a Gruul 'walker. Her front side is quite enticing, as her +1 ability will allow you to sidestep one of Gruul's biggest issues: sorcery-speed removal. By giving all of your creatures flash on your opponents' turns, you're able to slide your creatures onto the battlefield whenever you deem it most appropriate, and they get a +1/+1 counter to boot! I play a Yeva, Nature's Herald deck, and I can vouch for how powerful this level of flexibility is in Commander. Not only that, but she works perfectly with Werewolves, letting you take your turn off to make it night and then play your Werewolves on other people's turns!

On top of this lovely bread-and-butter ability, during the day she can create two Wolves, while at night she can either give you two mana or become a giant beater. All solid abilities when you combine them with her +1.

While I do think Arlinn is most at home in a Werewolf deck, I think she is a a solid 'walker overall. She allows stompy decks to play on a different axis, can add to the board by creating tokens or turning into a larger beater, and she can ramp, all things a stompy deck likes to see. If you've got an extra slot in your G/R-inclusive decks, don't be afraid to take Arlinn out for a jaunt and see how she performs!

Lynde, Cheerful Tormentor

Here we are, finally, the Curse commander we've all been... hold on, what is that doll in her hand...? He looks familiar...

Up until now, most Curse decks have been in Mardu colors, using commanders like Ghen, Arcanum Weaver, Mathas, Fiend-Seeker, and the combination of Ardenn, Intrepid Archaeologist + Vial Smasher, the Fierce to bring misfortune upon their opponents. Now with Lynde, we lose access to white but pick up some lovely blue Curses. 

Overwhelming Splendor is quite the loss, but we pick up solid card advantage pieces like Curse of Verbosity and Curse of Surveillance, which are potent methods of drawing cards, especially when combined with Lynde. It feels a little like an Argothian Enchantress situation. Curse of Misfortunes puts in a lot of work here, since we can attach it to ourselves, then tutor up another Curse every turn so that Lynde can immediately give it to someone else to draw more cards. 

This looks like a slow, grindier deck, so get ready to be in it for the long haul. The win conditions will probably look something like Curse of Fool's Wisdom, Curse of Thirst, Court of Ambition, and Grim Guardian, along with other enchantment-based ways to keep the board under control. Doomwake Giant and Agent of Erebos are awesome ways to make sure your opponents stay in line, while cards like Mirrormade and Clever Impersonator let you double up on Curses.

Overall, Lynde seems like the perfect Curse commander for you masochists. She may not be able to move them around at-will like Ardenn can, but she really helps out with Curse recursion and card advantage, two things that these decks have always struggled with.

Sigarda, Champion of Light

Once again, Sigarda has another legendary card! How does this one stack up to her previous ones, though?

Sigarda, Champion of Light is a bit of a mix between her previous two iterations. This Sigarda wants to be aggressive, like Sigarda, Host of Herons, but also cares about Humans, like Sigarda, Heron's Grace. The biggest issue with this Sigarda is that she has or provides zero protection, unlike her other two cards. This leaves her in a bit of an odd spot as an aggressive commander with tribal synergies who can ultimately be picked off with a stray removal spell.

That said, things aren't all bad. In my article last week, I gave my thoughts on Sigarda and where she fits in our format. To be brief, I believe that she's a solid Human tribal commander and payoff, especially if your meta and playgroup are a bit light on pinpoint removal. The anthem and potential card advantage from her Coven ability are real and can definitely add up over time. 

If you're looking for a "safe" Human tribal Sigarda, this is not the one for you. But, if you want a tribal anthem and card advantage on a commander who you don't mind having to protect, Sigarda, Champion of Light is right up your alley. Don't be afraid to swap between the two as commanders in between games if you want to get a feel for which one works best! They are similar enough to helm the same deck easily without issues, and both are great inside the 99 of the other.

Teferi, Who Slows the Sunset

Our third mythic is another returning character, and again, yet another Teferi card does not disappoint! He's not Teferi, Hero of Dominaria and Teferi, Time Raveler, but he seems great for Commander.

Teferi, Temporal Archmage has shown us how powerful it is to untap multiple permanents in a turn, and this Teferi's +1 does just that. There are plenty of artifacts, creatures, and lands that tap for multiple mana: Thran Dynamo, Bloom Tender, or a land enchanted with something like Wild Growth are just a few examples. Untapping permanents like this will not only pay Teferi's cost, but with the right setup, will also net you mana as well. On top of that, Teferi is a 'walker that we can add to the list of planeswalkers who can go infinite with The Chain Veil, since you just need it, a land, and something like Bloom Tender or Faeburrow Elder to combo with it. 

Teferi can Anticipate with his -2, and he also gives you a Seedborn Muse emblem with extra card draw as his ultimate. That is awesome. His ultimate is very enticing to try and get up to, and it's feasibly attainable with the likes of The Chain Veil or Proliferate cards, like Contagion Engine. He can also immediately ult if he enters the battlefield with Doubling Season or Vorinclex, Monstrous Raider on the field, so be aware of that!

Stax and Planeswalker decks, like Grand Arbiter Augustin IV and Atraxa, Praetors' Voice, respectively, are going to be Teferi's most common homes, and he will excel there. Estrid the Masked decks may also want to include him as a potential backup combo piece with The Chain Veil as well, so he'll have plenty of decks to slot into, which seems to be quite the common occurrence for our time-manipulating friend.


Angelfire Ignition

Whew. Angelfire Ignition is going to swing games of Limited something fierce, but for Commander...? I'm a bit more skeptical.

Outside of niche decks, combat modifiers aren't where you want to be in EDH. The +1/+1 counters and keywords are nice, but these kind of tricks aren't going to mean a whole lot when everyone's life total is at 40. This could be a potential inclusion for Feather, the Redeemed lists, but I've seen plenty of Feather pilots say that a three-mana sorcery is just too expensive and clunky for their decks, even if they'd get it back into their hand. 

Angelfire Ignition might have fun in the occasional keyword soup deck with Odric, Lunarch Marshal, but I wouldn't think twice about it otherwise.

Brutal Cathar

I was expecting a lot of things from Midnight Hunt, but a Boros Werewolf was not one of them!

Brutal Cathar is another Fiend Hunter variant, and a good one at that. Still, Brutal Cathar is aimed as an aggressive creature for Standard, not EDH. Alesha, Who Smiles at Death might want this Werewolf-in-disguise, but other than her, I don't see this card making the cut in many lists, especially since it's outside the Werewolf colors.

Can't Stay Away

Can't Stay Away? More like "Cat" Stay Away, am I right? :^)

Can't Stay Away is a cute reanimation card, but it doesn't add a whole lot that black and white don't already have. It only brings back cheap creatures, not any nonland permanent, and there's a world of difference between Sun Titan and Unearth. Even though Unearth appears in 8,000 decks, it's mostly for commanders like Kroxa, Titan of Death's Hunger and Skullbriar, the Walking Grave. Plus, on top of being quite restrictive, the creature it brings back is exiled once it dies again, preventing you from looping it with other spells or abilities.

While Can't Stay Away is cheap, these colors have better options. I would certainly pet these adorable cats, but will in fact stay away from Can't Stay Away.

Croaking Counterpart

Huh. This can target your opponents' creatures? Ribbit that Betrays? Don't mind if I do! Stonefrog Mystic? Thanks, I'll go get my boots! Deranged Kermit? Thanks for all the tokens, friend!

Puns aside, I think Croaking Counterpart is fine. U/G is not at a loss for Clone effects, but being able to make tokens out of creatures is a nice upside, especially with all the token support that's come out recently. Token decks like Adrix and Nev, Twincasters or Esix, Fractal Bloom will certainly want to slot this in, but other decks could take it or leave it. Croaking Counterpart is a cute card, and has a few homes, but aside from the meme potential, I think your average U/G/X list should pass on it.

Dennick, Pious Apprentice

I'm always prepared for the big horrors of Innistrad, but the little tragedies shown on flip cards like Dennick, Pious Apprentice never cease to give me pause. Excellent work.

The storytelling here is great, but in terms of Commander, Dennick is... fine. His front side is a Ground Seal on a 2/3 lifelinker for two mana, which again, is fine. His other side is where things might get interesting. When you Disturb Dennick, he flips his power and toughness, becomes a flier, and then makes you a Clue token once per turn whenever a creature card goes to the graveyard from anywhere. Whether it's dying on the battlefield, milled, or discarded, it will all count for Dennick!

Thing is, to get access to the more interesting half of this legend, you need to first play Dennick for two mana, have him die and go to the graveyard, pay four mana to Disturb him, and then have a creature card (not even a token) hit the 'yard before you even get your first Clue. That is a lot of work for not a lot of payoff. I think Dennick is cute inside a deck like Sefris of the Hidden Ways as a way to Investigate a ton, but otherwise I'd pass. Sorry, little bud.

Dire-Strain Rampage

Don't let the way this card reads fool you. Dire-Strain Rampage is a sorcery version of Harrow with upside, I promise.

The way Rampage should be used is as a ramp spell, first and foremost, with the option to bop opposing artifacts, enchantments, and lands as a secondary mode. Land and Landfall decks, like Lord Windgrace or any of the Omnaths, are always in the market for solid ways to either trigger Landfall or get lands into their 'yard. Rampage does both while also being removal for pesky permanent types in a pinch. 

It doesn't read all that well, but I think Dire-Strain Rampage is a solid and flexible ramp and removal spell that could slot into G/R/X decks easily, and they would be better for it.

Florian, Voldaren Scion

I'm not usually one for Vampires, but Florian is... well... hello, there....🥵

Despite how good Florian may look in his art, his card is just okay. It's a very good and strong option to have in Vampire tribal decks, Rakdos, Lord of Riots decks, or exile-matters decks, like Prosper, Tome-Bound, but I don't think he does much in the command zone that other commanders can't already do better. He falls flat as a standalone legend. Feel free to add him into existing lists if you want some additional card advantage, but leave him lounging in his chair otherwise.

Galvanic Iteration

Another Fork variant? This time with Flashback? Don't mind if I do!

While this isn't breaking any ground, Spellslinger decks are always happy to nab another copy spell for their instants and sorceries, especially when it can be cast from the graveyard! Increasing Vengeance is the closest version of Galvanic Iteration I could think of, and that shows up in over 11,000 decks! That's a solid number. Hilariously, if you have enough mana to cast Iteration and flash it back in the same turn, the second cast will be copied by... itself! Pretty nifty for Magecraft. 

Galvanic Iteration won't fit into as many decks as Increasing Vengeance, but there are plenty of Spellslinger, Wizard Tribal, and Wheel decks that would be happy to slot in another powerful spell copier. The Locust God, Sevinne, the Chronoclasm. and Kalamax, the Stormsire are all more than happy to add this to their spell books, so try it out if you have the room!

Ghoulcaller's Harvest

Ghoulcaller's Harvest is cheap and fun, but creating Decayed Zombies is a drawback... right?

For two measly mana, Harvest gives you one-time Zombies equal to half the number of creatures in your 'yard. That's a lot of power to create all at once, especially in Graveyard or Self-Mill decks. These tokens have other uses outside of simply attacking, too! Combine them with something like Zulaport Cutthroat or Diregraf Captain, and that's a lot of life drain! Sacrifice them to a Plumb the Forbidden in response the sacrifice-after-combat trigger to get a ton of value! 

While Decayed Zombies might not be everyone's cup of tea, I like them quite a lot, and Ghoulcaller's Harvest equally so. Mazirek, Kraul Death Priest, Korvold, Fae-Cursed King, Chatterfang, Squirrel General, and Sidisi, Brood Tyrant are all commanders that can take full advantage of Harvest, and Grist, the Hunger Tide sure loves to make a big ol' graveyard. Whenever I get around to making a Golgari deck, I know this will be on my list of cards to try.

Hallowed Respite

The only respite I see here is a respite from all the neato cards we've been talking about so far. Gottem! 👉😎👉

Hallowed Respite has some niche interactions, like tapping down opposing creatures or giving your own creatures pseudo-vigilance and an extra +1/+1 counter, but otherwise, it just ends up being a bad Momentary Blink. It can't even blink legendary creatures either! Ugh. Blink decks and +1/+1 Counter decks already have a plethora of incredible cards at their disposal. Pass on this.

Katilda, Dawnhart Prime

I'm not sure if Humans needed a Cryptolith Rite stapled to a Gavony Township in the command zone, but I don't think they'll complain about it in the slightest.

I still think Sigarda, Heron's Grace will be the best overall commander for Humans, but Katilda has the potential to give her a run for her money. Turning all your creatures into mana dorks not only helps fuel Katilda's second ability, but it also helps power out huge threats, like Kogla, the Titan Ape, Craterhoof Behemoth, Call the Coppercoats, and Increasing Devotion, the latter of which provides even more Humans to continue your snowball! Bake in some +1/+1 Counter synergies, like Hardened Scales or Inspiring Call, and you'll be set!

A Katilda list will probably be very similar to a Human version of an Elfball deck, which is a fun strategy for this tribe to dip its toe into. It will be more susceptible to removal that your average Sigarda, Heron's Grace deck, but it should be quite a bit more explosive. If you're fine with that trade-off, then get dabbling in some witchcraft, and see how Katilda works out for you!

Liesa, Forgotten Archangel

It's only been 10 months, but here we go, a second Liesa card! 

Liesa's first card was a life manipulator, substituting commander tax for a life payment, as well as the ability to drain players whenever they played a spell. This version also manipulates life, but more in the 'life and death' sense than the 'life totals' sense.

Liesa, Forgotten Archangel is reminiscent of Athreos, God of Passage, a commander who can get creatures back from the 'yard the turn they die. As such, I've seen plenty of people talking about building Shadowborn Apostle decks with her, since it also plays into her character of an Angel that consorts with Demons. 

There are a couple key differences, though. 

Liesa is much more fragile than her cohort Athreos. While Athreos doesn't always guarantee that your creature will come back to you, he's a three-mana indestructible enchantment, while Liesa is a five-mana Angel with no inherent protection. We have to weigh it carefully: do we want a guarantee to always get our creatures back? How important is the grave hate ability? Do we want a more vulnerable commander who can also bash into the red zone?

If you like Orzhov recurision, these two are your best choices, and their vulnerabilities are a matter of personal flair, which is nice to see. Should you choose Liesa, though, make sure to add in Evoke cards, like Shriekmaw, Vesperlark, and Night Incarnate, since you can cast them for their Evoke cost and always get them back at the end of the turn. Nothing groundbreaking, but just some nice tech.

Ludevic, Necrogenius

Much like Ludevic's first card, I have some qualms about this one in terms of this character's representation, but that's a conversation for another time. Instead, let's talk about the qualms I have with his design as a legend. 🙃

A 2/3 for two mana isn't a bad rate, especially since Ludevic will mill a card when he enters the battlefield and attacks. The issue is that this is so incredibly low-impact when combined with his second ability, which transforms him into just a slightly beefier, less flexible version of Lazav, the Multifarious

If you want to turn your commander into your own dead creatures, we have the aforementioned Lazav. If you want a commander who can turn into anyone's dead creatures, there's The Mimeoplasm. If you want a commander who can make sizable Zombies out of anything, there's The Scarab God. If you want to self-mill, Araumi of the Dead Tide is a better payoff than Ludevic.

Everything Ludevic does is sadly done better by another commander. This leaves him nearly as disappointing as his first card, and I wouldn't expect to see him in many command zones.

Old Stickfingers

Alright, so Old Saladfingers Stickfingers looks neato burrito at first glance, but much like everything on Innistrad, things aren't always what they seem.

My first thought when I saw Old Stickfingers was to do something fun, like pairing it with Umori, the Collector to pack my deck full of creatures, and just go in on creature synergies, similar to what I did in my Nethroi + Umori article. But then I saw people mentioning they they could simply run only Mikaeus the Unhallowed and Triskelion, to ensure you get the Mike+Trike combo into the 'yard after you cast Old Stickfingers, and then bring them both back with something like Victimize to win the game. 

Now I have to say, turning your commander into a laser-targeted tutor spell might sound spicy at first, but it quickly becomes monotonous. Milling until you hit X creatures is easy text to take advantage of, and I would expect to see the 'specific graveyard tutor' version of this deck way more than the 'mill random creatures' variant. While I don't think Old Stickfingers will see much play in the command zone outside of of the combo build, I do think it's an interest piece for Graveyard decks to dump creatures into the 'yard as part of the 99. Personally, I'm thinking of trying it out in my Karador Enchantress deck as a way to try and get Enchantresses and other enchantment creatures into the 'yard to reanimate later.

Old Stickfingers is a really neat tool, but if I ever see them in the command zone across the table from me, that's the opponent I'll go after first.

Rem Karolus, Stalwart Slayer

Rem Karolus of flavor text fame finally gets his own card, and I couldn't be happier. While this wasn't the design I expected for Innistrad's Van Helsing analogue, I'm not too disappointed, because he's a solid upgrade for the Earthquake tribal deck! Commanders like Iroas, God of Victory and Tajic, Legion's Edge have been doing this for quite a while, albeit with a few drawbacks that Rem is able to avoid.

Rem's flying helps him avoid Earthquake damage, so those spells will always be one-sided. Not only that, but any damage dealt by spells you control will deal an extra point of additional damage! Both of these things together make him a potent new commander for this archetype that plenty will want to try out. He's a great inclusion to Firesong and Sunspeaker, too, as they're always looking for more cards that will prevent them from burning themselves to death. Rem Karolus, Stalwart Slayer is a great variant of an existing style of commander, and he gives players who like burning the board (or their opponents) a new legend to try out. He seems great all around.

Rite of Harmony

This here is a powerful tool for Selesnya decks in Commander, and it's a great option for Token and/or Enchantress decks. It'll most often get compared to Glimpse of Nature, which sees play in only about 2,000 decks, but this is much better than Glimpse (and it's not going to be $20). One-shot effects are often passed by in favor of multi-use effects, or 'engines', in EDH, but Rite has Flashback, so it isn't a one-shot! Glimpse is a sorcery, but Rite is an instant! Plus, Glimpse only counts creatures you cast. Rite counts any creature, including tokens from, say, an Avenger of Zendikar, plus it counts enchantments, like those brought back from a huge Open the Vaults!

I really, really like this flexibility. Rite of Harmony seems like a slam-dunk in Ghired, Conclave Exile, Tuvasa, the Sunlit, and Rhys, the Redeemed decks, so don't be afraid to play around with it and draw some cards!

Siphon Insight

I've said it before and I'll say it again, if there's one thing I love more than drawing cards, it's drawing my opponents' cards! Dimir has no shortage of Theft effects, but this one is so cheap, it's at instant speed, and it has Flashback! That's a lot of very attractive things all on a single card. It isn't as repeatable as Gonti, Lord of Luxury or Xanathar, Guild Kingpin, but it's still a cost-effective, fun cantrip!

There isn't a whole lot to say about Siphon Insight except that it'll be a sweet piece for Theft decks to get their grubby little hands on. Enjoy snagging and casting your opponents' spells!

Slogurk, the Overslime

Not only is "The Overslime" a fantastic title, but Slogurk is a pretty cool commander, even if it is another Simic lands legend. 

The best thing about Slogurk is that it cares about lands in a much different way than Tatyova, Benthic Druid or Aesi, Tyrant of Gyre Strait. While Slogurk will eventually want lands to come onto the battlefield, it wants to prioritize getting them into the 'yard first, much like The Gitrog Monster

All the usual Land and Landfall culprits are here: Titania, Protector of Argoth, Life From the Loam, Trade Routes, Splendid Reclamation, and now you also now get to mix in Self-Mill synergies, too! Tamiyo, Collector of Tales, Mesmeric Orb, Perpetual Timepiece, World Shaper, all cards that can churn through your deck and feed Slogurk. Couple these with a few +1/+1 Counter cards like Hardened Scales and Simic Ascendancy, and now we're cooking with gas!

Overall, I don't think Slogurk is 'better' than any of the Simic Land commanders we have already, but I do think it's more interesting. Any commander with more moving parts than "play a land, draw a card" gets a thumbs up in my book, especially when it has a lot of small, neat little interactions.

Suspicious Stowaway

Unblockable 1/1? Loots a card, or sometimes draws one outright? There are plenty of commanders who can take advantage of this small, effective body. Edric, Spymaster of Trest, Cazur, Ruthless Stalker + Ukkima, Stalking Shadow, Ezuri, Claw of Progress, the list goes on! If your deck runs Looter il-Kor, then Suspicious Stowaway is a souped-up version of that little rascal. It can't be played in traditional Werewolf colors, but there are still a decent number of commanders who will take an interest in this little freeloader.

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Here it is, the Werewolf commander we've been waiting for over ten years to see! Move over, Ulrich, there's a new overlord in Kessig!

Tovolar does everything we could ever want from a Werewolf commander. He draws us cards, he turns it to night, he transforms all of the old non-Eldrazi Werewolves that don't have Daybound/Nightbound, and he's also a Kessig Wolf Run on his back half to make sure you can push damage through while still drawing cards!

Tovolar is simply the de-facto Werewolf (and Wolf!) commander from here on out. I'm not one to adhere much to Commander "staples", but this is as "staple-y" for the tribe as you can get. There is literally no other commander who can provide this many benefits for Werewolves. He's one of the best tribal payoffs I've ever seen. I wish I had more to say about Tovolar, but he is strong, straightforward, and focused. Play your Werewolves, and hunt your helpless prey.

Vadrik, Astral Archmage

Hey! Lunar Mystic got his own legendary card! Welcome to the big leagues, Vadrik!

While Vadrik is pretty novel in his approach, he runs the risk of just being a slightly different flavor of Mizzix of the Izmagnus or other Spellslingers. Still, there are a few interesting bits that separate him from your average Izzet deck. We don't need to rely just on his +1/+1 counters. Equipment like Hero's Blade, Runechanter's Pike, Diviner's Wand, Hand of Vecna, and Empyrial Plate let him perform as a bit more of a "battlemage" than his cohort, significantly reducing the cost of spells and making cards like Aminatou's Augury and Soulfire Eruption a breeze to cast! If his power is high enough, then Storm-Kiln Artist and Haze of Rage can be cast infinitely on the whole team! The options are here!

Vadrik straddles the line between beatdown and big spells, since one will beget the other. Like Mizzix, he can protect himself with all manner of Condescend-style spells, but he's got more opportunities for enemy interaction, and a commander damage backup plan. If you decide you want to go down the route of Voltron Spellslinger, that's available, too, though I'm personally partial to Shu Yun, the Silent Tempest instead.

The night/day text on this commander is a bit of a red herring. Vadrik, Astral Archmage has enough interesting moving parts to do just fine as a standalone Izzet battlemage.

Wake to Slaughter

Wake to Slaughter is an odd duck. No, this isn't Victimize by any means, but it can still net you a bunch of value! Recurring four creatures over two casts is nothing to scoff at, even if your opponent gets a choice in where the creatures end up. In Commander specifically, we might even be able to politic with an enemy by promising that the creature they choose won't swing at them!

There are also lots of commanders that can take advantage of the nuances on this card. Obeka, Brute Chronologist can prevent you from sacrificing the creature at the end of the turn, and Greven, Predator Captain can sacrifice the creature when he swings, so you don't have to exile it! If we blink the creature with a Conjurer's Closet, Teleportation Circle, or Ephemerate, that can even help us keep it around.

Overall, I think Wake to Slaughter can offer cool value, but you have to be very well positions to capitalize on it. It's niche, but a few commanders won't mind giving it a shot. You might ultimately be better served with the traditional Animate Dead, or even an Ever After instead.


  • Kessig Naturalist is the Werewolf lord for the set! There isn't a whole lot of nuance to this fella, but I wanted to shout him out for every Werewolf deck that people will make once this set releases.
  • Rite of Oblivion isn't going to bump Anguished Unmaking from lists, or even Mortify. There are decks where sacrificing a creature isn't a big cost, but Orzhov decks have about 20 better removal spells to choose from at this point.
  • Vampire Socialite is a solid Vampire lord. Vampires often deal with +1/+1 counters, and having such a low bar to clear for such a solid effect is awesome. Socialite seems like a great inclusion to any existing Vampire list, should you have the room, and since it's only two mana, I think it'd be wise to make that room.

...And I'm Hungry Like the Wolf

WHEW. There we have it! All of the Commander-relevant multicolored cards from Innistrad: Midnight Hunt! I think this is my longest review thus far, so I appreciate y'all sticking it out with me.

I'm super excited for this set, and I hope y'all are too. There are tons of Commander goodies in here, no matter what style of deck you play.What are your favorite gold cards from the set? Anything catch your eye? Make sure you let me know down below!

As always, you can reach me on Twitter (@thejesguy), where you can always hit me up for Magic- or Jeskai-related shenanigans 24/7. Do you have any comments, questions, or concerns? Please don’t hesitate to leave them below or get in touch! Stay safe, wear your mask, and keep fighting the good fight. I support you. No justice, no peace.

Angelo is a Connecticut resident who started playing Magic during Return to Ravnica, and has made it his mission to play Jeskai in every format possible. Along with Commander, he loves Limited, Cube, and Modern, and will always put his trust in counterspells over creatures. He is still hurt by Sphinx's Revelation's rotation out of Standard.

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