Innistrad: Midnight Hunt Set Review - Multicolored
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.
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 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 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
Up until now, most Curse decks have been in Mardu colors, using commanders like , , and the combination of + to bring misfortune upon their opponents. Now with , we lose access to white but pick up some lovely blue Curses.
. It feels a little like an situation. puts in a lot of work here, since we can attach it to ourselves, then tutor up another Curse every turn so that can immediately give it to someone else to draw more cards.is quite the loss, but we pick up solid card advantage pieces like and , which are potent methods of drawing cards, especially when combined with
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, , , and , along with other enchantment-based ways to keep the board under control. and are awesome ways to make sure your opponents stay in line, while cards like and let you double up on Curses.
Overall, Curse commander for you masochists. She may not be able to move them around at-will like can, but she really helps out with Curse recursion and card advantage, two things that these decks have always struggled with. seems like the perfect
Sigarda, Champion of Light
Once again, Sigarda has another legendary card! How does this one stack up to her , though?
wants to be aggressive, like , but also cares about Humans, like . The biggest issue with this 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.is a bit of a mix between her previous two iterations. This
That said, things aren't all bad. In my article last week, I gave my thoughts on 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, 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. as commandersis right up your alley. Don't be afraid to swap between
Teferi, Who Slows the Sunset
Our third mythic is another returning character, and again, yet another Teferi card does not disappoint! He's notand , but he seems great for Commander.
's +1 does just that. There are plenty of artifacts, creatures, and lands that tap for multiple mana: , , or a land enchanted with something like are just a few examples. Untapping permanents like this will not only pay 's cost, but with the right setup, will also net you mana as well. On top of that, is a 'walker that we can add to the list of planeswalkers who can go infinite with , since you just need , a land, and something like or to combo with it.has shown us how powerful it is to untap multiple permanents in a turn, and this
Teferi canwith his -2, and he also gives you a 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 or Proliferate cards, like . He can also immediately ult if he enters the battlefield with or on the field, so be aware of that!
Stax and Planeswalker decks, like and , respectively, are going to be 's most common homes, and he will excel there. decks may also want to include him as a potential backup combo piece with 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.
Whew.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 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.lists, but I've seen plenty of
might have fun in the occasional keyword soup deck with , but I wouldn't think twice about it otherwise.
I was expecting a lot of things from Midnight Hunt, but a Boros Werewolf was not one of them!
is another variant, and a good one at that. Still, is aimed as an aggressive creature for Standard, not EDH. 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
? More like "Cat" Stay Away, am I right? :^)
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 and . Even though appears in 8,000 decks, it's mostly for commanders like and . 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.
Whileis cheap, these colors have better options. I would certainly pet these adorable cats, but will in fact stay away from .
Huh. This can target your opponents' creatures? ? Don't mind if I do! ? Thanks, I'll go get my ! ? Thanks for all the tokens, friend!
Puns aside, I think Token decks like or will certainly want to slot this in, but other decks could take it or leave it. 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.is fine. U/G is not at a loss for 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.
Dennick, Pious Apprentice
I'm always prepared for the big horrors of Innistrad, but the little tragedies shown on flip cards likenever cease to give me pause. Excellent work.
The storytelling here is great, but in terms of Commander, is... fine. His front side is a on a 2/3 lifelinker for two mana, which again, is fine. His other side is where things might get interesting. When you Disturb , 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 !
Thing is, to get access to the more interesting half of this legend, you need to first play 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 is cute inside a deck like as a way to Investigate a ton, but otherwise I'd pass. Sorry, little bud.
Don't let the way this card reads fool you.is a sorcery version of with upside, I promise.
The way Land and Landfall decks, like or any of the Omnaths, are always in the market for solid ways to either trigger Landfall or get lands into their 'yard. does both while also being removal for pesky permanent types in a pinch. 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.
It doesn't read all that well, but I thinkis 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 ... well... hello, there....🥵 is
Despite how good Vampire tribal decks, decks, or exile-matters decks, like , but I don't think he does much in the command zone that other commanders can't already do better. H may look in his art, his card is just okay. It's a very good and strong option to have in e 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.
Anothervariant? 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! is the closest version of 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.
Spellslinger, Wizard Tribal, and Wheel decks that would be happy to slot in another powerful spell copier. , . and are all more than happy to add this to their spell books, so try it out if you have the room!won't fit into as many decks as , but there are plenty of
is cheap and fun, but creating Decayed Zombies is a drawback... right?
For two measly mana, Graveyard or Self-Mill decks. These tokens have other uses outside of simply attacking, too! Combine them with something like or , and that's a lot of life drain! Sacrifice them to a in response the sacrifice-after-combat trigger to get a ton of value! 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
While Decayed Zombies might not be everyone's cup of tea, I like them quite a lot, and , and 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.equally so. , , , and are all commanders that can take full advantage of
The only respite I see here is a respite from all the neato cards we've been talking about so far. Gottem! 👉😎👉
Katilda, Dawnhart Prime
I'm not sure if Humans needed astapled to a in the command zone, but I don't think they'll complain about it in the slightest.
I still think +1/+1 Counter synergies, like or , and you'll be set! has the potential to give her a run for her money. Turning all your creatures into mana dorks not only helps fuel 's second ability, but it also helps power out huge threats, like , , , and , the latter of which provides even more Humans to continue your snowball! Bake in somewill be the best overall commander for Humans, but
A 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 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 works out for you! list will probably be very similar to a Human version of an
Liesa, Forgotten Archangel
It's only been 10 months, but here we go, a second Liesa card!
Liesa's 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.
is reminiscent of , 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 decks with her, since it also plays into her character of an Angel that consorts with Demons.
There are a couple key differences, though.
is much more fragile than her cohort . While 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, are your best choices, and their vulnerabilities are a matter of personal flair, which is nice to see. Should you choose , though, make sure to add in Evoke cards, like , , and , 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.
Much like Ludevic's , 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 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 .
If you want to turn your commander into your own dead creatures, we have the aforementioned . If you want a commander who can turn into anyone's dead creatures, there's . If you want a commander who can make sizable Zombies out of anything, there's . If you want to self-mill, is a better payoff than .
Everything does is sadly done better by another commander. This leaves him nearly as disappointing as his , and I wouldn't expect to see him in many command zones.
Saladfingers 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 Nethroi + Umori article. But then I saw people mentioning they they could simply run only and , to ensure you get the + combo into the 'yard after you cast , and then bring them both back with something like to win the game.was to do something fun, like pairing it with to pack my deck full of creatures, and just go in on creature synergies, similar to what I did in my
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 Graveyard decks to dump creatures into the 'yard as part of the 99. Personally, I'm thinking of trying it out in my Enchantress deck as a way to try and get Enchantresses and other enchantment creatures into the 'yard to reanimate later.will see much play in the command zone outside of of the combo build, I do think it's an interest piece for
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
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 of tribal deck! Commanders like and have been doing this for quite a while, albeit with a few drawbacks that is able to avoid.
's flying helps him avoid 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 , too, as they're always looking for more cards that will prevent them from burning themselves to death. 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 , which sees play in only about 2,000 decks, but this is much better than ne-shot effects are often passed by in favor of multi-use effects, or 'engines', in EDH, but (and it's not going to be $20). O has Flashback, so it isn't a one-shot! is a sorcery, but is an instant! Plus, only counts creatures you cast. counts any creature, including tokens from, say, an , plus it counts enchantments, like those brought back from a huge !
I really, really like this flexibility.seems like a slam-dunk in , , and decks, so don't be afraid to play around with it and draw some cards!
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 or , but it's still a cost-effective, fun cantrip!
There isn't a whole lot to say about Theft decks to get their grubby little hands on. Enjoy snagging and casting your opponents' spells!except that it'll be a sweet piece for
Slogurk, the Overslime
Not only is "The Overslime" a fantastic title, but is a pretty cool commander, even if it is another Simic lands legend.
The best thing about is that it cares about lands in a much different way than or . While will eventually want lands to come onto the battlefield, it wants to prioritize getting them into the 'yard first, much like .
All the usual Land and Landfall culprits are here: , , , , and now you also now get to mix in Self-Mill synergies, too! , , , , all cards that can churn through your deck and feed +1/+1 Counter cards like and , and now we're cooking with gas!. Couple these with a few
Overall, I don't think 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.
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., + , , the list goes on! If your deck runs , then 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, , there's a new overlord in Kessig!
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 does everything we could ever want from a a on his back half to make sure you can push damage through while still drawing cards!
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 is simply the de-facto Werewolves, and hunt your helpless prey., but he is strong, straightforward, and focused. Play your
Vadrik, Astral Archmage
Hey! !got his own legendary card! Welcome to the big leagues,
While 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 is pretty novel in his approach, he runs the risk of just being a slightly different flavor of or other , , , , and let him perform as a bit more of a "battlemage" than his cohort, significantly reducing the cost of spells and making cards like and a breeze to cast! If his power is high enough, then and can be cast infinitely on the whole team! The options are here!
big spells, since one will beget the other. Like Mizzix, he can protect himself with all manner of -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 straddles the line between beatdown and Voltron Spellslinger, that's available, too, though I'm personally partial to instead.
The night/day text on this commander is a bit of a red herring.has enough interesting moving parts to do just fine as a standalone Izzet battlemage.
Wake to Slaughter
is an odd duck. No, this isn't 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.can prevent you from sacrificing the creature at the end of the turn, and can sacrifice the creature when he swings, so you don't have to exile it! If we blink the creature with a , , or , that can even help us keep it around.
Overall, I thinkcan 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 , or even an instead.
- a lot of lords, but a new, cheap, budget-friendly option is always welcome! : Zombies already have
- Self-Mill strategies may find a home for this too! seems like a neat way to "save" some creatures from targeted removal and come out ahead on the deal. It is also great in as a way to convert your commander's power/toughness onto a menacing Zombie body. Thanks to Flashback,
- Self-Mill and other Graveyard decks will happily take advantage of. With that cost reduction, it's likely you can cast it twice for two mana each time. I like this one a lot. is another spell that
- is a mix between and , which is a great place to be. , , , and , would love to add to their repertoire.
- Werewolf deck that people will make once this set releases. 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
- isn't going to bump from lists, or even . 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 list, should you have the room, and since it's only two mana, I think it'd be wise to make that room. 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
...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.