MTG Innistrad: Midnight Hunt Early Spoilers Are Very Promising
Innistrad is one of the expansions I was competitively active for, so I’m hyped for these MTG Arena Innistrad: Midnight Hunt spoilers. Slated to come out on September 24th, 2021, the 89th expansion for MTG is going to have quite a few callbacks to the original Innistrad set. Only a few spoilers have been revealed so far, so we can look forward to a real spoiler season in a few weeks. We’ve got a new version of a planeswalker revealed in Modern Horizons, a now-dead version of a classic Human card, and some Standard Staples. After all, with the arrival of MTG Arena’s Innistrad: Midnight Hunt, the Standard Rotation will trigger. Quite a few cards are going away with it! So what did we see in the latest MTG Arena stream for Midnight Hunt spoilers?
Seven Cards Revealed, Plus Gorgeous Lands:
The reveals happened during the latest Weekly Magic stream over on Twitch. With it, we saw six cards, and each brings something interesting to the upcoming expansion. There will be more MTG Arena Innistrad: Midnight Hunt spoilers later, but let’s focus on these for now. Since we only have six, and they aren’t the same color/rarity, I’ll just separate them into their own sections.
Champion of the Perished (Rare, Black):
Champion of the Perished art and even flavor text are callbacks to an Innistrad card that I used to run in Modern Humans: Champion of the Parish, “I stand for every cobbler, tanner, and fool in this town – and they stand for me.” The Champion of the Perished has a really fun throwback to that. It’s the same card, except now instead of being a Human Soldier, he’s a Zombie. Whenever another Zombie enters play for you, Champion of the Perished receives a +1/+1 counter. Originally it was for Humans. I absolutely love this as an evolution of a card. It’s an excellent card, and I appreciate the reference.
New Standard Staples:
We’ve got three cards here that will count as new Standard Staples: cards that will be used in a wide variety of decks. Infernal Grasp is Black, and destroys a creature, at the cost of 2 life to you (and the 2 mana cost to cast the Instant). We’ve also got Play with Fire in Red. It deals 2 damage to a target, and if a player is dealt damage this way, you also get to Scry 1. Finally, there’s Consider in Blue. For 1 mana, you can look at the top card of your library, and you can put it in your graveyard if you wish. Then you draw a card. It’s a new version of Opt, except you can also use it as an engine to get cards you want in the graveyard. All three of these cards are pretty useful in so many decks. We have to replace some staples of the Standard meta, after all. I’m honestly always excited to see new spell cards for spoilers and MTG Arena’s Midnight Hunt didn’t disappoint. Sure, it’s nice to see new Rares and Mythic Rares, but never underestimate the power of common and uncommon spells.
Join The Dance (White/Green, Uncommon):
Huzzah, tokens! A Sorcery for Green/White creates two 1/1 white Human creature tokens. That sounds simple enough, but it also brings back a fun, useful mechanic. Flashback is back! It lets you cast a card with Flashback from the grave, for a specific cost. Then you exile that spell. The original is 1 white, 1 green, but this Flashback cost is 5 mana (1 green, 1 white). Sounds like we’re getting more Humans and Human tokens, and that is just fine by me.
Triskaidekaphile (Rare, Blue):
A triskaidekaphile is someone with an unnatural obsession or love for the number 13. It’s also a ⅓ Human Wizard (Rare) in the spoilers for MTG Arena Innistrad: Midnight Hunt. This 2-cost wizard grants you no maximum hand size. On top of that, it has a weird, but amazing win condition! I love alternate win conditions, and if you think I won’t build a deck around this, then you don’t read my work! At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. It can also draw a card for 4 mana. So just get 13 cards in hand and win! Time to spam card draw shenanigans. Such a big fan of this.
Wrenn and Seven (Mythic Rare, Green):
Wrenn is a Dryad planeswalker and travels the dimensions with her Treefolk symbionts. The first we saw of them was Wrenn and Six. She binds to Treefolk and controls them. Instead of naming the treefolk, she numbers them, a pretty cold, calculated way of dealing with things. She’s a 5-cost Mythic Rare planeswalker, who starts with 5 Loyalty. She has four abilities and is honestly incredibly powerful. It’s interesting to see her as a mono-Green instead of Green/Red. Her abilities read as follows:
- +1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into the grave.
- +0: Put any number of land cards from your hand into play tapped.
- -3: Create a Treefolk creature token with reach. It has “This creature’s power and toughness are equal to the number of lands you control.”
- -8: Return all permanent cards from your graveyard to your hand. You get an emblem with “You have no maximum hand size.”
A very interesting planeswalker, that’s for sure. Especially for people who like to land ramp, or get unlucky and have a mid-game hand full of lands. Since we can flood the board with lands, we can then retrieve all those creatures/spells we got rid of, and now cast them much easier! That’s pretty awesome if you ask me.
Things are definitely heating up for Innistrad: Midnight Hunt. We haven’t seen any of the Werewolves yet, but those are for sure coming, as are the Vampires. When the spoiler season begins, we’ll make sure to keep you up to date, and also some decklist blogs. We’re ready for the Hunt.