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Innistrad Midnight Hunt Spoilers: Daily Roundup for September 3, 2021

Today marks the second day of the preview season for the upcoming Magic: The Gathering set Innistrad: Midnight Hunt. We’ve got a whole new set of cards to take a look at, so make sure you’re caught up with yesterday’s spoilers and let’s dive right in!

A Reminder: Doing Things a Bit Differently

Our Daily Roundup series will be continuing as previews roll out, but we’re going to try formatting things a little bit differently than in the past. Rather than listing all of the cards that are spoiled each day (there’s a very large volume of them), we’re going to break down the mythics, rares, and a selection of other cards that either show off new mechanics, seem impactful for constructed Standard, or are significant in some other way.

Our main spoilers page will still contain all of the spoilers from the set as they are released of course, including the draft commons and uncommons that may be omitted here.

Please let us know what you think of this change! There are a few things changing behind the scenes here at MTGA Zone and we are trying to find the best way to present the spoilers to our readers, so we are very interested in your feedback. You can leave a comment on this article or write us a message on the MTGA Zone Discord to share your thoughts.

A Few Notes:

  • This page is a WIP and will be regularly updated throughout the day as more cards are previewed.
  • Some cards are previewed in languages other than English with no official translation immediately available. Be aware that the exact wording of cards with non-English text may not be perfectly accurate.
  • Not all of the cards that have been revealed are listed on this page. Instead, the most interesting and impactful cards will be highlighted here; please see our main spoilers page to find all of the cards that have been previewed so far.

Without further ado, let’s dive into some spoilers! Cards have been listed alphabetically and categorized by rarity. See below for quick links for your browsing convenience.

Quick Links:

Mythic

“Consuming Blob”

  • Card Name: “Consuming Blob”
  • Mana Cost: {3}{G}{G}
  • Card Type: Creature – Ooze
  • Rarity: Mythic
  • Card Text:
    “Consuming Blob”‘s power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.
    At the beginning of your end step, create a green Ooze creature token with “This creature’s power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.”
  • Power/Toughness: */*+1

Oozes are always a popular creature type among fans. This one is an overcosted, nerfed Tarmogoyf that makes other Ooze-o-goyf tokens on each of its controller’s end steps. Cards that generate lots of tokens like this can take over a game if left unchecked, but I’m not overly excited about the Blob. It’s very comparable to Skeletal Swarming in some ways, but seems worse to me since it’s more vulnerable to removal, can only make one token per cycle instead of sometimes making two, and doesn’t come with a lord effect or have evasion for its tokens like the Golgari enchantment.

Maybe this card is relevant in Historic where Dragon’s Rage Channeler has put Delirium decks on the menu, but I’m highly skeptical. Five mana is a pretty big ask; much of what made Tarmogoyf such a good Magic card is that it comes down early and scales up quickly to become a significant threat. There’s also the fact that while Tarmogoyf checks all graveyards for card types, “Consuming Blob” only looks at its controller’s graveyard, and that is a very significant downgrade.

Casting this on turn 5 or even 4 just doesn’t seem good in Historic, especially when compared to some of the other things you could be casting for five mana in Historic. It seems like bad Tendershoot Dryad, a card which already doesn’t see much play in the format.

Does the Ooze type matter? There are a handful of other Oozes that are already in Standard 2022, including Oran-Rief Ooze and Gelatinous Cube. Both of these cards have seen some play in Standard on their own merits but they don’t really synergize well with each other, or with “Consuming Blob.” Maybe if “Consuming Blob” did have some kind of specific tribal function a la Skeletal Swarming, I could see it, but unless we get another card in MID that cares about Oozes, I don’t think there’s enough support to make it a real archetype.

Curse of Silence

  • Card Name: Curse of Silence
  • Mana Cost: {W}
  • Card Type: Enchantment – Aura Curse
  • Rarity: Mythic
  • Card Text:
    Enchant player
    As Curse of Silence enters the battlefield, choose a card name.
    Spells with the chose name enchanted player casts cost {2} more to cast.
    Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.

[Top of Page] • [Mythics] • [Rares] • [Commons/Uncommons]

Rare

Can’t Stay Away

  • Card Name: Can’t Stay Away
  • Mana Cost: {W}{B}
  • Card Type: Sorcery
  • Rarity: Rare
  • Card Text:
    Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains “If this creature would die, exile it instead.”
    Flashback {3}{W}{B}

Can’t Stay Away is a pretty efficiently costed recursion spell. If you’re getting a 3 mana value creature from your graveyard (or a cheaper creature crucial to the deck’s plan), that’s a very good deal and the Flashback is nice for some extra value in the mid to late game. I’m sure there are some decks in Standard that will want this card but it doesn’t read like a slam dunk.

The Celestus

  • Card Name: The Celestus
  • Mana Cost: {3}
  • Card Type: Legendary Artifact
  • Rarity: Rare
  • Card Text:
    If it’s neither day nor night, it becomes day as The Celestus enters the battlefield.
    {T}: Add one mana of any color.
    {3},{T}: If it’s night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
    Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.

This card is pretty weird, and I don’t really know what to make of it. The flavor is great – I love the idea of an artifact that controls the sun and moon – but I have no idea if there are going to be any decks in Standard that will want to manipulate the Night and Day system badly enough to justify this card. A three mana rock is rarely if ever worth playing on its own, so I imagine a deck that plays The Celestus is definitely running it for its upsides. Maybe the looting effect is good if the deck is built to use its graveyard for flashback or recursion.

Gisa, Glorious Resurrector

  • Card Name: Gisa, Glorious Resurrector
  • Mana Cost: {2}{B}{B}
  • Card Type: Legendary Creature – Human Wizard
  • Rarity: Rare
  • Card Text:
    If a creature an opponent controls would die, exile it instead.
    At the beginning of your upkeep, put all creature cards exiled with Gisa, Glorious Resurrector onto the battlefield under your control. They gain decayed.
  • Power/Toughness: 4/4

Gisa is a returning character from Innistrad, a gruesome necromancer who raises Innistrad’s dead as zombies to do her bidding. Gisa, Glorious Resurrector is another flavor win as far as I’m concerned, and her ability seems powerful to boot. I’m going to reserve judgement on how strong this card can be in Standard until I see it in action, but I have no doubt that the new Gisa will be popular in Commander formats (including Brawl) where that ability is just dang fun.

Graveyard Trespasser/Graveyard Glutton

  • Card Name: Graveyard Trespasser
  • Mana Cost: {2}{B}
  • Card Type: Creature – Human Werewolf
  • Rarity: Rare
  • Card Text:
    Ward – Discard a card.
    Whenever Graveyard Trespasser enters the battlefield or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.
    Daybound
  • Power/Toughness: 3/3
  • Card Name: Graveyard Glutton
  • Card Type: Creature – Werewolf
  • Rarity: Rare
  • Card Text:
    Ward – Discard a card.
    Whenever Graveyard Glutton enters the battlefield or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent lose 1 life and you gain 1 life.
    Nightbound
  • Power/Toughness: 4/4

Pithing Needle

  • Card Name: Pithing Needle
  • Mana Cost: {1}
  • Card Type: Artifact
  • Rarity: Rare
  • Card Text:
    As Pithing Needle enters the battlefield, choose a card name.
    Activated abilities of sources with the chosen name can’t be activated unless they’re mana abilities.

Rite of Harmony

  • Card Name: Rite of Harmony
  • Mana Cost: {G}{W}
  • Card Type: Instant
  • Rarity: Rare
  • Card Text:
    Whenever a creature or enchantment enters the battlefield under your control this turn, draw a card.
    Flashback {2}{G}{W}

[Top of Page] • [Mythics] • [Rares] • [Commons/Uncommons]

Common/Uncommon

Bladestitched Skaab

  • Card Name: Bladestitched Skaab
  • Mana Cost: {U}{B}
  • Card Type: Creature – Zombie Soldier
  • Rarity: Uncommon
  • Card Text:
    Other Zombies you control get +1/+0.
  • Power/Toughness: 2/3

A Zombie lord! We knew this was probably coming, and if Zombie decks are a thing in the upcoming Standard, this card will almost certainly be a part of them.

Devoted Grafkeeper/Departed Soulkeeper

  • Card Name: Devoted Grafkeeper
  • Mana Cost: {W}{U}
  • Card Type: Creature – Human Peasant
  • Rarity: Uncommon
  • Card Text:
    When Devoted Grafkeeper enters the battlefield, mill two cards.
    Whenever you cast a spell from your graveyard, tap target creature you don’t control.
    Disturb {1}{W}{U}
  • Power/Toughness: 2/1
  • Card Name: Departed Soulkeeper
  • Card Type: Creature – Spirit
  • Rarity: Uncommon
  • Card Text:
    Flying
    Departed Soulkeeper can block only creatures with flying.
    If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.
  • Power/Toughness: 3/1

Flame Channeler/Embodiment of Flame

  • Card Name: Flame Channeler
  • Mana Cost: {1}{R}
  • Card Type: Creature – Human Wizard
  • Rarity: Uncommon
  • Card Text:
    When a spell you control deals damage, transform Flame Channeler.
  • Power/Toughness: 2/2
  • Card Name: Embodiment of Flame
  • Card Type: Creature – Elemental Wizard
  • Rarity: Uncommon
  • Card Text:
    Whenever a spell you control deals damage, put a flame counter on Embodiment of Flame.
    {1}, Remove a flame counter from Embodiment of Flame: Exile the top card of your library. You may play that card this turn.
  • Power/Toughness: 3/3

Gavony Dawnguard

  • Card Name: Gavony Dawnguard
  • Mana Cost: {1}{W}{W}
  • Card Type: Creature – Human Soldier
  • Rarity: Uncommon
  • Card Text:
    Ward {1}
    If it’s neither day nor night, it becomes day as Gavony Dawnguard enters the battlefield.
    Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
  • Power/Toughness: 3/3

It’s far too early to even hazard a guess as to whether Day and Night are going to be a big part of Midnight Hunt Standard. This card might be solid in Standard, or maybe it will be stuck in limited for the most part, but either way the repeatable card advantage offered by Gavony Dawnguard looks pretty nice to me. Casting this card and drawing into an Elite Spellbinder sounds pretty gas, but we’ll have to wait and see how easy it actually is to trigger the Dawnguard’s ability.

Kessig Naturalist/Lord of the Ulvenwald

  • Card Name: Kessig Naturalist
  • Mana Cost: {R}{G}
  • Card Type: Creature – Human Werewolf
  • Rarity: Uncommon
  • Card Text:
    Whenever Kessig Naturalist attacks, add {R} or {G}. Until end of turn, you don’t lose this mana as steps and phases end.
    Daybound
  • Power/Toughness: 2/2
  • Card Name: Lord of the Ulvenwald
  • Card Type: Creature – Werewolf
  • Rarity: Uncommon
  • Card Text:
    Other Wolves and Werewolves you control get +1/+1.
    Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don’t lose this mana as steps and phases end.
    Nightbound
  • Power/Toughness: 3/3

Vampire Socialite

  • Card Name: Vampire Socialite
  • Mana Cost: {B}{R}
  • Card Type: Creature – Vampire Noble
  • Rarity: Uncommon
  • Card Text:
    Menace
    When Vampire Socialite enters the battlefield, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.
    As long as an opponent lost life this turn, each other Vampire you control enters the battlefield with an additional +1/+1 counter on it.
  • Power/Toughness: 2/2

[Top of Page] • [Mythics] • [Rares] • [Commons/Uncommons]

We’ll be continuing to cover ongoing spoilers for Innistrad: Midnight Hunt, so stay tuned and be sure to check out our full spoilers page in the meantime.

Iroas, God of Victory Art

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Paul
Paul

Dude from Vermont who likes to play Magic and Escape from Tarkov. Musician, writer, and gamer. Submit feedback or corrections to @Paul on the Discord.

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