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Innistrad Midnight Hunt Spoilers: Daily Roundup for September 2, 2021

Welcome, readers, to the official spoiler season for Innistrad: Midnight Hunt! On September 16, we will be given the chance to explore the plane of Innistrad for the first time on MTG: Arena. Midnight Hunt is a set that is focused on the Werewolves of the plane, along with the Humans who are fighting to survive.

Wizards of the Coast kicked off the official spoilers this morning with a livestream (linked above) that has given us some information about the basic story and flavor of the set, as well as a handful of new cards to look at. The day/night cycle on Innistrad has been disrupted, with nights becoming longer and some inhabitants of the plane growing concerned that the sun may never rise again. The humans, meanwhile, are preparing for the Harvestide festival where rituals will take place to try to restore the plane’s natural balance.

Doing Things a Bit Differently

This spoiler season, our Daily Roundup series will be continuing from Adventures in the Forgotten Realms, but this time we’re going to try formatting things a little bit differently. 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

Arlinn, the Pack’s Hope/Arlinn, the Moon’s Fury

  • Card Name: Arlinn, the Pack’s Hope
  • Mana Cost: {2}{R}{G}
  • Card Type: Legendary Planeswalker – Arlinn
  • Rarity: Mythic
  • Card Text:
    Daybound (If a player cast no spells during their own turn, it becomes night next turn.)
    {+1}: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it.
    {-3}: Create two 2/2 green Wolf creature tokens.
  • Starting Loyalty: 4
  • Card Name: Arlinn, the Moon’s Fury
  • Card Type: Legendary Planeswalker – Arlinn
  • Rarity: Mythic
  • Card Text:
    Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
    {+2}: Add {R}{G}.
    {0}: Until end of turn, Arlinn, the Moon’s Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
  • Starting Loyalty: 4

Arlinn Kord is the werewolf planeswalker from Innistrad that first appeared back in Shadows Over Innistrad. Now, her newest card is giving us a first look at the day and night mechanic, which is Wizards’ updated implementation of the original Werewolf mechanic.

The original Werewolf cards from Innistrad were designed in a similar way: they would start in their Human form, transform into the backside Werewolf creature if a player cast no spells during their turn, and then transform back into a Human if a player cast two or more spells during their turn. See Huntmaster of the Fells and Mayor of Avabruck for some examples.

Now, the mechanic has been altered: Werewolf cards have the Daybound and Nightbound abilities on each of their faces which create a day/night cycle within the game once they enter the battlefield. See Wizards of the Coast’s article about the Midnight Hunt mechanics for the full details.

“Doll Stitcher”/”Toy Factory”

  • Card Name: “Doll Stitcher”
  • Mana Cost: {2}{U}
  • Card Type: Creature – Human Wizard
  • Rarity: Mythic
  • Card Text:
    Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed.
    At the beginning of your upkeep, if you control three or more creature tokens, you may transform “Doll Stitcher”
  • Power/Toughness: 2/3
  • Card Name: “Toy Factory”
  • Card Type: Artifact
  • Rarity: Mythic
  • Card Text:
    Creature tokens you control lose all abilities and have base power and toughness 3/3.
    At the beginning of your upkeep, you may transform “Toy Factory.”

Now this card has my attention! A 2/3 body for 3 is reasonable but “Doll Stitcher” can absolutely pump out 2/2 Zombies in the right deck. The new decayed keyword (It can’t block. When it attacks, sacrifice it at end of combat.) is a pretty significant downside in terms of the quality of the actual creature, but if you’re planning on sacrificing the token to various effects like Village Rites or Deadly Dispute, how strong the tokens are as creatures makes little difference.

Cards like Young Pyromancer have been insanely good in Magic at various points in the game’s history, and while “Doll Stitcher” comes at a higher mana cost, it also comes with significant upside. When the card transforms, not only do all of the 2/2 tokens it created become 3/3s, they also lose the decayed ability, making them much more useful in combat.

I really like how this card gives its controller the option of transforming it on both sides of the card through the “may” wording rather than forcing the transformation when a condition is met. This card looks very good to me, and I’m personally excited to see it in action.

Enduring Angel/Angelic Enforcer

  • Card Name: Enduring Angel
  • Mana Cost: {2}{W}{W}{W}
  • Card Type: Creature – Angel
  • Rarity: Mythic
  • Card Text:
    Flying, double strike
    You have hexproof.
    If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn’t transform this way, you lose the game.
  • Power/Toughness: 3/3
  • Card Name: Angelic Enforcer
  • Card Type: Creature – Angel
  • Rarity: Mythic
  • Card Text:
    Flying
    You have hexproof.
    Angelic Enforcer’s power and toughness are each equal to your life total.
    Whenever Angelic Enforcer attacks, double your life total
  • Power/Toughness: */*

Enduring Angel represents the hope that the remaining angels bring to the humans of Innistrad who are fighting for their lives daily. This card is a huge win for me flavor wise, and mechanically, it shows off the returning double-sided transform cards. Enduring Angel has a weird ability that gives its controller a one-time-use effect that saves them from losing to damage-based effects.

On it’s backside, Angelic Enforcer offers a way for its controller to gain back some of their life and get them back into the game. Angelic Enforcer doubles it’s controller’s power and toughness – which has the potential to be a huge effect – but it paradoxically has to attack to trigger this lifegain, making it significantly worse on defense as it is then unable to block.

This will be an interesting card to see in action; while cards like this don’t always make it onto the competitive scene, Angelic Enforcer is an exciting card and I have no doubt it will at least be tried on the Arena ladder.

Sigarda, Champion of Light

  • Card Name: Sigarda, Champion of Light
  • Mana Cost: {1}{G}{W}{W}
  • Card Type: Legendary Creature – Angel
  • Rarity: Mythic
  • Card Text:
    Flying, trample
    Humans you control get +1/+1
    Coven – Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
  • Power/Toughness: 4/4

Staying on the angle theme, Sigarda is the remaining archangel on Innistrad after her sisters Liesa, Bruna, and Gisela were destroyed during the Eldrazi invasion of the plane along with Avacyn, the once-powerful protector of the plane’s balance between light and dark. Now, Sigarda continues to defend the humans against the encroaching night.

From a gameplay perspective, Sigarda, Champion of Light is a 4/4 flying trampler for 4, which is already a decent rate. Add on the fact that it is a “lord” for Humans (gives creatures with the Human type a +1/+1 buff) and can also provide card advantage, and Sigarda seems like it could be a very powerful card in the new Standard.

It can only really be as strong as the other Humans surrounding it, but there are already some very good Humans in Standard 2022 even before Midnight Hunt- just look at Elite Spellbinder and Luminarch Aspirant. There is some tension created by the fact that Sigarda is an Angel creature that cares about Humans, but frankly it doesn’t seem to me like a deck would even need to be entirely dedicated to the Human theme for this card to be worth playing.

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

Rare

Jadar, Ghoulcaller of Nephalia

  • Card Name: Jadar, Ghoulcaller of Nephalia
  • Mana Cost: {1}{B}
  • Card Type: Legendary Creature – Human Wizard
  • Rarity: Rare
  • Card Text:
    At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can’t block. When it attacks, sacrifice it at end of combat.)
  • Power/Toughness: 1/1

Decayed appears to be a new keyword that fits with the flavor of the Zombies and other undead in Innistrad. Jadar doesn’t immediately appear to be a slam dunk in terms of power level, but its ability to generate creature tokens on each of its controller’s turns can be a very strong effect even if the tokens themselves are bad. Cards like Deadly Dispute are already popular in the Standard 2022 format, and Jadar seems like it could potentially play very nicely in those existing shells.

Light Up the Night

  • Card Name: Light Up the Night
  • Mana Cost: {X}{R}
  • Card Type: Sorcery
  • Rarity: Rare
  • Card Text:
    Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.
    Flashback – {3}{R}, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can’t be 0.

Light Up the Night is another Banefire variant, and while it may not be the most exciting design, Banefire is often good enough to be played in Standard. This version of the design also offers an additional point of free damage if the spell is targeting a creature or planeswalker, which helps make the card a bit more useful in the early game.

The Flashback on Light Up the Night is interesting, but doesn’t seem like it will be particularly relevant most of the time- although I could certainly be wrong. A mana-sink burn spell is no joke, and I have no doubt that many players on the Arena ladder will unexpectedly die from a Light Up the Night to the dome.

Tovolar, Dire Overlord/Tovolar, the Midnight Scourge

  • Card Name: Tovolar, Dire Overlord
  • Mana Cost: {1}{R}{G}
  • Card Type: Legendary Creature – Human Werewolf
  • Rarity: Rare
  • Card Text:
    Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
    At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
    Daybound
  • Power/Toughness: 3/3
  • Card Name: Tovolar, the Midnight Scourge
  • Card Type: Legendary Creature – Werewolf
  • Rarity: Rare
  • Card Text:
    Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
    {X}{R}{G}: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.
    Nightbound
  • Power/Toughness: 4/4

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

Common/Uncommon

Beloved Beggar/Generous Soul

  • Card Name: Beloved Beggar
  • Mana Cost: {1}{W}
  • Card Type: Creature – Human Peasant
  • Rarity: Uncommon
  • Card Text:
    Disturb {4}{W}{W}
  • Power/Toughness: 0/4
  • Card Name: Generous Soul
  • Card Type: Creature – Spirit
  • Rarity: Uncommon
  • Card Text:
    Flying, vigilance
    If Generous Soul would be put into a graveyard from anywhere, exile it instead.
  • Power/Toughness: 4/4

Beloved Beggar doesn’t seem like a particularly powerful card, but it does give us a first look at the new Disturb mechanic from Midnight Hunt. Once Beloved Beggar is put into its controller’s graveyard from anywhere, it can be cast for its Disturb cost, in this case {4}{W}{W}, and it enters the battlefield transformed.

In this case, the back side of the card is much more powerful than the front, but it comes with a very high mana cost. It’s entirely possible that some cards with the Disturb mechanic will take the opposite approach, with a stronger front half but a cheaper Disturb cost that gives the player a weak creature on the backside for a little extra value. Sacrifice fodder, perhaps?

Designs like this inherently offer a 2-for-1 (unless the front half of the creature is somehow exiled) since you’re essentially getting two creatures on one card. Disturb functions almost like Flashback for creatures, and it’s a mechanic we will be keeping an eye on.

Secrets of the Key

  • Card Name: Secrets of the Key
  • Mana Cost: {U}
  • Card Type: Instant
  • Rarity: Common
  • Card Text:
    Investigate. If this spell was cast from a graveyard, investigate twice instead.
    Flashback {3}{U}

Speaking of Flashback, Secrets of the Key is another example of the returning mechanic, but it also shows off another returning mechanic- Investigate! Investigate was a very popular mechanic from Shadows Over Innistrad for its balanced, but powerful impact on both limited and constructed formats. I know there are many players who are excited to see Investigate return, and you can count me among them.

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

Bonus: New Midnight Hunt Dual Lands!

  • Card Name: “Allied Dual Land”
  • Card Type: Land
  • Rarity: Rare
  • Card Text:
    “Allied Dual Land” enters the battlefield tapped unless you control two or more other lands.
    {T}: Add {X} or {Y}.

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.

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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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