Delver of Secrets Reprint! Daily Spoiler Roundup for September 7, 2021

Necrosynthesis Art by Isis

Previews continue for the upcoming set Innistrad: Midnight Hunt, and wow, do we have some bangers today! This set is already looking to be an exciting and very powerful addition to the Standard format. Among the new cards we’ve seen today, the “Adversary” cycle continues, a land that’s a sacrifice outlet transforms into a spooky threat, and we get a reprint of Delver of Secrets! Let’s get into the spoilers.

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

Bloodthirsty Adversary

  • Card Name: Bloodthirsty Adversary
  • Mana Cost: {1}{R}
  • Card Type: Creature – Vampire
  • Rarity: Mythic
  • Card Text:
    Haste
    When Bloodthirsty Adversary enters the battlefield, you may pay {2}{R} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Bloodthirsty Adversary, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
  • Power/Toughness: 2/2

This is now the fourth card we’ve seen in this cycle (green one still missing), and all of them have looked very playable thus far. Bloodthirsty Adversary starts as a 2/2 haste for {1}{R}, and in Mono Red Aggro decks, this would already be playable in some metas by itself. The ETB effect on Bloodthirsty Adversary allows its controller to copy spells with mana value 3 or less from the graveyard, on top of making it a larger threat.

To me, this card almost seems like a fixed Dreadhorde Arcanist since it only triggers when it enters the battlefield and you have to actually pay a mana cost to get the spells. Even so, worse Dreadhorde Arcanist is still quite good and I have no doubt that this card will see play in Standard. It also has the upside of being better in aggressive shells, as it can just be played on turn 2 if you need to and it’s still a relevant threat.

All of these Adversary cards have the advantage of scaling very well to whatever stage of the game you draw them in, and they all seem quite powerful for Standard while also (hopefully) being healthy and fun in the format.

Hostile Hostel/Creeping Inn

  • Card Name: Hostile Hostel
  • Card Type: Land
  • Rarity: Mythic
  • Card Text:
    {T}: Add {c}.
    {1}, {T}, Sacrifice a creature: Put a soul counter on Hostile Hostel. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only ass a sorcery.
  • Card Name: Creeping Inn
  • Card Type: Artifact Creature – Horror Construct
  • Rarity: Mythic
  • Card Text:
    Whenever Creeping Inn attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with Creeping Inn.
    {4}: Creeping Inn phases out.
  • Power/Toughness: 3/7

I am in love with this card. The colorless land that transforms into a creature is a callback to one of my favorite cards from Shadows Over Innistrad, Westvale Abbey. Westvale Abbey was a blast to play with and an absolute bomb in limited, and while the mechanics of Hostile Hostel are very different, it still captures the feeling of its predecessor quite well.

The Creeping Inn side of the card isn’t as strong of a threat as Ormendahl, Profane Prince was on Westvale Abbey, but the land side is much better while also being easier to transform. Having a sacrifice outlet on a land is big game; we’ve seen High Market played across several formats as an easy way to sacrifice a creature whenever you need. Phyrexian Tower can even make mana from sacrificed creatures, and it’s seen quite a bit of play in Historic sacrifice and other decks.

Hostile Hostel requires mana to activate its sacrifice ability, but 1 is a low enough cost that this card is still quite good in decks that want the effect. I could even see situations where you’re pretty sad to hit the third counter and flip this land because you still want the sacrifice effect. You won’t ever be that sad though, because on the back half you’re getting a 3/7 that drains the opponent more and more each time it attacks. It even comes with an (admittedly costly) activated ability that can protect it from removal.

And I mean, the flavor of this card alone is so, so good. Just look at that art.

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

Rare

“Adeline, Brilliant Cathar”

  • Card Name: “Adeline, Brilliant Cathar”
  • Mana Cost: {1}{W}{W}
  • Card Type: Legendary Creature – Human Knight
  • Rarity: Rare
  • Card Text:
    Vigilance
    “Adeline, Brilliant Cathar”‘s power is equal to the number of creatures you control.
    Whenever you attack, for each opponent, create a 1/1 white Human creature token that’s tapped and attacking that player or a planeswalker they control.
  • Power/Toughness: */4

Briarbridge Tracker

  • Card Name: Briarbridge Tracker
  • Mana Cost: {2}{G}
  • Card Type: Creature – Human Scout
  • Rarity: Rare
  • Card Text:
    Vigilance
    When Briarbridge Tracker enters the battlefield, investigate.
    As long as you control a token, Briarbridge Tracker gets +2/+0.
  • Power/Toughness: 2/3

Tokens are a major theme in this set, and thanks to investigate, Briarbridge Tracker comes with its own token if you don’t already have one. What that means is that this card is essentially a 3 mana 4/3 vigilance that can draw a card if you run out of gas. Maybe I’m overrating this, but wow this card looks good to me. The value is just insane, plus it plays very nicely with treasures tokens which are already a huge part of the Standard 2022 format.

Curse of Surveillance

  • Card Name: Curse of Surveillance
  • Mana Cost: {4}{U}
  • Card Type: Enchantment – Aura Curse
  • Rarity: Rare
  • Card Text:
    Enchant player
    At the beginning of enchanted player’s upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.

There are so many cool things happening already in this set that it’s a bit difficult for me to get excited over the Curse theme. Curse of Surveillance seems very fun for Commander, where many players have been trying to make Curse tribal work for a long time. This is definitely a sweet addition to that deck, but as far as Standard is concerned, I think it’s a meme.

Maybe I’m wrong though. Both Gates and Shrines were meme-y subthemes that turned out to be reasonably strong in constructed, although certainly not top tier competitive. One thing’s for sure though: players love meme decks, especially when they’re budget options, and I suspect we’ll see Curses on the Arena ladder at least a bit.

Dire-Strain Rampage

  • Card Name: Dire-Strain Rampage
  • Mana Cost: {1}{R}{G}
  • Card Type: Sorcery
  • Rarity: Rare
  • Card Text:
    Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
    Flashback {3}{R}{G}

At first I really didn’t know what to think about this card- I had to read the thing several times to even fully understand what it does. Viewing this card strictly as a removal spell, it looks quite bad, but there’s another side to it that’s not immediately obvious.

Land destruction is good in a format filled with creature lands, but this card actually ramps your opponent as an additional cost for the effect assuming they still have 2 basics in their deck. Even if you’re just targeting artifacts and enchantments, 3 mana is already a bit above rate for your typical removal options AND your opponent still gets a basic land out of the deal.

However, when you take a different approach and consider this card as a ramp spell for yourself that can also remove threats from your opponent’s board when needed, it starts to look much more appealing. If you target a land you control, it essentially plays the same as Harrow with flashback tacked on. You can use it to ramp yourself and thin your deck in the early game, and then in the mid-late game you can flash it back to remove a problem permanent from the opponent’s board.

I think the biggest issue with the card is that unlike Harrow (and many sideboard removal options), it isn’t an instant, locked instead at sorcery speed where it’s much less effective at killing creature lands since you can’t let your opponent invest the mana into the activation and then target it in response.

At the end of the day, this card is pretty hard to evaluate but it is interesting. It looks pretty awful for removal but it’s not half bad as a ramp spell that can function as removal. We will have to see it in action to know whether the added flexibility will make this card a real player in the format. The only question I have left is, did this card really have to be a rare??

Grafted Identity

  • Card Name: Griselbrand’s Mask
  • Mana Cost: {1}{B}{B}
  • Card Type: Legendary Artifact – Equipment
  • Rarity: Rare
  • Card Text:
    Equipped creature has flying and lifelink.
    Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards.
    Equip {3}

“Horde Extermination”

  • Card Name: “Horde Extermination”
  • Mana Cost: {6}{W}{W}
  • Card Type: Sorcery
  • Rarity: Rare
  • Card Text:
    This spell costs {1} less to cast for each creature on the battlefield.
    Destroy all creatures.

“Old Stickfingers”

  • Card Name: “Horde Extermination”
  • Mana Cost: {X}{B}{G}
  • Card Type: Legendary Creature – Horror
  • Rarity: Rare
  • Card Text:
    When you cast this card, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.
    “Old Stickfingers”‘ power and toughness are each equal to the number of creature cards in your graveyard.
  • Power/Toughness: */*

Reckless Stormseeker/Storm-Charged Slasher

  • Card Name: Reckless Stormseeker
  • Mana Cost: {2}{R}
  • Card Type: Creature – Human Werewolf
  • Rarity: Rare
  • Card Text:
    At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn.
    Daybound
  • Power/Toughness: 2/3
  • Card Name: Storm-Charged Slasher
  • Card Type: Creature – Werewolf
  • Rarity: Rare
  • Card Text:
    At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn.
    Nightbound
  • Power/Toughness: 3/4

Siphon Insight

  • Card Name: Siphon Insight
  • Mana Cost: {U}{B}
  • Card Type: Instant
  • Rarity: Rare
  • Card Text:
    Look at the top two cards of target opponent’s library. Exile one of them face down and put the other on the bottom of that library. You may look at and play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
    Flashback {1}{U}{B}

Sungold Sentinel

  • Card Name: Sungold Sentinel
  • Mana Cost: {1}{W}
  • Card Type: Creature – Human Soldier
  • Rarity: Rare
  • Card Text:
    Whenever Sungold Sentinel enters the battlefield or attacks, exile up to one target card from a graveyard.
    Coven – {1}{W}: Choose a color. Sungold Sentinel gains hexproof from that color until end of turn and can’t be blocked by creature of that color this turn. Activate only if you control three or more creature with different power.
  • Power/Toughness: 3/2

Willow Geist

  • Card Name: Willow Geist
  • Mana Cost: {G}
  • Card Type: Creature – Treefolk Spirit
  • Rarity: Rare
  • Card Text:
    Trample
    Whenever one or more cards leave your graveyard, put a +1/+1 counter on Willow Geist.
    When Willow Geist dies, you gain life equal to its power.
  • Power/Toughness: 1/1

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

Common/Uncommon

Delver of Secrets/Insectile Aberration

  • Card Name: Delver of Secrets
  • Mana Cost: {U}
  • Card Type: Creature – Human Wizard
  • Rarity: Uncommon
  • Card Text:
    At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets.
  • Power/Toughness: 1/1
  • Card Name: Insectile Aberration
  • Card Type: Creature- Horror
  • Rarity: Uncommon
  • Card Text:
    Flying
  • Power/Toughness: 3/2

Delver of Secrets gets some new art and a somewhat surprising reprint into Standard! It’s been shifted to Uncommon from Common, but thankfully Wizards didn’t make it any more rare than that.

This little guy is an efficient enough threat in spell-based decks that it has been played in virtually all of Magic’s formats. Now, we get a chance to play with it on Arena, and it’s not a hot take to say that this card will see play in both Standard and Historic.

Necrosynthesis

  • Card Name: Necrosynthesis
  • Mana Cost: {1}{B}
  • Card Type: Enchantment – Aura
  • Rarity: Uncommon
  • Card Text:
    Enchant creature
    Enchanted creature has “Whenever another creature dies, put a +1/+1 counter on this creature.”
    When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.

Yet another Midnight Hunt card with sweet-but-horrific art. It’s going to feel bad when the creature you’ve attached Necrosynthesis to gets hit with exile, but this card looks really fun and pretty solid to boot. Those +1/+1 counters will stack up fast in the right shell, and if the creature gets hit with destruction-based removal, you get to replace one of the two cards you invested with some nice selection.

Sacred Fire

  • Card Name: Sacred Fire
  • Mana Cost: {R}{W}
  • Card Type: Instant
  • Rarity: Uncommon
  • Card Text:
    Sacred Fire deals 2 damage to any target and you gain 2 life.
    Flashback {4}{R}{W}

A mini Lightning Helix! This card is obviously worse than Helix, but the flashback is very nice and I still think this card is good enough for Standard. Jeskai Delver anyone?

Spellrune Painter/Spellrune Howler

  • Card Name: Spellrune Painter
  • Mana Cost: {2}{R}
  • Card Type: Creature – Human Shaman Werewolf
  • Rarity: Uncommon
  • Card Text:
    Whenever you cast and instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn.
    Daybound
  • Power/Toughness: 2/3
  • Card Name: Spellrune Howler
  • Card Type: Creature – Werewolf
  • Rarity: Uncommon
  • Card Text:
    Whenever you cast and instant or sorcery spell, Spellrune Howler gets +2/+2 until end of turn.
    Nightbound
  • Power/Toughness: 3/4

[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.

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.