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Innistrad: Midnight Hunt Limited Set Review - Black and Red


This article is the second of four, and in it I will be evaluating every Black and Red card - scoring them on a scale of 1-5. These ratings are purely based on Limited formats and have no bearing on Constructed play. I would also like to note these ratings are based on how I believe the card will perform in an AVERAGE Sealed or Draft deck. Often this means a lower score for cards with great potential in a highly synergistic deck.

Rating - Explanation

1- Ideally not making the cut in any of my Limited decks.

2- Not good, but a necessity for curve filling and smoothing out draws.

3- Value cards I am happy to fill my deck with.

4- Cards to get excited about and Premium Removal.

5- Reserved for cards that will win the game if left unanswered.


Arrogant Outlaw
Arrogant Outlaw - 2.5 - A small payoff for the "if an opponent lost life this turn" trigger common to many Vampires in the set. A three-mana 3/2 is mediocre on its own but playable as filler and a 4-point life swing can certainly be useful.
Baneblade Scoundrel // Baneclaw Marauder
Baneblade Scoundrel // Baneclaw Marauder - 3.5 - This creature is incredibly difficult to deal with in combat thanks to its pseudo-flanking ability making it rough to multi-block. Usually, the concern about a 4/3 for 4 mana is that it trades down for things like 3/1s and 3/2s but the flanking ability eliminates that problem. The back side is just great as a 5/4 that makes your opponent lose life. This will likely see a lot of play in Limited.
Bat Whisperer
Bat Whisperer - 2.5 - This is a reasonable if not overly strong payoff for dealing damage to an opponent. Getting the 1/1 Bat token helps continue to trigger further Vampire triggers in your deck and the 4/2 body is a solid defender as it can easily hold back higher toughness creatures and trade up. Getting two bodies also means you get a great sacrifice target in the color that wants it most.
Bladebrand - 2.5 - A reprint from Ravnica Allegiance that overperformed in that set and has the potential to do it again. This can create favorable trades while replacing itself or even steal some combats when combined with first strike. Cards like Burn Down the House are a neat combo with this as well.
Blood Pact
Blood Pact - 3 - It's rare for Black to have the best non-rare card drawing spell but this is likely true in this set. Happy to pay an extra total mana over Sign in Blood to make it easier to cast at a single Black mana and to gain instant speed. This is fantastic in ub where you can leave up countermagic, removal, or bounce spells and if they aren't necessary, just play this at instant speed. Remember that you can target your opponent for lethal damage with this spell - That is always a fun way to win a match.
Bloodline Culling
Bloodline Culling - 4 - An instant speed removal spell that also doubles as an instant speed sweeper for tokens. This is pretty close to a 4 just as premium spot removal, but between Zombie and Human tokens, there are times where the instant speed sweeper will be a huge blowout that will end the game.
Bloodtithe Collector
Bloodtithe Collector - 3 - A solid flying threat in a set without a lot of big fliers. The fourth point of toughness makes this card tough for Red to remove. Making an opponent discard if they've lost life the turn this enters play is a strong ability and as a 5-drop, you can often get a good card out of their hand with this.
Champion of the Perished
Champion of the Perished - 3 - While it gets a 3 for power, it gets a 5 for its name as the inverse of Champion of the Parish. There are a ton of Zombies in this set and this card can grow out of control if you draw it early and keep it alive for your decayed tokens to funnel into it. It is easy to remove and an awful topdeck in the late game which keeps its rating low in Limited.
Covert Cutpurse // Covetous Geist
Covert Cutpurse // Covetous Geist - 3 - These "destroy a creature dealt damage this turn" cards show up in many sets. The ones with flash are generally the best so they can make attacking awkward for an opponent but they tend to be solid value no matter what. This one comes with disturb to bring it back after death as a 2/2 flying, deathtoucher, making this likely a 2 for 1.
Crawl from the Cellar
Crawl from the Cellar - 3 - Raise Dead is usually playable but more recently we've seen these cards get two creatures back at a higher mana cost. This kind of splits the difference as it only gets one creature back for 1 mana, but has flashback to get another one back later. This is a two-for-one and as always, these cards get better the better your threats are. Adding a counter to a Zombie is a nice bonus too.
Curse of Leeches // Leeching Lurker
Curse of Leeches // Leeching Lurker - 4 - A transforming Curse is an interesting card. The front side is pretty medium, draining the opponent for 1 on their upkeep but the nightbound side is a good threat, as a 4/4 lifelinker for 3 mana. The drain on its own is better than you expect, and some of the time it is an undercosted threat makes this a solid value card.
Defenestrate - 3.5 - European history buffs will immediately think of the Defenestration of Prague. The art on this is amazing. Defenestrate literally means to throw someone out a window so having it only destroy non-fliers is 11/10 flavor. In terms of the quality of the card, it's just great removal...sure there are some things it doesn't hit, but for 3 mana at instant speed, it's fantastic.
Diregraf Horde
Diregraf Horde - 3 - The text makes you think of a miniature Grave Titan although clearly it is not as good. 5 mana for a 3/4 and two 2/2s is great value even if the 2/2s are temporary. Getting to remove cards with flashback and disturbed is also a nice bonus.
Dreadhound - 3.5 - This doggo is simply terrifying. The 6/6 on its own is a threat but its ability is just as scary, forcing life loss whenever a creature hits the graveyard from play or from a library, like Syr Konrad, the Grim, and that can he extremely hard to deal with.
Duress - 1 - Been reprinted a million times, never a maindeck card for Limited. If given the chance to pick one up late in a pack for the sideboard I would take it.
Eaten Alive
Eaten Alive - 3.5 - Essentially a Spark Harvest reprint but strictly better since it exiles instead of just destroys. There is more readily available sacrifice fodder in this set thanks to all the tokens and even paying 5 mana for this is still a reasonable price later in the game.
Ecstatic Awakener // Awoken Demon
Ecstatic Awakener // Awoken Demon - 3 - A 1-drop that is worth playing thanks to its ability. Paying three and sacrificing a creature is a real cost, but it can be done at instant speed so you can eat a decayed token in the end of combat step or eat another one of your creatures in response to removal. The payoff is good too, a solid 4/4 body...and you also get to draw a card when you use the ability so there is little to lose here.
Foul Play
Foul Play - 3.5 - Good but not quite premium removal. It is a slow 2 for 1 with the clue token but you can only trade even or down on mana and the majority of targets can't be hit by this. The format does have a lot of tokens and a good number of 2-drops worth killing so this card is still valuable in Limited.
Ghoulish Procession
Ghoulish Procession - 2.5 - This is a very slow engine card. Getting one 2/2 decayed Zombie per turn, if a nontoken creature has died, does provide some good value over several turns that makes your removal spells better and makes trades in combat great.
Gisa, Glorious Resurrector
Gisa, Glorious Resurrector - 4.5 - On rate alone this card is solid but turning all of your opponent's nontoken creatures into decayed versions on your side when they die is spectacular. You get all of those creature's ETB effects when they come into play and then can choose to keep them on your side of the battlefield or get the value out of their one attack. Remember that since these aren't tokens, an opponent can bounce the decayed version back to their own hand, so it might be best to get trades for them when possible.
Graveyard Trespasser // Graveyard Glutton
Graveyard Trespasser // Graveyard Glutton - 4 - A great card on both sides. The ward ability makes this a guaranteed two-for-one if they try to remove it right away and the ETB effect can drain a bit and get rid of a disturb or flashback card from your opponent's graveyard. The back side is just a bigger, better version with a doubled up ETB/attack trigger. Not a huge, unstoppable bomb but great value on both sides..
Heirloom Mirror // Inherited Fiend
Heirloom Mirror // Inherited Fiend - 3 - Very slow but a decent payoff in the end. It costs 5 mana and three life over three turns to transform, netting some card filtering in the process but you do get a 4/4 flier in the end that can get bigger by using the cards that were dumped into the graveyard in the transformation process. Worth playing in most decks.
Hobbling Zombie
Hobbling Zombie - 2.5 - A solid defensive body that forces the opponent to make undesired trades is worth the 3 mana. The decayed token is a bonus that bumps this up a little bit in a format with so much sacrifice synergy.
Infernal Grasp
Infernal Grasp - 4 - One of the best simple spot removal spells we've seen in a long time. Cheap, instant speed, and unconditional with only a small amount of life loss as a downside. We all know how well that went with Thoughtseize... This is absolutely premium removal and worth 1st picking.
Jadar, Ghoulcaller of Nephalia
Jadar, Ghoulcaller of Nephalia - 3 - This is great if you have sacrifice outlets or a reasonable way to get these tokens through. There are times where these tokens just sit there stonewalled by larger bodies making Jadar low impact, but he has a high ceiling in the right deck.
Jerren, Corrupted Bishop // Ormendahl, the Corrupter
Jerren, Corrupted Bishop // Ormendahl, the Corrupter - 4 - Jerren gives you 3 power and 4 toughness over two bodies when it enters and then it just gets better from there. Generating Human tokens when Humans die keeps your board full and the lifelink ability helps manipulate your life total to get you that magic number of 13 where you can flip Jerren into Ormendahl...which should just win the game. If they haven't spent the spell to answer Jerren, they probably don't have an answer to Ormendahl and the Demon doesn't give them much time to find one.
Lord of the Forsaken
Lord of the Forsaken - 4.5 - A huge Demon that needs to be answered on sheer size alone, this card threatens to win games just by attacking. Its other abilities are not the most impactful but can have their uses... but what you're paying for here is the card's stats and keywords.
Mask of Griselbrand
Mask of Griselbrand - 5 - One of the few equipment cards in this set and it is worth 100% worth playing! A three-mana equip cost is not cheap and it doesn't boost power or toughness but by giving lifelink and evasion, it helps turn races around and the optional death trigger generates card advantage. Giving decayed tokens lifelink and then spending the life you just gained to draw 2 cards at the end of combat gets out of control quickly. Definitely one of the strongest cards in the set.
The Meathook Massacre
The Meathook Massacre - 5 - A crazy bomb that should be slammed first pick every time. This is a customizable wrath that you can adjust to fit the situation. It even stays on the battlefield giving some great bonuses after it comes down and that is unheard of for a board clear. Another card that is easily in the running for the title of best card in the set for Limited.
Morbid Opportunist
Morbid Opportunist - 3.5 - This card absolutely has to be dealt with or it will run away with a game. Drawing a card every turn if a creature dies is fantastic value, and is even better with decayed tokens dying every time they get into combat. This card forces the opponent to spend whatever removal they have on it or to just get buried under a pile of card advantage. At only uncommon I expect to be 1st picking this card a lot.
Morkrut Behemoth
Morkrut Behemoth - 3 - This is just a huge beater that wins games and can usually be played for 5 mana. Black creates a lot of decayed tokens to sacrifice or can often have cards like Novice Occultist in play that you are happy to sacrifice to get a 7/6 menace threat. When playing White there will likely be a lot of extra human tokens lying around as well. This is decent top end for any deck.
Necrosynthesis - 2 - Auras tend to be risky cards to play because they generally come with a built in risk of getting 2 for 1ed. This card minimizes that risk since as long as Necrosynthesis resolves, you are likely to be able to draw a card when the creature dies. It is still vulnerable to bounce, exile, or removal in response but it at least minimizes the risk somewhat.
No Way Out
No Way Out - 3 - Mind Rot effects vary in value from format to format but this one seems pretty strong. The bonus on this version of "target opponent discards two cards" is a decayed Zombie token which makes the card better in aggressive decks since it is still adding some damage to the board and also creates an easily sacrificed body for decks that care about those.
Novice Occultist
Novice Occultist - 2 / 3 - This card may sometimes only be a speed bump that replaces itself but it has some upside as it is great sacrifice fodder for things like Eaten Alive or Morkrut Behemoth. Marginally playable without sacrifice effects if you need 2-drops, but pretty good if you do have the sacrifice synergies. Bladebrand is another cute combo when running small creatures like this.
Olivia's Midnight Ambush
Olivia's Midnight Ambush - 3.5 - 2 mana at instant speed for -2/-2 is solid enough but essentially becoming an unconditional removal spell at night makes this pretty close to premium. As an instant you will likely always be able to just pass the turn and kill anything you want on the opponent's upkeep. Happy to play any number of these in any Black deck.
Rotten Reunion
Rotten Reunion - 1 - While exiling cards from the graveyard is solid in this format, this card just doesn't do enough. I want my decayed tokens to be side effects of cards and not as the main effect, it just doesn't do enough. I am very happy to pick these up for the sideboard against decks with a lot of graveyard synergies.
Shady Traveler // Stalking Predator
Shady Traveler // Stalking Predator - 3 - A basic werewolf, but a solid one. Good stats on the front and great on the back. This card has impressed me a lot for being only common.
Siege Zombie
Siege Zombie - 3 - The ability on this card seems really expensive but you'll end up activating it more than you think. It is pretty easy to go wide in this format and you can definitely get into board stalls with a bunch of decayed tokens and this gives you some reach to get through a stall, or force your opponent into an attack that is not favorable.
Slaughter Specialist
Slaughter Specialist - 3.5 - Any card that gives your opponent a creature needs to be evaluated carefully but this card is great. Getting a 3/3 for 2 mana is great even when it gives your opponent a 1/1, especially because giving them a chump blocker isn't even a terrible thing since when it dies, it feeds Slauighter Specialist's other ability. This card will win lots of games when played on curve, especially on the play and synergizes well with everything Back is trying to do.
Stromkirk Bloodthief
Stromkirk Bloodthief - 3 - While only a three-mana 2/2 on its face, it should be pretty easy to make this a 3/3 on its first turn in play by casting it post combat. It continues to grow throughout the game so it seems pretty great to me.
Tainted Adversary
Tainted Adversary - 4 - Black's entry into this mythic cycle challenges for the best of the bunch. A great rate before the ETB effect even triggers as a 2/3 deathtouch is a highly capable blocker. The ETB effect gives you a +1/+1 counter and two 2/2 Decayed Zombies for every 2b you pay. 5 power and toughness for each 3 mana you spend... even if 4 is temporary, is a fantastic deal. This card is everything I want in a format the rewards going wide.
Vampire Interloper
Vampire Interloper - 3 - A 2/1 flier that can't block for two is highly aggressive but perfect for the vampire deck in this format. This is a great way to trigger the "if an opponent lost life this turn" clause on a lot of vampires and it comes down early and forces the opponent to deal with the flying threat. An overall very solid 2-drop.
Vengeful Strangler // Strangling Grasp
Vengeful Strangler // Strangling Grasp - 3 - An interesting card as the front side is pretty weak...just a 2/1 for two that can't block and it needs to die to transform. The back side, however, is strong, functioning as a removal spell for any creature, albeit a slow one as the opponent can delay it by sacrificing other nonland permanents. This works really well with any sort of sacrifice synergy. Definitely board this out against any sort of token.

Top 3 Black Commons

  1. Defenstrate
  2. Eaten Alive
  3. Morkrut Behemoth


Abandon the Post
Abandon the Post - 2 - These cards rarely make the cut, but flashback makes this one potentially playable in the right deck. It gives two triggers for the ur spells deck which may be enough to let something like Festival Crasher or Storm Skreelix through for lethal. It will not be hard to know if your deck is the one that wants this card...and most of them won't.
Ardent Elementalist
Ardent Elementalist - 2.5 - When I see a 2/1 for 4 mana I need to see a great ability for the card to be playable and this card clears the bar. Getting back an instant or sorcery from your graveyard is a solid ability that generates a 2 for 1. Make sure you have the spells worth getting back before putting this in your deck, but if you do, this card can be great value.
Bloodthirsty Adversary
Bloodthirsty Adversary - 4 - Red's entry in this mythic cycle is very strong. A hasty 2/2 for 2 is great and Red will have solid spells to get back. Make sure you have quality 1-3 mana spells that are worth bringing back but even getting to buy back one Cathartic Pyre or Moonrager's Slash is fantastic, and that's before you get into all the good cheap removal in Black or Blue's bounce. Don't be afraid to play this on curve if you're in the very aggressive Boros deck with few high value instants/sorceries - Don't be greedy!
Brimstone Vandal
Brimstone Vandal - 3 - Reasonable stats for the mana cost at a 2/3 menace for 3 mana and the ping ability when the day/night cycle changes is a nice bonus. It will help trigger vampire synergies and the 3 toughness is solid for blocking tokens as well. At common I am very happy with this card.
Burn Down the House
Burn Down the House - 4.5 - The only downside to sweepers in Limited is that sometimes you're ahead on board or staring at an empty board with no use for it. Burn Down the House sidesteps this downside completely by giving you a modal option to just create 3 Devils... and historically speaking, Devil tokens are a much bigger pain to deal with than they look, giving this card plenty of value.
Burn the Accursed
Burn the Accursed - 3.5 - Five damage for 5 mana doesn't usually earn this high of a rating but being both at instant speed and exiling the creature makes this great. This permanently removes Disturb creatures and shocking the opponent can trigger Vampire synergies as well.
Cathartic Pyre
Cathartic Pyre - 4 - Fantastic removal spell. Searing Spear is great and while this can't hit players, getting the option to use it as a Faithless Looting when you desperately need to hit a land or the removal spell just doesn't do enough is pure upside, even if you are not likely to use that option that often.
Curse of Shaken Faith
Curse of Shaken Faith - 1 - Limiting your opponent to one spell a turn or they get shocked is cute but doesn't quite do enough to justify a whole card.
Electric Revelation
Electric Revelation - 2.5 - Flashback on this card makes it more interesting than your typical Tormented Voice effect as does it being at instant speed. It is expensive and card neutral the first time you cast it but it does a good job of filtering and getting to flash it back at instant speed does create card advantage. Not every Red deck is going to be wanting to spend time and mana on this effect but it does create some incremental value.
Falkenrath Perforator
Falkenrath Perforator - 2 - A 2/1 for 2 is playable but not exciting. This card's attacking trigger is good because it forces damage through to trigger your other vampire abilities. This card works great with Falkenrath Pit Fighter as it meets both conditions on its own as long as it can attack. Any aggressive deck with removal will love playing this card.
Falkenrath Pit Fighter
Falkenrath Pit Fighter - 3 - This 1-drop is a little tricky to evaluate. On rate alone it is great, a 2/1 for 1 with a relevant creature type. The value of its ability will fluctuate wildly based on your deck. If you have a lot of cheap vampires then this is great, but often, you won't be able to activate it otherwise. For its sheer aggressiveness alone, a lot of Red decks will want this card but there are some that won't.
Famished Foragers
Famished Foragers - 3 - On stats alone, this card is a little underwhelming, however, if you get the ETB trigger, it refunds most of its mana cost. At a minimum, you get to use the mana generated to rummage away your worst card and sometimes you'll get to use it to double spell. Famished Foragers gives you a chance to redraw late game lands as well. I have been impressed playing this card.
Fangblade Brigand // Fangblade Eviscerator
Fangblade Brigand // Fangblade Eviscerator - 3.5 - A fantastic werewolf in any Red deck because both sides are great. The front side is a pain for an opponent to deal with in combat and the back side is just a bigger version that has a Trumpet Blast built in. Still having a great threat even after night turns back to day is a great bonus in a werewolf deck.
Festival Crasher
Festival Crasher - 2 - A fairly middling payoff for the spells deck, it is still a 1/3 for 2 so can be played in a pinch. The most dedicated of spells decks will want these and they can be scary in multiples but most decks will be looking for something else in the 2-drop slot.
Flame Channeler // Embodiment of Flame
Flame Channeler - 3.5 - The power of this card is on the backside but its front side is still a bear, so there is little downside to playing it. It is easy to transform and once it flips you end up with an above-rate body that gains value with every spell you cast. Best in ur but it will still be very good in br and playable in any Red deck.
Geistflame Reservoir
Geistflame Reservoir - 4 - If this card only had its final ability it would still be great. A recurring source of card advantage in Red is fantastic. Adding the Relic Amulet ability where this can be a removal spell every few turns is just a bonus. Easy first pick and will go in any Red deck.
Harvesttide Infiltrator // Harvesttide Assailant
Harvesttide Infiltrator // Harvesttide Assailant - 3 - An on-rate front side with a way-above rate back side is solid value on any werewolf. 3/2 for three with trample is exactly what the Red aggressive decks want and the same card becoming a 4/4 is even better.
Immolation - 3 - A +2/-2 effect is great in this format with a lot of small toughness creatures, and by putting it on an aura, it gives you the option of buffing your own creature for lethal out of nowhere. Be careful when using it on your own creature but as long as you are, that is a viable option.
Lambholt Harrier
Lambholt Harrier - 2.5 - This ability is expensive, especially in what appears to be a pretty wide format, but it is just pure upside on a bear. As a wolf, it also benefits from the wolf/werewolf synergies in rg so this card will see a decent amount of play.
Light Up the Night
Light Up the Night - 4.5 - The flashback cost on this card is essentially irrelevant in Limited since it requires having a planeswalker... and this card is still amazing anyway. An X damage spell that can hit any target is great and it gets an extra damage when targeting a creature or planeswalker to help its efficiency. Can be both a finisher and a spot removal spell, can't ask for much more than that.
Lunar Frenzy
Lunar Frenzy - 3 - This is a flexible combat trick that is good on defense and even better on offense. First strike lets you win a combat with the X power boost and a trick that gives trample that scales up in the late game is great. I will lose to this card a lot, I am sure.
Moonrager's Slash
Moonrager's Slash - 4 - Nightning Bolt is just great, efficient removal. Three damage for 3 mana to any target at instant speed is an early pick in any set and being a Lightning Bolt a significant portion of the time is just great upside.
Moonveil Regent
Moonveil Regent - 5 - Red's premier mythic dragon once again doesn't disappoint as this is one of the best cards you can open in the set. It's efficient, it has a good chance to get an extra card of value when it dies, and if it sits on the battlefield it is an attacking threat as well as a card filtering engine (that becomes a card drawing engine when you are hellbent). Nothing not to like here.
Mounted Dreadknight
Mounted Dreadknight - 3 - If you can't reliably get the trigger here then I'm not thrilled with a 5/4 trampler for five but I'm not upset about it either. If I'm aggressive, have a lot of removal, or have cards like Falkenrath Perforator then I can expect to get a 6/5 trampler for five which is a great deal for the top end of any aggressive deck.
Neonate's Rush
Neonate's Rush - 2 - This card seems really low impact and overcosted but it is not hard to find an X/1 to pick off and dealing 1 to your opponent is impactful as it enables a lot of the br vampire cards. Not a great card to be sure but it will find a home in some decks and is great to have in the sideboard.
Obsessive Astronomer
Obsessive Astronomer - 2.5 - Any bear with a significant amount of upside is always worth playing. Getting to rummage away cards whenever the day/night phase changes is nice and will be card advantage over time.
Pack's Betrayal
Pack's Betrayal - 1/3 - I think we all have some PTSD from how good the br sacrifice deck was in AFR draft. I know I just shudder when I see this card. However, that deck isn't looking to be nearly as strong in this format. There are some sacrifice outlets but not to the extent that we had last format. Play this card if you have three or more outlets. It is also reasonable in the most aggressive decks as a finisher.
Play with Fire
Play with Fire - 3 - Shock is always a strong card in any Limited format and this is strictly better. You are not going to be targeting a player often with Play with Fire but it is nice to get a scry bonus when you do. This format also seems to have relatively small bodies outside of Green where this card can shine.
Purifying Dragon
Purifying Dragon - 4 - At first glance this card seems to be good but not great. Only 3 toughness for 5 mana...still a decent threat as a 4 power flier, but nothing special. However, this format lines up very well for its attack trigger making this card very dangerous. Tons of 1 toughness creatures and tokens, and lots of zombies running around... even if all you do is zap a decayed zombie token, you still get some value out of the trigger. Easily removed but worth the risk for such a big payoff.
Raze the Effigy
Raze the Effigy - 2.5 - I wouldn't want to play either mode of this card on its own but being able to maindeck an artifact removal spell without it being dead against some decks is big value in Best of One. I would avoid this in decks with a low creature count but otherwise I'm happy to run one of these in my Red decks.
Reckless Stormseeker // Storm-Charged Slasher
Reckless Stormseeker // Storm-Charged Slasher - 4 - Valor Singer massively overperformed in the last set and this card is way better. The front side adds haste to the buff and the back side is fantastic. Having a 3/4 for 3 mana that gives +2/+0 and trample and haste is amazing. This card can target itself on either side so it gets to come right in and attack and then let all your new creatures attack right away as well. This card is great in any Red deck but will really shine in your Boros aggressive decks. This is so good it will even see Standard play.
Seize the Storm
Seize the Storm - 2 / 3.5 - Seize the Storm gets a split rating because you only actively want it in ur spells. It is playable in most Red decks as it gets you two bodies for one card and most Red decks will have a reasonable spell count either through removal spells or combat tricks. Don't play this if your spell count is super low.
Smoldering Egg // Ashmouth Dragon
Smoldering Egg // Ashmouth Dragon - 3.5 - This card is great, 2 mana for a wall that transforms into a 4/4 flier once you spend seven or mana on instants or sorceries is fantastic. After it transforms, it shocks something for every instant or sorcery you play. Best in the ur deck but good in any Red deck.
Spellrune Painter // Spellrune Howler
Spellrune Painter // Spellrune Howler - 3 - A key uncommon for the ur spells deck. This werewolf is a good deal on both sides. I'm happy in that deck with a 2/3 for 2r with basically prowess anyway and having it turn into a 3/4 with effectively mega prowess is great value.
Stolen Vitality
Stolen Vitality - 2 - A mediocre combat trick, and since it only gives 1 toughness boost, I would rather it just give first strike on offense and defense to help the creature survive. The trample can occasionally steal a game out of nowhere but this should only be played in the most aggressive decks.
Sunstreak Phoenix
Sunstreak Phoenix - 4.5 - Every set seems to have its mythic phoenix that utilizes the set's mechanics to come back from the graveyard in some fashion and this is no different. A 4-mana 4/2 flier is a great threat and it forces your opponent to have some sort of lockdown enchantment or exile removal to not have to keep dealing with it over, and over, and over again. 2 toughness is really weak in a format with a Shock type card, but it comes back so easily that it shouldn't matter.
Tavern Ruffian // Tavern Smasher
Tavern Ruffian // Tavern Smasher - 2.5 - The most vanilla of werewolves, a 2/5 for four is an acceptable blocker and getting a 6/5 on the back end gives you a great attacking option. Filler but worth playing.
Thermo-Alchemist - 3 - This was the staple of the ur spells deck in Eldritch Moon Limited and remains that here as well. This gets out of control fast in multiples where every spell you cast turns into a bunch of incidental damage. Having draw spells with this creature out is a great feeling.
Village Watch // Village Reavers
Village Watch // Village Reavers - 2.5 - A lot of the daybound/nightbound cards follow a similar pattern, overcosted on the front but undercosted on the back side, and this is no exception. Neither side is game breaking but a 4/3 haster for five is not terrible and a 5/4 haster for five that gives haste to all your other wolves/werewolves is a good deal. This is better the more Werewolves the deck has.
Voldaren Ambusher
Voldaren Ambusher - 3 - A 2/2 for three is definitely overcosted but when it comes with an ETB effect that can kill a creature, I start to get interested. This format has a lot of undersized bodies so as long as you can reliably trigger this with X=2 or more you should get a 2-for-1 here. Works great with cards like Voldaren Stinger and Falkenrath Perforator.
Voldaren Stinger
Voldaren Stinger - 2.5 - 1-drops generally aren't impactful enough to play in Limited but this one can have some impact. The threat of activation on an attacking first striker is real and this will be good to trigger the "if an opponent lost life this turn" cards. Great for any aggressive deck.

Top 3 Red Commons

  1. Moonrager's Slash
  2. Burn the Accursed
  3. Famished Foragers

Black is easily the best color so far. I am seriously blown away by how good it is. I can't wait to take a look at the multicolored cards to see what Black / Red can really do.

Thanks for reading and I will see you tomorrow!

Twitter: @MTGNerdGirl

Twitch: Twitch.tv/mtgnerdgirl

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