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Innistrad: Midnight Hunt Limited Set Review - Green, Artifacts, and Lands

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This article is the third of four, and in it I will be evaluating every Green and Colorless 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.

Green

Augur of Autumn
Augur of Autumn - 4 - Anytime Green can get extra cards off the top of the deck it is a bomb. Cards like Augur of Autumn help mitigate the lack of card draw in Green. When your creatures are bigger than everyone else's it hardly seems fair that you should also have more cards than them... I truly love this card.
Bird Admirer // Wing Shredder
Bird Admirer - 3 - The mana is a good rate for 1/4 reach creature, especially in a format with a ton of 2/1 fliers. This is before the game state turns to night and it becomes a massive creature that can block just about anything and even attack well.
Bounding Wolf
Bounding Wolf - 2.5 - The creature is on rate for a curve filler, but the two keywords give it a nice bonus and some really helpful flexibility.
Bramble Armor
Bramble Armor - 2 - Getting to equip the 1st time for free makes this playable, but just barely. 4 mana is a lot to ask for any equipment and this one is nothing special. This will be cut from most decks but will find a home in the most aggressive Red / Green decks.
Briarbridge Tracker
Briarbridge Tracker - 3.5 - This is a good creature. It is above rate on its own and has the ability to replace itself. Nothing flashy, but very solid.
Brood Weaver
Brood Weaver - 3 - Spiders in the format are great. There are so many small disturb fliers that this will easily get its value. The bonus body it leaves behind is also a huge perk.
Burly Breaker // Dire-Strain Demolisher
Burly Breaker // Dire-Strain Demolisher - 3 - This creature is great during day or night. For five-mana this is a big threat that will dominate the board in the mid game.
Candlelit Cavalry
Candlelit Cavalry - 2.5 - Five-mana 5/5 creatures are always playable. This has the bonus of getting trample in some combats and that will be great in a format with so many small creatures and tokens. This is a decent card to have near the top of your curve.
Clear Shot
Clear Shot - 3.5 - This is easily Green's premium removal. Getting to cast these at instant speed makes it much less likely to get 2-for-1ed, but it is still a huge risk... so look for good spots to play them when possible. I would be willing to run a lot of these in my Green decks.
Consuming Blob
Consuming Blob - 5 - There are very few 5 rated cards in the set, but this is definitely one of them. Tarmablob is such great value. Getting the token at the end of turn means it will likely be a 2 for 1. Even if it is only a 2/3 it will still grow over time and become a huge beater. Green has a ton of creatures that mill on ETB so this will get really big. Make sure to pick up a few Evolving Wilds when drafting this too!
Contortionist Troupe
Contortionist Troupe - 3.5 - Cards like Ivy Elemental show up from time to time and they are always playable. Getting a creature that has a flexible casting cost whose power scales with the game is always good. This version is so much better than anything we have seen in the past. Coven shouldn't be hard to find and this will make all of your creatures much scarier. I love drafting this card.
Dawnhart Mentor
Dawnhart Mentor - 2.5 - I see this as a coven enabler and really nothing else. It does have a nice late game mana sink, but is really expensive. I can also see cutting this and adding it back in against more aggressive matchups.
Dawnhart Rejuvenator
Dawnhart Rejuvenator - 2 - A 4-mana mana dork is underwhelming, but it does make any color. This is an auto include in any three-color deck.
Deathbonnet Sprout // Deathbonnet Hulk
Deathbonnet Sprout // Deathbonnet Hulk - 2 - There is nothing wrong with Deathbonnet Sprout but it is not going to be very exciting in most decks. Once it flips it starts to become a decent threat.
Defend the Celestus
Defend the Celestus - 3 - Getting to cast this at instant speed is amazing. This is one hell of a combat trick! It even leaves a lasting effect on the board when you are done getting a 2 or 3 for 1 from the opponent. I cannot wait to cast this card.
Dryad's Revival
Dryad's Revival - 2.5 - Extremely slow card advantage for Green. Typically, I am not interested in running these, but because it says "card" rather than anything specific it will likely make the cut. It is very flexible.
Duel for Dominance
Duel for Dominance - 3.5 - Fight spells are always great. I really wish they separated the +1/+1 coven text from the fight effect to make it easier for new players... meh. These spells are always better the higher the creature count, and with the coven ability that is even more true here.
Eccentric Farmer
Eccentric Farmer - 2 - On rate for a curve filler in any deck. There is some small upside for decks that interact a lot with the graveyard. With 8+ disturb or flashback cards the deck is far more interested in playing Eccentric Farmer.
Harvesttide Sentry
Harvesttide Sentry - 2 - As far as coven abilities go this one is a bit underwhelming. It is a nice bonus to have in the most aggressive decks because it means it will likely trade up if the deck can go wide enough. Mostly a filler 2-drop when needed.
Hound Tamer // Untamed Pup
Hound Tamer - 4 - I might be a lot higher on this card than I should be. 3-mana 3/3s with key words on them are always good, and this one has so much late game upside it is hard not to be high on this card. This is an uncommon worth picking up early.
Howl of the Hunt
Howl of the Hunt - 2.5 - Typically not a huge fan of Green enchantments because they just do not do enough to make them worth risking the 2-for-1, but this one doubles as a combat trick and that's great. If this eats a creature at instant speed there is little risk after that.
Might of the Old Ways
Might of the Old Ways - 2.5 - I love the coven ability on this pump spell. It's a bit underwhelming on its own, but if it gets to replace itself half the time it's cast, I am a happy camper. The more likely the deck is to have coven the more likely this is to make the cut.
Outland Liberator // Frenzied Trapbreaker
Outland Liberator // Frenzied Trapbreaker - 3 - This bear is great. This creature is a good rate on its own as a 2/2 for two that is sometimes a 3/3 for two. In an emergency it can be sacrificed, but it is likely better to just wait and turn it into night to blow up cards like Borrowed Time. This 2-drop has a lot to offer.
Path to the Festival
Path to the Festival - 2 - Simple fixing for three color decks. It is more costly than ramp we see in other formats, but it is still playable.
Pestilent Wolf
Pestilent Wolf - 2.5 - This is an interesting creature. I am not super excited to pay 3-mana to give it deathtouch. Needing to hold this much mana open for an opponent's turn is a bit awkward, but it's a bear on its own so it's just a bonus.
Plummet
Plummet - 1 - Always a good card to have access to in the sideboard. Most of the fliers in the format are disturb cards, so the rate is not great in the original 40 cards. The few dragons in the format make it worth grabbing these for the sideboard instead of random borderline playables.
Primal Adversary
Primal Adversary - 5 - Green's entry into this mythic cycle is probably the most powerful Adversary in Limited.
Return to Nature
Return to Nature - 2 - This is a great card to pick up for the sideboard. It is unlikely to make the cut in most decks, but it will typically find something to hit, so it can be a 23rd playable card in decks short on playables.
Rise of the Ants
Rise of the Ants - 2.5 - Overall the card is fine. Lots of power spread out over many bodies. If the deck lacks a top end this is fine to play but it's not very exciting without go-wide payoff cards.
Saryth, the Viper's Fang
Saryth, the Viper's Fang - 4 - This card is impressive. It makes smaller creatures and tokens so much better. This is a homerun with any decayed or human token deck, and it protects any creatures that might be bigger threats. I like this card a lot and look forward to playing it.
Shadowbeast Sighting
Shadowbeast Sighting - 3 - Four-mana 4/4s are always good, and getting a bonus one later in the game is a really nice bonus - even if it is expensive.
Snarling Wolf
Snarling Wolf - 1.5 - The mana ability isn't too expensive, but still something I am not interested in playing in most decks. This will still see some play with cards like Tovolar, Dire Overlord // Tovolar, the Midnight Scourge and can always be played when short on playables.
Storm the Festival
Storm the Festival - 2 - Jumbo Collected Company is fine if there are no good top end creatures to run it its place. It is a bit too hard to cast for me to be really interested in playing it.
Tapping at the Window
Tapping at the Window - 1.5 / 2.5 - Flashback makes this card decent. The better creatures the deck has the better this gets. The deck needs 15+ creatures before I start to be interested in effects like this.
Timberland Guide
Timberland Guide - 2 - 2 power and toughness is what we expect to see for 2 mana, and getting to place the counter on another creature is a nice perk. This would be great in Black/Green decks that want to curve out and have a few extra things to sacrifice later in the game.
Tireless Hauler // Dire-Strain Brawler
Tireless Hauler // Dire-Strain Brawler - 2.5 - Most of the common Werewolves are decent creatures on either side, and Tireless Hauler // Dire-Strain Brawler is no exception. I am not unhappy during the day and I get a nice bonus during the night. This is a reasonable creature to play in any Green deck.
Tovolar's Huntmaster // Tovolar's Packleader
Tovolar's Huntmaster // Tovolar's Packleader - 5 - This card offers so much value it's insane! 6-mana gives you 10 power and toughness over three bodies... That is A LOT and it's only the day side. If this happens to be played at night or live that long it is going to be getting so much more value. This is definitely a bomb.
Turn the Earth
Turn the Earth - 1 - These cards are never worth playing in the maindeck. It does increase the power level of the rest of your deck, but it is a do nothing draw and often that just feels too bad. I might side this in against longer grindy matches where I have a higher power level deck.
Unnatural Growth
Unnatural Growth - 1 / 3.5 - This says "each" right? I read it three times and I am still not totally sure... This is going to be really powerful in creature heavy decks. Anything with 15+ creatures will likely want to play this. I gave it a slightly lower rating for the gggg cost. It makes it hard to cast and impossible in any three color deck. I might not even be willing to splash a color when running this.
Willow Geist
Willow Geist - 1 - There is a build around deck that this card really wants to be in, but the average deck will not have enough interaction to make this playable. I doubt it's something that will see any play in Limited.
Wrenn and Seven
Wrenn and Seven - 5 - Unlike most Planeswalkers we have seen in Limited over the last few sets, this one actually has a HUGE impact on the board when it comes into play. It does fizzle out a bit quickly because it can only mill cards so many times before a 40-card deck runs out of cards. Likely this will make 2 huge bodies and just win the game anyway, but I would not plan on using the ultimate.

Top 3 Green Commons

  1. Duel for Dominance
  2. Shadowbeast Sighting
  3. Bird Admirer // Wing Shredder

Colorless

The Celestus
The Celestus - 2.5 - 3 mana for a mana rock that color fixes is a decent rate. The other abilities will offer some small bonus, and make it worth playing if the deck is in the market for fixing.
Crossroads Candleguide
Crossroads Candleguide - 3 - The mana filter ability is not a great deal, but it is a nice bonus considering the creature itself has reasonable stats for the mana cost. Overall, this card is decent and will see a fair amount of play in my three color decks.
Jack-o'-Lantern
Jack-o'-Lantern - 1 - Nothing nearly impactful enough for me to consider running this in Limited. This card is flexible but simply doesn't do enough.
Moonsilver Key
Moonsilver Key - 1 - Not Limited playable at all. There are only a couple of artifacts in the format that this will be able to target and even if I am running it I doubt I will want to waste a card and 3-mana to search for it.
Mystic Skull // Mystic Monstrosity
Mystic Skull // Mystic Monstrosity - 2.5 - This is a below average mana fixer, but it is always nice when they have other abilities. Later in the game it just turns into a huge threat, and you don't even lose the mana fixing ability. This will see a fair amount of play in three color decks.
Pithing Needle
Pithing Needle - 1 - Pithing Needle has been reprinted a few times and it is never something I am looking to play in Limited.
Silver Bolt
Silver Bolt - 3.5 - Most sets have this sort of Artifact removal and they are always fine. This one is by far the most impressive one I have seen yet. It is a decent rate on its own with some great upside. Most of the things large enough to not die to 3 damage are Werewolves anyway, so this is very playable.
Stuffed Bear
Stuffed Bear - 1.5 - Colorless creatures are always fine when short on playables. I never want to run this but I am sure it will see some play in bad decks.

Land

Deserted Beach
Deserted Beach - 2.5 - These slow lands are worth picking up when in your colors. Consider drafting these even when they are in only one of your colors in the 1st two packs. This will open up other splash options in pack three and are better to grab than marginal playables that will likely not make the cut in your deck.
Evolving Wilds
Evolving Wilds - 3 - Evolving Wilds is always great to help splash colors or just smooth early land draws in general. This is always worth picking up when the rest of the pack is weak. Getting a few early means you have a lot more options as the draft continues.
Field of Ruin
Field of Ruin - 1 - This was created more for Constructed play than Limited. With no creature lands in the format this will see no play.
Hostile Hostel // Creeping Inn
Hostile Hostel // Creeping Inn - 3 - Not getting to sacrifice creatures at instant speed is a real bummer for the card. The creature it makes when it transforms is really cool so I would play this in any heavy creature deck. Ideally, I am looking for 5+ cards that make decayed tokens before I am happy playing this.
Haunted Ridge
Haunted Ridge - 2.5 - These slow lands are worth picking up when in your colors. Consider drafting these even when they are in only one of your colors in the 1st two packs. This will open up other splash options in pack three and are better to grab than marginal playables that will likely not make the cut in your deck.
Overgrown Farmland
Overgrown Farmland - 2.5 - These slow lands are worth picking up when in your colors. Consider drafting these even when they are in only one of your colors in the 1st two packs. This will open up other splash options in pack three and are better to grab than marginal playables that will likely not make the cut in your deck.
Rockfall Vale
Rockfall Vale - 2.5 - These slow lands are worth picking up when in your colors. Consider drafting these even when they are in only one of your colors in the 1st two packs. This will open up other splash options in pack three and are better to grab than marginal playables that will likely not make the cut in your deck.
Shipwreck Marsh
Shipwreck Marsh - 2.5 - These slow lands are worth picking up when in your colors. Consider drafting these even when they are in only one of your colors in the 1st two packs. This will open up other splash options in pack three and are better to grab than marginal playables that will likely not make the cut in your deck.

Thanks for reading and I will see you tomorrow!

Twitter: @MTGNerdGirl

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