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Innistrad: Midnight Hunt Limited Set Review - Multicolor


This article is the last of four, and in it I will be evaluating every Multicolored 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.


Angelfire Ignition
Angelfire Ignition - 3.5 - This is a straight forward aggro card. This will add a lot of power to the board very quickly. Any Boros deck is going to be happy to play this.
Arcane Infusion
Arcane Infusion - 2 - This will be playable in the spells deck, but it is unlikely to find a home in anything else. The average deck will not have enough strong spells to make this worth playing.
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury - 4.5 - Getting a flip Planeswalker in the set is a great addition. This is one of the few flip cards I would rather cast during the day. Getting to make bodies to protect her is really important. Without other cards to play she is really weak at night. This is a powerful card no matter what and is worth splashing if needed.
Bladestitched Skaab
Bladestitched Skaab - 3 - A simple above rate creature that has a ton of upside in the format. Even without a lot of Zombies in the deck this is still worth playing.
Can't Stay Away
Can't Stay Away - 3 - This card does offer a slight card advantage but the power level will depend on how strong the two and 3-drops are in the deck. This will always be worth playing but not always very strong.
Corpse Cobble
Corpse Cobble - 3.5 - Getting to cast this at instant speed means it is strong against removal. It is also a great outlet for decayed tokens that have no way of getting through alone. This will work really well with disturb cards as well. There is a lot of flexibility here.
Croaking Counterpart
Croaking Counterpart - 1.5 - I really wish I knew why this card was created. I do not see any abilities or ETB effects that make me want to play this in Limited.
Dawnhart Wardens
Dawnhart Wardens - 3 - Dawnhart Wardens is a good creature on its own and I am happy to play it even if getting coven seems unlikely. This creature is above rate and I am always happy to pick these up.
Dennick, Pious Apprentice // Dennick, Pious Apparition
Dennick, Pious Apprentice // Dennick, Pious Apparition - 4 - If you like creatures that are a good rate and offer huge card advantage this is the card for you. Dennick is good on the front, but once it is on the back he becomes an evasive threat that gives great card advantage over time. This is a great reason to get into the uw disturb archetype.
Devoted Grafkeeper
Devoted Grafkeeper - 3 - A solid creature overall. The human side is a bit deck dependent, but will likely find some value in these colors. This will always make the cut in Blue/White but it isn't a reason to get into those colors.
Dire-Strain Rampage
Dire-Strain Rampage - 1 - This is seeing a fair amount of play in Standard, but it is only a sideboard card here.
Diregraf Rebirth
Diregraf Rebirth - 3 - Getting to cast this at a cheaper rate is really nice. Playing it post combat means only one trade needs to happen for this to be a really good rate. The flashback offers a slow card advantage so it is worth playing in any deck.
Faithful Mending
Faithful Mending - 2.5 - Not the best card draw we have seen but it's playable. Getting to flash this back means it will likely filter enough to make it worth playing. Hold onto those extra lands when playing this in case you draw it!
Fleshtaker - 3 - This is a great threat that is can be aggressive while also helping to smooth future draws. The threat of activation here is a real problem. Red removal is weaker here and all of your smaller token creatures become stronger, and wb are the two best token colors.
Florian, Voldaren Scion
Florian, Voldaren Scion - 4 - This is a great vampire payoff card. The first strike will enable all of the other "if an opponent was dealt damage this turn" card, and it offers a ton of card advantage if left on the board. This is one of my favorite rares.
Galvanic Iteration
Galvanic Iteration - 3 - This effect is always borderline unplayable. The deck has to have so many good spells to make it worth playing, but in the cast the flashback makes it way more reasonable. It offers small card advantage and you get to cast it early on anything while still saving the second cast for when you draw the better spells. This is decent.
Ghoulcaller's Harvest
Ghoulcaller's Harvest - 3.5 - That is a lot of zombies. That is even more zombies... This is a great late game card that might end the game if an opponent can't answer 10+ bonus creatures in one turn.
Grizzly Ghoul
Grizzly Ghoul - 3.5 - I actually like this zombie bear a lot! Playing it post combat after a trade means it is a four-mana 6/5 trampler, and it can even be better with the right boardstate. This is a great threat for a reasonable mana cost.
Hallowed Respite
Hallowed Respite - 1 - Why is there a blink spell and sorcery speed. I am sure it does a lot of things... but I am not interested in them
Hungry for More
Hungry for More - 2 - Not a huge fan of anything that doesn't leave anything on the board. If the spell was instant and we could use it for blockers if needed I would like it a lot more. This is likely a five-mana finisher for 6 power Haste.
Join the Dance
Join the Dance - 2.5 - In a format with so many go-wide payoffs and sacrifice synergies it is hard not to like a card that splits its power across multiple bodies. This is definitely worth playing.
Katilda, Dawnhart Prime
Katilda, Dawnhart Prime - 4 - Katilda has a lot to offer. She is a late game mana sink that rewards wide boards. The protection for Werewolves will also come in super handy against decks that are taller.
Kessig Naturalist // Lord of the Ulvenwald
Kessig Naturalist // Lord of the Ulvenwald - 3.5 - This 2-drop has a lot of upside. On the play this will help Gruul decks ramp into their larger creatures and dominate the board. During night this just gets crazy strong as it pumps so many creatures in the format. This is one of the best werewolves that is not rare.
Liesa, Forgotten Archangel
Liesa, Forgotten Archangel - 5 - This angel is nuts. This creature is a massive treat on her own. She offers card advantage and prevents opponents from using any graveyard recursion like disturb. I love this card and will play it anytime I am in White.
Ludevic, Necrogenius // Olag, Ludevic's Hubris
Ludevic, Necrogenius // Olag, Ludevic's Hubris - 4 - The power level of this card relies heavily on how much graveyard interaction the deck has. With a lot of disturb and flashback cards this card will really shine. It is a good rate either way and always worth playing.
Old Stickfingers
Old Stickfingers - 3.5 - Creatures that can be played early in the game and get better when drawn later are always great to have. They make the deck run smoother and increase the overall power level.
Rem Karolus, Stalwart Slayer
Rem Karolus, Stalwart Slayer - 4 - Another great rate creature that has a lot to offer. There is a lot of upside with this card, but honestly its getting played in any deck regardless.
Rite of Harmony
Rite of Harmony - 3 - This works best in decks that card create token creatures. It does have flashback, so it will likely gain a card advantage in any deck. Join the Dance is a great card to look for when drafting this.
Rite of Oblivion
Rite of Oblivion - 4 - This is and Orzhov removal I love to see. This is premium removal not matter how you look at it. Often tokens or land will be sacrificed so that will typically not be an issue.
Rootcoil Creeper
Rootcoil Creeper - 3.5 - There is nothing not to like about Rootcoil Creeper. This creature ramps, fixes, offers a good rate on its own, and can even turn into a stronger spell later in the game. This is a very strong 2-drop.
Sacred Fire
Sacred Fire - 3.5 - This baby Lightning Helix is a bit below rate, but you can play this twice and helix is too busted anyway! This isn't the best removal but I will always be happy to play it.
Sigarda, Champion of Light
Sigarda, Champion of Light - 4.5 - This creature is nuts! The only reason she is not a 5/5 is because she has no real ETB that will affect the board when she is removed right away. Sigarda has a slightly more reasonable Winota, Joiner of Forces ability that is a bigger threat on her own. After all of that, let's not forget the lord effect... This will see a lot of play in Limited and constructed.
Siphon Insight
Siphon Insight - 3.5 - Getting to play the best two cards out of 4 is a really sweet deal. This is a lot better than just drawing two cards. This will see play in Constructed and is definitely worth playing in Limited.
Slogurk, the Overslime
Slogurk, the Overslime - 3.5 - This ooze is worth playing even with little synergy. Green does have a few cards that will put cards into the graveyard incidentally but I wouldn't expect this run away with the game often. Keep an eye out for Evolving Wilds when drafting this card.
Storm Skreelix
Storm Skreelix - 3.5 - Another big payoff for the ur spells deck. 4 toughness also means it will dodge a lot of the Red removal in the format. Overall strong card has some serious upside in one particular deck.
Sunrise Cavalier
Sunrise Cavalier - 3.5 - The creature is a major piece of the Boros aggro deck. This creature is a great rate on its own and will slowly build your board. This is something I am always looking for in an aggro deck.
Teferi, Who Slows the Sunset
Teferi, Who Slows the Sunset - 4.5 - Teferi is once again doing silly Teferi things. This Planeswalker takes a little time to win the game, but it certainly will win games if left on the board for a few turns.
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge - 4 - This is one of the best payoff cards for the Werewolf deck. Getting to draw any time a wolf hits is amazing. Remember it can be any wolf and not just werewolves - cards like Pestilent Wolf and Snarling Wolf will trigger it too! I love this card and will be playing it as often as I can.
Unnatural Moonrise
Unnatural Moonrise - 2.5 - Getting to draw a card is kinda nice, but this is a sorcery speed spell so the windows it is good are a bit narrow. This is definitely a playable card, but make sure to take care picking the spots to cast it.
Vadrik, Astral Archmage
Vadrik, Astral Archmage - 2 / 3.5 - This is a great enabler for the ur spells deck. Without a lot of instants and sorcery spells it is still playable because it will likely become a 2/3 or 3/4 reasonably quickly.
Vampire Socialite
Vampire Socialite - 3.5 - The worst case with this card is a slightly above rate creature. The long term payoffs in the vampire deck is amazing and this will definitely help snowball into some really quick wins.
Wake to Slaughter
Wake to Slaughter - 3 - Getting to flash this back offers a fair amount of value. The vampire deck is really aggressive, so the creature that gets to attack will often add a fair amount of pressure to the board and need to be blocked. This is a great addition to any aggro deck.
Winterthorn Blessing
Winterthorn Blessing - 2.5 - This card is cheap enough to make it worth playing, but at sorcery speed it is a bit underwhelming. This will see some play but ideally you can find better spells than this.

Thanks for reading and I will see you in seven weeks for Crimson Vow!

Twitter: @MTGNerdGirl

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