Welcome to my Innistrad: Midnight Hunt Limited Set Review! I’ll be going over every card in the set, and evaluating it plus giving it a numerical grade. I’ll be doing so in mana value order, as I liked how that turned out last time, and give you the full analysis of each card. As usual, the commentary gives you a more full picture than the grade, though the grade can help show you where it lands when all is said and done. Let’s get to the grading scale:
- 5.0: The best of the best. (Lolth, Spider Queen. Meteor Swarm. The Deck of Many Things.)
- 4.5: Incredible bomb, but not unbeatable. (Skeletal Swarming. Volo, Guide to Monsters. Forsworn Paladin.)
- 4.0: Good rare or top-tier uncommon. (Power Word Kill. Cleric Class. Battle Cry Goblin.)
- 3.5: Top-tier common or solid uncommon. (Dragon’s Fire. Plate Armor. Skullport Merchant.)
- 3.0: Good playable that basically always makes the cut. (Shambling Ghast. Djinni Windseer. Owlbear.)
- 2.5: Solid playable that rarely gets cut. (Plundering Barbarian. Elturgard Ranger. Check for Traps.)
- 2.0: Good filler, but sometimes gets cut. (Veteran Dungeoneer. Clattering Skeletons. Jaded Sell-Sword.)
- 1.5: Filler. Gets cut about half the time. (Sylvan Shepherd. Earth-Cult Elemental. Manticore.)
- 1.0: Bad filler. Gets cut most of the time. (Thieves’ Tools. Brazen Dwarf. Compelled Duel.)
- 0.5: Very low-end playables and sideboard material. (Plummet.)
- 0.0: Completely unplayable. (Bard Class. One with Nothing.)
This is a complicated one, as evidenced by me really beefing it on LR, but I suspect it will play pretty well. It actually fixes a lot of what didn’t work out so well in the first go-round, and especially for Commander (which is a bit outside the scope of these reviews, but does seem relevant to many folks’ interest).
So, how does daybound/nightbound work?
There are a couple different ways it shows up on cards. The most common is daybound/nightbound on Werewolves such as Tavern Ruffian.
The game starts with it being neither night nor day, and remains that way until something changes it. One thing that can change it is when you play a card with daybound, like the Ruffian up above. Once it becomes day, the game will either be day or night for the rest of the game, even if nothing in play cares about it, and you’ll have to track the status.
Once it becomes day, it remains day until a player plays no spells on their turn, at which point it will become night on the next upkeep. Likewise, when it’s night, it remains so until a player plays two spells on their turn, and then it’ll switch back to day on the following upkeep. Whichever state it is, it’s true for both players, which means that you can play Werewolves directly as their Wolf side if it’s night, even if the opponent’s card made it night.
Be aware that this is different from original Innistrad, something that tripped me up too. The night/day switch only cares about the active player, which means that if you want to switch it, your opponent can’t stop you (and vice versa).
There are also cards like Brimstone Vandal, which set it to day if it’s neither night nor day when it ETBs, which also starts the tracking of day/night (but doesn’t have a flip side itself, though it does care about when it switches).
What are the implications of night/day?
- It’s not hard to flip your Werewolves, if you want to. Your opponent can flip them back, but it’s harder to play two spells in a turn than no spells, so the night side is a little more likely to stick.
- Instants and flash creatures get better, as they let you pass the turn, flip to night and then play something on the opponent’s turn so you don’t waste a turn’s worth of mana.
- Werewolves get better in multiples (they do travel in packs, after all). An early Werewolf can make it night, which powers up subsequent ones, and if you have multiples in play it’s more likely to be worth skipping a turn to flip them.
As we get to cards that interact with this mechanic, I’ll go deeper on what they do individually, but this is a rough guide of how the mechanic plays and some implications it has.