Best Commander Cards: Innistrad Midnight Hunt – Commander Set

Best Commander Cards: White & Blue / Black & Red / Green, Gold and Etc / Commander Set


But that’s not all! Here are all of the cards from best Commander cards from the Midnight Hunt Commander set. Please note that not all of these cards show up in either of the two Commander precons, so I’ll first talk about the cards that are part of the decks and then show you the eight cards that are instead only in Set and Collector boosters. 



Header - The Commanders

Leinore, Autumn Sovereign

Rating: Commander
Zero power for four mana? Sounds bad, right? Well, maybe. It’s not amazing. You’re doing a lot of work for a card and a counter per turn, and while the counter does make it a lot easier to get that card, I’m not sure I see the value in this weird Phyrexian Arena with really minor upside. That said, if you want to play a coven deck, I suppose this is fine? 

Wilhelt, the Rotcleaver

Rating: Commander
Now this one I can get behind. This card has big Rotlung Reanimator vibes, and I’m always into that. If Wilhelt is in charge, there are no Deadapults allowed, but there are still plenty of ways to sacrifice Zombies for value with cards like Ghoulcaller Gisa, Attrition and the usual pile of Altars and other artifact engine cards. 

Eloise, Nephalia Sleuth

Rating: Commander
Head Detective Eloise is here to solve this game of Commander! Spoiler alert: it’s going to be a fun solve. Sacrificing creature tokens lets you double-dip on creating clues and surveiling, but I think I’d like to go hard on artifact creature tokens and throw in some more Aristocrats effects alongside Kels, Fight Fixer. Give me a Marionette Master deck any day!

Kyler, Sigardian Emissary

Rating: Commander
When compared with Leinore, this card just looks miles better. While idiots like me might be interested in putting a lot of weird counters on Kyler (because her second ability doesn’t specify what kind of counter you need!) it’s probably best to just throw a pile of Humans on the table and grow Kyler normally. Hardened Scales looks ridiculous with Kyler already, and I’m sure the Humans/counters crossover will work like a charm.


Header - White

Celestial Judgment

Rating: Role Player

You’ll have to do a lot of work to come out with the only creatures on the battlefield after this resolves, and with not too many amazing coven effects, I think the overall payoffs are minimal, but if you can maximize this, it could easily win you the game on the spot. Most decks would rather have Austere Command and other similar cards in this slot, though.

Curse of Conformity

Rating: Tech Card
Unless you’re casting this on yourself (which is a viable option in decks that just spam 1/1 tokens alongside their commander) this is mostly a way to shut down ETBs and other creatures with powerful abilities on the battlefield. I’m glad this doesn’t shut down commanders, because then it would be deeply unfun – at least this way your opponent has a chance. Make sure you are ready for the onslaught of 3/3s though, because they’re coming directly at you.

Moorland Rescuer

Rating: Role Player
I like the idea of a fixed Reveillark that exiles itself and needs to die. Six mana is a lot, but if you can stick this and then pump it up, you’ll get a huge return after a wrath or a big combat. Of course, this does work the same way Nethroi does in terms of that “total power” number, so nonsense involving zero-power creatures or even something like Scourge of the Skyclaves that might have massively negative power works just fine here.

Sigarda’s Vanguard

Rating: Build-Around
This might be my favorite coven payoff so far, and it doesn’t even have the ability word on it because of the way it scales into the stratosphere. Building your deck to take advantage of this, Celestial Judgment, and some of the other power-diversity cards might be tough, but flashing this in will make it all worth it.

Stalwart Pathlighter

Rating: Role Player
If Sigarda’s Vanguard is your finisher, Stalwart Pathlighter is your insurance. If you’re putting together a suite of creatures with different powers, you’re pretty much guaranteed to be on the offensive, and that means you’ll have a lot of room to just smash opponents without worrying too much. The vigilance on this is a nice little addition, but I don’t expect to want to block with this too often.

Wall of Mourning

Rating: Niche Inclusion
In most circumstances, Wall of Omens is just going to be better. Sure, this can eventually draw you three cards, but that takes a lot of work and at least three turns. The only upside over Wall of Omens that I can see is the selection aspect, which I do like, and zero power does make coven-building much easier. This is a good reminder that “niche inclusion” doesn’t mean “bad” – you just have to be all in on the theme, and this card is a small piece of the puzzle rather than the reason to build a coven deck.


Header - Blue

Cleaver Skaab

Rating: Role Player
It’s going to take a lot of resources to make this work – seven mana and either a turn cycle or some haste, plus a creature you want to double up on – but when you do make it happen, it can be quite marvelous. Plus, Zombies don’t mind going to the graveyard, so you might soon have not just two, but three copies of Noxious Ghoul, Death Baron or Gray Merchant of Asphodel.

Curse of Unbinding

Rating: Niche Inclusion
This is a pretty fun Curse, but unless you’re all in on Curses, I don’t see “Telemin Performance every turn” as a high-powered card outside of decks that are deep on this theme and low on options due to color restrictions or something else similar. 

Drown in Dreams

Rating: Role Player
In something like Bruvac, this is a great way to spend your mana in the late game. With Bruvac specifically, for a moderate value like X=5, you could force five draws (or keep them for yourself) along with milling for 20! Copying this spell also seems like a huge win, and don’t forget, self-mill is a really strong theme even if you’re not one of those Laboratory Maniac-type people (I confess I always have been!).

Empty the Laboratory

Rating: Role Player
I love the idea of Mass Polymorphing a bunch of Zombie tokens into more Zombies, and I’m elated that, if I do end up using actual Zombie cards for this, they simply get sacrificed instead of being exiled as they would be by the actual Mass Polymorph. The fact that this only grabs Zombies means you can avoid putting some of your utility non-Zombie creatures into play with this, which is probably good because this feels like an endgame spell.

Hordewing Skaab

Rating: Build-Around
This is a great way to make your decaying Zombies pay off extra before you hopefully sacrifice them and the looting fills your graveyard – exactly what we want in a go-wide deck dedicated to my favorite type of undead. Giving a huge group of creatures flying is often a way to win low-to-mid power games, so I expect this to be a favorite for those types of decks.

Shadow Kin

Rating: Niche Inclusion
This looks like a card that will be more fun than it is powerful – milling everyone is often a recipe for danger, but flashing this in before your turn means you’ll get something cool in your upkeep, at least, most likely. 


Header - Black

Crowded Crypt

Rating: Role Player
I love this new trend of mana rocks with teeth! Cursed Mirror was fantastic, and while Crowded Crypt takes longer to pay off, it’s still a decent draw late as it can be played the same turn as you delete your whole board. That said, it’s much better as an early play that produces mana until it builds up enough counters to either be a solid mana sink or eat a piece of premium removal – and for the low setup cost, I don’t mind trading this off that way.

Curse of the Restless Dead

Rating: Tech Card
I think this is only really good if you expect to face a green deck every game, but let’s be real: this is Commander, and that’s likely to be the case. Just getting somewhere around .75 tokens per turn cycle is not worth it.

Ghouls’ Night Out

Rating: Role Player
Here’s a great reason to mill everyone! Honestly, this works just fine if the game has gone long enough too – grab the biggest, baddest, most ETB ability-laden group of creatures and smash in for huge damage… next turn, that is. Unless you’ve got some source of haste for everyone, you’ll be waiting a while before you actually get the larger payoff, but this card still seems like a lot of fun.

Gorex, the Tombshell

Rating: Role Player
Double-delve for creatures only is pretty interesting, but since there are plenty of ways to bring creatures back from the yard, the real reason to play this as your Commander is because you love the Zombie Turtle (that said… very cool). As a member of the 99 in Zombie decks though, I like this if you think you’ll get to attack with it once. I’m glad you get a card back when it dies, at least.

Prowling Geistcatcher

Rating: Powerhouse
This card is probably the most powerful new entrant from this set, and that’s likely an undersell. This card could have only brought back the things it exiled when it died, but instead it says “leaves the battlefield”, opening up tons of shenanigans with blink effects and preventing opponents from stopping you with exile-based removal. Sacrificing things you don’t control (hi, new Gisa and Ghouls’ Night Out) just got better as well, since this returns the exiled cards under your control, not the owner’s. I basically don’t care about using tokens to pump this up – I just want to do ETB shenanigans. 

Ravenous Rotbelly

Rating: Role Player
Alex Ullman wrote an article here recently about problems with Grave Pact and ways to play it responsibly or use other effects to replicate it. This card fits right into that mold – it’s not “everyone has to sac this number of things”, but instead, it gives you the opportunity to turn up to three Zombies into Fleshbag Marauders when the Rotbelly shows up. This card takes the concept of attrition to a new level, and I love it.

Tomb Tyrant

Rating: Role Player
There always has to be a restriction with Hell’s Caretaker’s ilk – who would ever let us just weld creatures in and out cleanly, right? Well, this one is a little awkward, but if you’re sacrificing Gravecrawler or something else cheap and recursive, and if you can curate your graveyard a bit with something like Gorex, it should be possible to feel good about this card’s effect consistently. I’m glad it’s also a Lord so there’s a stable gain.


Header - Green

Celebrate the Harvest

Rating: Niche Inclusion
It’s hard to imagine playing a card like this that depends so much on my board state and requires me to play cheap creatures in a particular manner in order to ramp. I feel like Explosive Vegetation would be as good or better a lot of the time, and I don’t even play that card anymore.

Curse of Clinging Webs

Rating: Tech Card
The fact that this gives you tokens instead of only griefing your graveyard-loving opponent is nice, because it justifies the card a little bit more in terms of actually doing something active. 

Heronblade Elite

Rating: Build-Around
We’ve seen cards like this be powerful before – think Marwyn, the Nurturer here. While this obviously doesn’t serve as a commander, it does get to attack and then generate mana in your second main phase. I’m excited to see how this plays out with Kyler in a Selesnya Humans and counters deck.

Kurbis, Harvest Celebrant

Rating: Role Player
I think this could be an okay commander for a counter-themed green deck, but since those decks are so much stronger when they can dip into white or black, I think this would be a better fit in the 99, showing up as a supporting character to protect your other creatures in combat or from effects like Blasphemous Act.

Ruinous Intrusion

Rating: Role Player
In a counter-focused deck, I’m a fan of this effect, and the fact that it exiles is just icing on the cake. Four mana is a lot though, and I think that’ll push this out of some higher-powered lists even though you’re getting a package deal.

Sigardian Zealot

Rating: Build-Around
Sigarda’s Vanguard has a best friend! Of course, even the combination of these two cards doesn’t get us to something like a Craterhoof Behemoth, but that’s okay by me because it’s a fun objective to build toward. Maybe I’m turning around on this coven stuff, or maybe there’s more in Innistrad: Crimson Vow to back this stuff up.

Somberwald Beastmaster

Rating: Niche Inclusion
If you’re blinking Trostani’s Summoner, you might want to give this a shot as well, but keep in mind that this feeble 1/1 is what gives your creatures deathtouch, and the tokens it provides don’t have trample or anything sweet like that. 



Header - Set/Collector Booster Cards

Now we come to the eight cards only from Set and Collector Boosters:


Avacyn’s Memorial

Rating: Niche Inclusion
It costs eight and won’t affect most of your permanents unless you’re all in on a legendary theme. This isn’t my idea of awesome.

Visions of Glory

Rating: Role Player
If you’re going for a go-wide Humans theme, this will trigger all of your Kyler-type effects and give you a huge board to work with… unless, of course, you have no board. That’s the biggest problem with this card – it tips the scales in your favor only if you’re trying to break a stalemate or you’re just a little bit behind.

Visions of Duplicity

Rating: Niche Inclusion
I mean, I love to cause havoc… but why? Why do this? Why spend a whole card on this?

Visions of Dread

Rating: Niche Inclusion
If you’re doing all that work to curate their graveyards yourself, surely there’s a cleaner way to just reanimate their stuff.

Curse of Obsession

Rating: Role Player
You can cast this on yourself in a deck that wants to rush through all of the cards in its hand real fast, with madness synergies like Anje or maybe in a burn deck featuring Torbran or similar. In a Nekusar deck that wants to force draws, or against a control deck that wants to hoard cards in hand between turns, this can be great on opponents. Easily my favorite new Curse!

Visions of Ruin

Rating: Niche Inclusion
I’m all for playing offbeat cards, but there are so many better ways to destroy artifacts that I struggle to imagine playing this. Even in a Treasure-focused deck, you might just not be able to cast this for value at various points in the game, which makes it hard to sleeve up.

Visions of Dominance

Rating: Niche Inclusion
By the time you are casting this for more than just a couple counters, you’ve already created a horrible monstrosity. Win-more at its finest, unfortunately.

Lynde, Cheerful Tormentor

Rating: Commander
It’s a clear-cut Curse commander! Sure, sometimes curses briefly go on you, but Lynde helps you compensate for that by moving them where they belong bit by bit. I’m not totally convinced that this makes Lynde a better vehicle for Curses than some other random Grixis commander, but it’s fun to play on theme.


Okay! That’s it. See you next time, when we’ll dive into actually building decks with some of these sweet cards!


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