The Green Review
The Midnight Hunt is upon us. With Day and Night changing the citizens around you, embark on a mission to control time itself, and let’s dive into the green cards from Innistrad: Midnight Hunt (other reviews here).
At first glance, I thinkis underwhelming for commander play. Unlike , the power and toughness setting ability only tracks the card types in your graveyard. So while could be as strong as an 8/9, it will usually float around four or five power. Depending on how many enchantments or artifacts you run, lands, creatures, instants, and sorceries will be the main fuel for the blob’s power. And even if you do get it up to six or seven power, how often do you see vanilla 6/7’s and 7/8’s in a game of commander?
Butisn’t a vanilla creature. It creates token copies of itself, that won’t generate more tokens, on your end step. This is great for Ooze tribal decks, which have gotten a wealth of support in the past few years. and both reward you for having a lot of Oozes in play. is a perfect engine for these decks. It can also fit into non-Ooze decks which care about creature tokens. loves to make four-power tokens, while is both an Ooze and an extra copy of to double the number of tokens you creature during your end step.
At its most basic,is a three mana creature with four power. That alone may make it worth considering for decks. Once you start paying into the triggered ability on , it starts to look less interesting for Commander. The cost to add +1/+1 counters quickly stops being worth it, and turning lands into creatures isn’t usually what you want to do. It’s important to note that those lands are now 3/3 Wolves forever. There are some uses for this, as its easier to untap creatures than lands. and are potent combo pieces. makes it trivial to cast and recast creatures, untapping your lycanthropic lands every time. But there are easier and safer ways to combo with both Chulane and , so I’m not sure has a home in Commander.
Wrenn and Seven
Another day, another dryad host left to die, as they say.is most notable for its first ability, which fills your graveyard while ensuring you hit your land drops. This is great with land-focused commanders like , but any graveyard decks can take advantage of this ability. wants a big graveyard, and can take advantage of the non-land cards you mill right away.
The middle ability is less immediately useful. Putting extra lands into play is always powerful, but decks that want that ability already have tons of ways to do it., , and all let you play extra lands. Where this ability shines is in decks that aim to use their lands for other abilities. and both put extra lands into your hand, which can then immediately put back into play. Moonfolk, like and , also have powerful abilities that require you to return lands to hand. Being able to freely copy spells with is even more satisfying when you have a way to put all of those lands right back into play.
The two minus abilities are less interesting. Creating a token which power and toughness equal to the number of lands you control is a nice mirror to‘s ‘Karnstruct’ tokens. It also creates a sizeable body in a pinch, but landfall decks would rather continue abusing the +1 and 0 abilities. The -8 is less interesting, as you’ll usually want to leave your cards in the graveyard. That’s where you can reanimate your big creatures, and continue abusing for that sweet, sweet value.
Augur of Autumn
In the right deck,can very easily become a . Even without three creatures with different powers, being able to play lands from the top of your library is powerful. If you’re playing enough lands, it’s almost like drawing a card, and being able to do it multiple times clears dead draws off the top of your library. To be able to then cast creatures from the top of your library as well gives you the potential to look at a lot of cards. This will be very strong in creature decks playing as many versions of as possible, especially as white leans into that effect to draw cards.
In order to get that full value, though, you’ll need to pick your creatures with coven in mind. It isn’t a difficult requirement to meet, either. Within the command zone you can play turn one, and have fully on line as early as turn two. In Human tribal decks as well you will naturally have a variety of one, two, and three-power creatures. can make excellent use of both halves of , while has the ability to easily modulate the power of your creatures.
Saryth, the Viper’s Fang
has two powerful abilities that make your defensive creatures harder to get rid of, and your aggressive creatures even more dangerous. Deathtouch is a potent ability that lets your smaller creatures trade up in combat. Or, more likely, actually get through in combat. You can also use and to give your blocking creature deathtouch during combat. Similarly, untapping a creature once it has been targeted by will cause the spell to fizzle.
This makesa potent commander on her own, and adds extra power to . Extra sources of deathtouch make infect wins much more achievable. Shes also an upgrade for decks that care about tapping and untapping creatures. and can take advantage of Saryth’s ability to untap creatures, and her protective abilities. Emmara’s tokens also become much more threatening with deathtouch.
is formatted like spread across two sides of the card. The front face creates two 2/2 Wolf tokens as it enters, while the back half creatures two tokens whenever it attacks. If you’ve ever seen take over a game, you’ll recognize the potential has. The problem is the mechanic that lets flip. If you cast it during your turn, it will probably stay untransformed until your next turn. Then you’ll have to not cast any spells, and the huntmaster will transform, ready to attack on your second turn after casting it. Its just too slow to be as effective as is. So rather than cast , put it into play with or . can also put the huntmaster into play and have it transform immediately. Abzan and Sultai colors also give you plenty of instants to play spells on other players’ turns, to ensure your werewolves flip when you want.
Doubling power and toughness is powerful. Doing it at the beginning of each combat, not just your own, makes you very hard to attack while also making your attacks much harder to block. Combiningwith other power doubling effects, like or , seems like a great place to start. tends to play big creatures already, while ends games in play. I also want to shout out as a great home for this enchantment. Green has plenty of ways to give trample, but prevents a simple from stopping your huge creatures.
can be surprisingly threatening, and I expect to be just as good. Everything from Flashback to puts +1/+1 counters on , but it will likely show up in two archetypes more than any other. Aristocrats decks like to recycle creatures over and over, and Land decks like to pull lands out of the graveyard repeatedly. , or any commander partnered with can make great use of . The new will also add counters quickly.
starts as a small self-mill engine and turns into precision graveyard hate that calls back to . It isn’t flashy, but I really like how this card is paced. It only flips once you have a graveyard established, meaning it starts exiling cards from graveyards as soon as your opponents start to abuse them. is just a solid card that has a home in , , or any other deck that wants cards in the graveyard.
Turn the Earth
strikes me as a strictly better . Both can target cards in your opponent’s graveyard, but is only one color. It fits into Abzan and Golgari decks. This isn’t usually a big deal. They often prefer grave hate on creatures like . But can target cards in multiple graveyards, letting you reuse creatures with while also removing combo pieces from other graveyards.
is often seen as the premier artifact and enchantment removal creature, but has given it a run for its money. Sacrificing at any time makes it more useful for , and it doesn’t have to worry about shutting off its effect. is a cheaper that is easier to recur, and flips into a creature that also destroys any artifact or enchantment when it attacks. This card doesn’t have to flip to be good though. Don’t sleep on it.
joins the proud ranks of and among self-mill creatures. The farmer stands out by letting you return any land from your graveyard, not just a land that you milled with its own effect. It can return a spent , which makes it more reliable for mana fixing than . Later in the game it can return a useful utility land, or give you an extra cycle with . Consider this for in particular, and any deck that can make use of cards in the graveyard.
Path to the Festival
is less exciting, but combining ramp with limited card selection is an interesting middle ground between and . That scry does require you to have three different basic land types in play, which I like. is best in three color decks. Green could stand to be more of a support color while the others get the spotlight for a little while.
And that’s the end of my Innistrad: Midnight Hunt Green set review for EDH. Now I want to know what you think of the set? What green cards are you looking forward to, and what decks will they go in? Let me know in the comments, and thanks for reading.