Multicolor Musings under the Moonlight
When different strains of mana combine, the outcomes can be anything from mundane to transcendent. This is doubly true on the plane of Innistrad where its various monstrous denizens twist and braid mana together to suit their eldritch ambitions.
Innistrad: Midnight Hunt is loaded to the brim with fantastic multicolor cards, containing more than twice as many gold cards as all three sets of the original Innistrad block combined! That’s much too much powerful magic to contain in a single article, and so today we’ll be covering all the allied color pair with my review of the enemy color pairs coming on Monday.
This color pair is focused on spirits and their disturb mechanic, so its multicolored cards include ways to fill your graveyard and use your cards from there, with all of the gold cards other than Teferi able to be cast from there.is my favorite of these, as reusable discard and draw hasn’t been prevalent in either of these colors before. It’s not quite , but it’s pretty close. As for , he can provide a nice boost to mana production and even end up making himself free to cast. I don’t know if he’s worth playing if you’re not pushing for the emblem, though. I’m not super impressed with this color pair’s legendary creature, , as it’s hard for me to picture a deck built around him being anything more than mediocre and a bit dull. I look forward to being proven wrong, however.
For the colors of zombies in the set, the multicolored cards here are actually pretty diverse with a good range of effects. I love the weirdness that isand the odd creature-heavy self-mill deck it wants you to build. No, it’s not exactly new territory with comparisons able to be made to and both versions of Lazav, but it’s still a neat design. The other card I’m drawn to here is , which may not look that interesting on the surface until you notice that it’s an instant. This really ups the utility of the card, especially for higher-powered decks, as is it can totally undo any top-of-library tutoring with cards like or . Additionally, being a two mana value instant, it can be imprinted onto an , allowing you to cause long-term headaches for your opponents.
With the next set focusing more on vampires, the multicolored cards in their colors still give an OK showing, but we all know the really good stuff is coming in Crimson Vow.offers a lot of intriguing options both for inclusion in other decks like and as well as heading his own decks. Is Florian the best possible commander yet for a deck? Could be. In any case, his ability is amplified in Commander when you’re playing cards that hit all of your opponents, such as or . The only other card in these colors that catches my eye is , which is a nice bit of reusable recursion for decks running big creatures, though you really need to be running bounce effects or blink effects to really take advantage of it.
The red and green multicolored cards in Midnight Hunt are all bangers, as one would expect in set with werewolves at the fore. Of course the biggest talking point iswho is the werewolf commander that folks have been wanting ever since the original Innistrad set. The card draw trigger on combat damage is amazing, and the fact that it’s on both of his faces is even better. Also, the fact that he can force nighttime and bring the older werewolves along with him is great too. The real treat for me with Tovolar is the fact that he has tap-free uses of built into his nightbound side, letting you punch through for even more cards with your werewolf team. (Remember, you can make X be zero to just give trample without a power boost.)
As if Tovolar wasn’t enough werewolf goodness, we also get possibly the best version of Arlinn yet.‘s daybound side gives you one of Magic’s best tools: Playing at instant speed. Not only can you just hold your creatures until whenever you want to cast them, casting on an opponent’s turn won’t affect the day/night transition, making this ability somehow even better. Arlinn’s other abilities are solid, with her only costing two mana to cast if it’s already night, and making tokens or being able to have an indestructible attacker is always solid. Just remember that when Arlinn is a creature, she stops being a planeswalker.
The green and white multicolored cards here give us not one but two new excellent human tribal commanders.lets you play a human deck more similar to a typical elf deck, with each creature giving you lots of mana, allowing you to ramp up quickly. This provides an interesting tension between running cheap humans and also bigger spells to put all the mana into. is a more traditional tribal commander, giving your humans a buff and finding more humans for you to cast later. I’m sure either one of these decks want the other in their list, as they work quite well together. is an interesting twist on that lets enchantment and token decks get in on the card drawing fun.
Now that all of Innistrad’s tribes have come out to play and show what they can do, we’ll leave them to their Midnight Hunt and prepare ourselves to examine the rest of the set’s multicolored madness on Monday. I’ll see you then, so sleep well, if you can.