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Yet Another Top Ten Cards from Midnight Hunt

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Hello happy readers! I hope that your day is just so amazingly well that you'll reckon it's one of your top 13 days in your life by the end! (See the plane of Innistrad for that reference). And then my hope for tomorrow is that it's even better than today!

Alright let's look at this new set called Innistrad: Midnight Hunt. Over the last two weeks I have brought to you two of my Top Ten Lists and since each top ten has 2 Honorable Mentions, that was 24 cards overall.

First, I counted down my Top Ten Cards from Innistrad: Midnight Hunt. This list also included two Honorable Mentions. It included cards like Curse of Silence and Sludge Monster, and more commons than normal. You can check out that article here.

Secondly, I counted down cards from #13-#24, which included a whopping 5 uncommons, as well as cards like Fateful Absence and Infernal Grasp. Check it out here!

This is a really deep set, so let's look at another Top Ten this week plus two more Honorable Mentions!

To make this list you must be good for casual kitchen table levels of play. Commander, Five Color, multiplayer, Highlander, are among the formats that help get you great play. If you are a powerhouse in limited or Standard but week in Commander, you aren't making this list.

This time we have these Rarities hitting our chart:

  • Mythics: 3
  • Rares: 7
  • Uncommons: 1
  • Commons: 1

Well this is a much heavier rare // mythic list than the previous two!

Ready? Let's do it to it!

Honorable Mention #1 (#36 Overall). Saryth, the Viper's Fang

Saryth, the Viper's Fang

This is an interesting option for Commander brews to build around since your pingers that tap for damage will all have deathtouch, and turn into Visara the Dreadfuls, and then your untapped stuff plays keep away with hexproof. Swingers get deathtouch which is better, and blockers get hexproof, which is better. It plays very nicely into modern gaming options. I love her in other builds as well, along-side tappers and untappers in Simic, Gruul, and more than two colors.

I have a real-life Commander build that loves her there. And she's not just good for Commander either as a leader or a support structure either, I see places in other kitchen table brews for our good Saryth as well!

Honorable Mention #2 (#35 Overall). Lord of the Forsaken

Lord of the Forsaken

This six-mana 6/6 flying trampler is pretty good and on-curve with two evasive abilities. Nice! As you can see, Lord of the Forsaken gives you two useful abilities in addition to its flample. The former lets you sacrifice another dork that will mill a player for three cards. That's likely to be you in formats like Commander but your foe in limited. Flexible.

The latter ability lets you pay a life to make a colorless mana that can only be used to cast spells from your graveyard, which is pretty common in black. Flashback? Jump-start? Retrace? Creatures with cast abilities like Ebondeath, Dracolich? Good stuff for the kitchen table in most any formats that care about graveyard fun times.

#10. (#34 Overall) Suspicious Stowaway // Seafaring Werewolf

Suspicious Stowaway // Seafaring Werewolf

On the front end, the Stowaway is arguably better than iconic Commander common Looter il-Kor in 3,993 decks over at EDHREC.com, and it used to be a lot more. Both are hard to block and will draw and discard a card when they punch a foe's face. One has shadow, the other unblockable.

I run Looter il-Kor in my real-life Commander Cube (which you can check out the visual spoiler here).

This is better for blocking, although why you'd want to keep it back is beyond me. It does transform into a 2/1 beater which is better at ending the game, unblockable, and smashes for card draw rather than looting, so it's even better there! I don't like the color swap as Green doesn't add anything that Blue doesn't already have, and the extra color identity makes it harder to run in Commander, it should have stayed mono-Blue. But it's a strong addition to the to the canon of your good options at the kitchen table.

#9. (#33 Overall) Raze the Effigy

Raze the Effigy

Shatter used to be the iconic artifact removal instant common that was in the game. Then we were handed Smelt, which is better in every way. Now we are getting a new Smelt in Raze the Effigy. One mana? Check! Instant speed? Check! Don't have an artifact target so you can target an attacker? Check! This is really strong and has a lot of sauce for kitchen table play. And it's our token common on today's list.

#8. (#32 Overall) Liesa, Forgotten Archangel

Liesa, Forgotten Archangel

Awesome is as awesome does!!! This awesome Archangel is really good at card advantage over time. A 4/5 flyer with lifelink is pretty good and suits as a leader over in the Commander format. She exiles opposing dorks as they die - good against recursion. She also will let you return a dead non-token dork you control to your hand at the end of your turn. That's great for sacrifice builds like Aristocrats where you are looking to sacrifice your stuff for triggers, good for value over time builds like Midrange, and also strong in decks like Reanimation. It's good in a lot of ways. Awesome is as awesome does!

#7. (#31 Overall) - Burn(ing) Down the House

Burn Down the House

I. Am. An. Ordinary. Guy! Burning down the house! Three. Hundred. Sixty. Five. Degrees! Burning down the house! I have run this card in one of my builds already for this set (A Boros Commander deck you can find here). It can be used on Mode A to sweep the board of creatures and/or planeswalkers. Pretty good in formats like Standard or Commander. Don't need the sweepage? No issues, just cast Mode B to make three 1/1 Devils that can protect, block, or swing all day long.

It's good as a sweeper if you are behind and as a token maker if you are ahead. Pretty nice, right?

Now let's turn to #30 in in our hearts and heads!

#6. (#30 Overall) Arcane Infusion

Arcane Infusion

I tossed this card into my Type Four stack! (The format and its rules are here). You get two Impulses for key instants or sorceries for one card and the mana doesn't matter. The net is 8 cards dug and 2 instants/sorceries in a format that really cares about them. Outside of Type 4, it's pretty good as a two mana Impulse that digs four, instantly, for 2 mana, and just gives you a limited card, and then on a later turn you can do the same and it's pretty saucy. It nets you two triggers of things like Guttersnipe and Young Pyromancer.

Top Five Time!

We have left 2 mythics and 3 rares, a full house of rarity.

#5. (#29 Overall) - Sigardian Savior

Sigardian Savior

I adore the card advantage potential of this 3/3 flying mythic White five-drop! As you can see, on arrival to the battlefield, you return two creatures from your graveyard to the battlefield if each has a mana value of 2 or less. That makes this twice as good as Karmic Guide, without the echo and on a bigger body, but it can only get the small stuff, so it requires the right build. But in an aggressive build? It's amazing! I adore it a lot! How about you?

#4. (#28 Overall) Tainted Adversary

Tainted Adversary

Our last mythic in our list is the middle Adversary in this cycle. This bad boy is great in Standard, and I've seen it get played there. It's much higher than #28 there! At the casual table it's less good, since the most common format here starts with 40 life.

Why does that drop the value of this Adversary? Great question! It's because the 2/2 tokens made have decayed. They can't block, no one will trade upon blocking since they only get in one hit. They are worse than just Shocking a foe since they can be blocked by creatures with toughness bigger than 2 successfully. They don't play into decks that want to go wide, which is value over time, blocking attacks on planeswalkers, and more.

The only brew I see them in is Aristocrats where they don't want to block or swing, but to be sacrificed to things like Goblin Bombardment and Vampiric Rites for triggers on things like Blood Artist and Zulaport Cutthroat. I have run it in my mono-Black Commander deck built around Gisa, Glorious Resurrector which was built around handling decayed, and you can find here.

And now, let's move to Top Three! All rares left!

#3. (#27 Overall) Dire-Strain Rampage

Dire-Strain Rampage

I really enjoy this card, a lot. You can aim this three-mana sorcery (with flashback) at any opposing artifact, enchantment or land and then destroy it. Then you ramp that person a basic land, or two lands if you destroyed their land. You can flash it back for another go around the bin. This card is similar in function to Path to Exile, with more targets and flashback, but more expensive and at sorcery speed and two color identities for Commander. Note that you can turn this on yourself to fetch out lands if you prefer, like a slower Harrow. It's very nice in Commander play!

#2. (#26 Overall) - Vanquish the Horde

Vanquish the Horde

I love this card in Commander where it'll often cost less than Day of Judgment. Even if it winds up being 5 mana or 6 it's a sweeper and that's good. Although if you need a sweeper, then there should be enough dorks to drop this really cheap. The good thing about a cheap sweep is that you'll be the first to drop stuff on a naked board and thus the first to swing next turn. Therefore, you really love a cheaper sweeper. This thing is easily a two-mana sweeper in Commander. I also love it in Type Four, where I tossed it in as well! Enjoy it!

#1. (#25 Overall) Unnatural Growth

Unnatural Growth

This card also went into my Type Four stack as doubling the power and toughness of stuff like Gigantosaurus and Darksteel Colossus is a lot of fun. This is a great first-turn play in that format where you are testing hand and resolve. Waste a counter or removal spell? I also love this with haste since you can drop a hasted foe on the next turn and then swing with double the power out of nowhere.

And all of that works in Commander and similar formats as well! It's a nice four-drop that's a little hard to cast in three-color decks, but I love it in Gruul with high power hasters like Ball Lightning and similar effects that really push themselves into the conversation with this doubling their damage output. It's a lot of fun in casual land and I can see loads of Tammies/Timmies that will love this a lot!

And there we go! So, what did you think of my list? Anything in here that I missed or that you are excited to play with? Just let me know!

 

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