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Published: 2021-09-13 08:37:58 +0000 UTC; Views: 2578; Favourites: 3; Downloads: 0
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Innistrad: Midnight Hunt © Magic: The Gathering © Wizards Of The CoastOnce again we return to Innistrad for our next expansion set, returning back to classic horror once more. With this one being a two-fold set with the Midnight Hunt being the 1st with the next being Crimson Vow. This set theme around the Werewolves and the Harvesttide festival.
Of course me being me, I am once looking into the Limited archetypes and there signpost card with two of them being Double-Faced Cards. You can see the back here.
And with how Innistrad had the five tribe with Human and Semi-Human, each of the allies colour are theme around the tribe, but there do had some from of mechanics and could fit well with the archetypes.
: Spirits: We start of the wondering soul of a fallen human, Spirits of the dead once fly over any creature. But now are being Double-Faced Cards that show then being living human and spirit on the back with the Disturb mechanics, allow you cast it from the graveyard transformed into there ghostly forms. Devoted Grafkeeper is a 2/1 human peasant that make you milled two cards and trigger ability that tap a creature if cast a spell from the graveyard. His other side Departed Soulkeeper is a 3/1 flyer spirit that could only block creature with flying and as part of Disturb will be exile once it been put into the graveyard.
: Zombies: Now we had the walking dead, both hand-made and necromancy of the restless dead. Those it not shown on the cards, but there also had a mechanics known as Decayed, where there can't block and when there attack are sacrificed at the end of combat. Meaning that most Zombie are becoming unsuited. Those is most relate to the token 2/2 Zombies. As for Bladestitched Skaab, he a 2/3 Zombie Soldier that give other Zombies that +1/+0 buff, witch does make those token into 3/2 instead.
: Vampires: Bloodlust undead human that stalked the night and with that, there mechanics is that most had a trigger ability if an opponent lost a life that turn. Diving there bloodlust. For Vampire Socialite she a 2/2 Vampire Noble with Manace and her trigger ability is that she get +1/+1 counter for each vampire that you control along with give other vampire that +1/+1 counter as long there opponent lost a life that turn.
: Werewolves: Human that become wild beast in the night and with that there come with mechanics with two keyword, Daybound and Nightbound, this make them transforming more wide spared and not had Human Werewolf and a Werewolf on the same battlefield. For Kessig Naturalist, he a 2/2 Human Werewolf that when attack add a Red or Green mana that you can keeper. For Lord of the Ulvenwald he a 3/3 Werewolf with the same Mana keeper but also give other Wolves and Werewolves you control that +1/+1.
: Humans: And last of the tribe, the Human, enjoying there festival. There also come with a mechanics, Coven, a ability that care for if you controlled three or more creatures with different power. For Dawnhart Wardens, there are a 3/3 Human Warlock with Vigilance with there coven give +1/+0 in combat.
How we move the other half that is all mechanics and theming, no tribe theme in these next five.
: Sacrifice: This is pretty simple you killed one of your creature for the benefit of some card, Sacrifice is usually Black and Red archetypes but it odd that it move to WB. Not that White had any Sacrifice ability. As for Fleshtaker, well he a 2/2 Human Assassin that gain 1 life and scry 1 when you sacrifice another creature and give him +2/+2 if you sacrifice another creature with him.
: Spells-matter: As usual Blue and Red had another instant and sorcery spells matter archetypes, I mean it not broken, so why fix it. Storm Skreelix is a 2/4 flyer Drake Horror that make your spells cost one (colourless) less to cast and give itself a +2/+0 until end of turn for any time you cast those type of spells.
: Undergrowth/Morbid: It more or less those that card for those that dead this turn, even as a trigger or care how man creature you had in a graveyard. Still, Grizzly Ghoul is a 4/3 Zombie Bear with Trample that +1/+1 counter for each creature that died that turn.
: Day/night watchers: Wild the Werewolf use both Day and Night bound as way to tell who in played, the Red and White care for the change of time from day to night from night to day, having it as a trigger ability, it also put the day and night token as well. Now Sunrise Cavalier is a 3/3 Human Knight with Trample and Haste that put a +1/+1 counter into any target creature you control for each time changed.
: Flashback: And we had Flashback, a card that allow you to played a spell from the graveyard (and then exile it after) making it east to cast the same spell with a different cost. For Rootcoil Creeper, it a 2/2 Plant Horror Mana dork that also add two mana of the same colour for casting spell from the graveyard and along with a Self-Exile ability to return a flashback card from exile.