Draft Trainer

Innistrad: Midnight Hunt Limited Quiz

Answered: 0/20
Accuracy: 0
Katilda, Dawnhart Prime
Average Picked At: 2.90
Total Times Picked: 30
Average Last Seen At: 2.55
Total Times Seen 56
Pro Rating: 4.0
Pro Comment: Protection from Werewolves is a relevant line of text in this format! Though, that isn’t what makes Katilda really, really good -- instead, that’s the insane amount of ramp she can provide for you, plus the nice place to sink that mana. On her own, she’s a two mana 1/1 with relevant protection that can tap for Green or White. That’s something you always play pretty happily, and her ability just gets crazier the more creatures you have! Pumping the whole board permanently is a nice payoff for all that man too, though hopefully you have some other sweet things to do with it. But she is going to provide a big mana boost early, and then in the late game make your board increasingly imposing.
Stuffed Bear
Average Picked At: 12.73
Total Times Picked: 120
Average Last Seen At: 10.05
Total Times Seen 2056
Pro Rating: 1.0
Pro Comment: This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Return to Nature
Average Picked At: 12.29
Total Times Picked: 130
Average Last Seen At: 9.92
Total Times Seen 1955
Pro Rating: 0.5
Pro Comment: Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Ludevic, Necrogenius // Olag, Ludevic's Hubris
Pro Rating: 3.5
Pro Comment: Like a lot of DFCs, this has some great flavor! Its also a pretty good card. A two mana ⅔ that mills you is exactly what a lot of decks in this format will want, since the graveyard can really be abused as a resource. Then, when the game gets late, Ludevic can transform into Olag. The cost to transform is a little steep with double blue and double black, but it is definitely doable. And, as long as you exile at least one thing, Olag will be a 5/5 copy of that card, and that definitely has some potential. It takes a long time to really to get to where you can transform Ludevic, but its nice that he’s useful before his Hubris takes over as a more imposing creature.
Voldaren Stinger
Average Picked At: 9.61
Total Times Picked: 152
Average Last Seen At: 8.32
Total Times Seen 1680
Pro Rating: 2.0
Pro Comment: Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Dreadhound
Average Picked At: 3.40
Total Times Picked: 89
Average Last Seen At: 3.02
Total Times Seen 202
Pro Rating: 3.5
Pro Comment: This looks like some nice top curve to have around. It brings decent stats, and milling three cards can help you out a ton in this format -- and Dreadhound itself loves it, since each creature that is milled by that trigger will make your opponent lose one life. Players will be milling themselves in this format and creatures are going to be dying, so the Dreadhounds ability to slowly bleed the player is pretty darn powerful. Especially in the BR deck, which can do all sorts of extra stuff if it makes the player lose life. This seems like a six drop that is a very real win condition.
Raze the Effigy
Average Picked At: 11.67
Total Times Picked: 118
Average Last Seen At: 9.71
Total Times Seen 1966
Pro Rating: 1.5
Pro Comment: This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Nebelgast Intruder
Average Picked At: 4.01
Total Times Picked: 81
Average Last Seen At: 3.57
Total Times Seen 267
Pro Rating: 3.5
Pro Comment: Lately, we’ve seen a lot of Blue creatures with Flash that reduce the power of something when they come down. Some of them have been pretty good -- like Faerie Duelist. Others have been pretty mediocre, like Burrog Befuddler. I think this one ends up being pretty good though. A 3-mana 2/1 with Flash and Flying is already pretty playable, so adding an ability that, at the very least, makes you take less damage, isn’t too shabby. Especially because sometimes reducing a creature’s power will give you a whole card worth of value on its own! This is a very good Uncommon.
Phantom Carriage
Average Picked At: 4.14
Total Times Picked: 71
Average Last Seen At: 3.78
Total Times Seen 281
Pro Rating: 3.0
Pro Comment: 6 mana for a 4/4 flyer isn’t amazing, but if you add any sort of ability to that kind of card, it tends to be pretty good -- and this has an ETB ability that effectively draws you a card. I’m all about that.
Necrosynthesis
Average Picked At: 10.12
Total Times Picked: 33
Average Last Seen At: 7.06
Total Times Seen 524
Pro Rating: 1.5
Pro Comment: If this was just an Aura with the “Whenever another creature dies” bit, it would be close to unplayable. It doesn’t give an immediate stats boost, and it doesn’t do anything to mitigate against card disadvantage. However, it comes with an additional effect that does help mitigate against that disadvantage, since it will give you some pretty serious card selection when it dies. It is nice too that it doesn’t look at counters alone, it looks at the creature’s power, and that means you’ll always be netting a card when the thing dies. Now, it does still have the very real downside of not buffing the creature at all at first, but the creature will grow over the course of the game. Still, this isn’t great. Sure it replaces itself, but the effect of the Aura isn’t that great in the first place. Even with Zombies dying left and right, this doesn’t seem worth it.
Vengeful Strangler // Strangling Grasp
Average Picked At: 4.79
Total Times Picked: 75
Average Last Seen At: 3.93
Total Times Seen 312
Pro Rating: 3.0
Pro Comment: This seems pretty nice. Because it can’t block, the only way you can transform it is if your opponent blocks it or decides to kill it, or you sacrifice it yourself. Luckily that last part is pretty doable in the format. Once it transforms it isn’t super incredible, but it does tax your opponent pretty heavily for having whatever their best permanent is, and theoretically it could get to the point where they just decide to sacrifice it. Sometimes your opponent will have to choose between letting the 2/1 through or having to deal with the obnoxious aura, and that’s a nice choice to force on them.
Wrenn and Seven
Average Picked At: 1.27
Total Times Picked: 15
Average Last Seen At: 1.31
Total Times Seen 16
Pro Rating: 5.0
Pro Comment: Like most planeswalkers, Wrenn and Seven is quite powerful. Typically, you’ll be playing it and using the -3 to get a 5/5 Treefolk that will continue to grow throughout the game, and that’s not a bad deal as fail case! If Wrenn is allowed to stick around, you can use the +1 to find more lands while also loading up your graveyard, and in this format loading up your graveyard will sometimes feel like drawing extra cards thanks to Flashback. The more lands you find, the bigger that token gets, and the more loyalty Wrenn and Seven gets, the more tokens it can make. Even if all you do is use the -3 to make a 5/5, then use the +1, and then use the -3 again to get another big Treefolk, you’re going to feel pretty good! Obviously, if you get to the ultimate, then you’re really in business, and all the stuff you threw in your graveyard just comes back! Because Wrenn can protect itself quite effectively and draw you cards and load up your graveyard in a format where that matters, I think it gets into the lower range of “bomb.”
Loyal Gryff
Average Picked At: 5.64
Total Times Picked: 70
Average Last Seen At: 4.41
Total Times Seen 356
Pro Rating: 2.5
Pro Comment: A Wind Drake with Flash is already something that would pretty much always make the cut, and this comes with the additional upside of allowing to bounce one of your creatures. This can help a creature avoid removal, or allow you to retrigger an ETB ability, among other things. It isn’t always going to happen that you line up the ETB ability to actually do something, of course -- sometimes you’ll just need the creature here, but it is still nice upside on a solid card.
Jack-o'-Lantern
Average Picked At: 10.74
Total Times Picked: 184
Average Last Seen At: 9.23
Total Times Seen 2003
Pro Rating: 1.5
Pro Comment: Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
Average Picked At: 2.59
Total Times Picked: 29
Average Last Seen At: 2.40
Total Times Seen 58
Pro Rating: 4.5
Pro Comment: Obviously, this set has a lot of Wolves and Werewolves, especially in RG, so the payoff here is pretty powerful! Tovolar counts himself too, so you have a real shot at drawing cards with this ability. Keep in mind too that the effect triggers for every wolf or werewolf that hits the opponent, so you can draw multiple cards in a single combat. Transforming Tolovar will definitely be doable, and onc yeou do you get an even better card -- a 4/4 that can also pump Werewolves and wolves and give them trample, which works great with the card draw effect. If it is already night in the game, this ends up starting out as the scarier side too, which will definitely happen some. He will be a bomb in virtually any RG deck.
Suspicious Stowaway // Seafaring Werewolf
Pro Rating: 4.0
Pro Comment: So, I would pretty much always play this card even if it was only ever Suspicious Stowaway. An unblockable creature that loots for you every turn is a pretty nice thing to have around, and would be at least a 3.0. Then you add the Nighttime version of the Stowaway to the mix and it gets even crazier, since it hits harder and now just straight up draws you cards. He is small and fragile on both sides, dying to almost every removal spell in the format but he will run away with the game in a hurry if your opponent doesn’t have it.
Graveyard Trespasser // Graveyard Glutton
Average Picked At: 1.61
Total Times Picked: 28
Average Last Seen At: 1.65
Total Times Seen 35
Pro Rating: 4.0
Pro Comment: Adding Ward “Discard a card” means that your opponent can’t really use removal on this without 2-for-1ing themselves, and that’s nice, especially because it has reasonable stats and a fairly useful ability that will trigger when it ETBs and when it attacks! Graveyards are going to be important resources for many decks in this format, so going after them is nice, especially because you can drain life in the process! And, of course, if it is night time, it becomes even stronger!
Lambholt Harrier
Average Picked At: 9.93
Total Times Picked: 163
Average Last Seen At: 8.78
Total Times Seen 1668
Pro Rating: 2.0
Pro Comment: This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
Brutal Cathar // Moonrage Brute
Pro Rating: 5.0
Pro Comment: Well, this looks great. A 3-mana 2/2 that exiles a thing until it leaves is already an excellent card, and this comes with the massive upside of transforming into a much more imposing creature. A 3-mana 3/3 with First Strike tends to be relevant all game long, and Ward makes it so that your opponent has to punish themselves if they ever want to kill it. This card is amazingly efficient, and can even potentially exile multiple things as it shifts between day and night, which is pretty absurd!
Augur of Autumn
Average Picked At: 1.93
Total Times Picked: 30
Average Last Seen At: 2.22
Total Times Seen 48
Pro Rating: 4.0
Pro Comment: This is really good. I’m already sold on a 3-mana ⅔ that lets me play lands from the top of my library. That results in some very real card advantage! Adding the Coven upside is nice, and when you can get it going, you’ll be capable of effectively drawing an extra card on almost every turn. Its also nice that you can play it on a turn where you haven’t played a land, and if there is a land on top of you library you can play it, which basically means you’ve gotten a 2-for-1. The Augur is of course quite fragile, and you can’t exactly count on getting Coven going, and I think those things hold it back from being a straight up bomb, but its actually pretty close.
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