Draft Trainer

Innistrad: Midnight Hunt Limited Quiz

Answered: 0/20
Accuracy: 0
No Way Out
Average Picked At: 9.51
Total Times Picked: 174
Average Last Seen At: 7.86
Total Times Seen 1552
Pro Rating: 1.0
Pro Comment: Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
Sigarda's Splendor
Average Picked At: 4.05
Total Times Picked: 19
Average Last Seen At: 3.16
Total Times Seen 92
Pro Rating: 1.0
Pro Comment: So, if you can consistently draw a card with this, it will be absurdly strong. And, it helps you find a way to do that, since it gains you life when you cast White spells. However, this set does not have a strong life gain theme or even sub-theme, and the Splendor alone won’t be enough to keep you at that life total in a lot of games. That said, sometimes games just stall out and you stay at a life total for awhile, and this makes it so your opponent either has to let you draw cards like crazy, or give up some resources to chip in for a few damage. One big problem is that you have to keep noting your life total, so you have to continually be staying at the same life from turn to turn or gaining life to keep drawing cards, and that does seem like its going to be a problem in some games. If your opponent does something to really get you behind on life, this will do stone nothing. If this set had more of a life gain archetype, the Splendor would be a pretty nice build around. As it is, it seems like it will do nothing or very little far too often. Basically, I’ll believe it when I see it with this card.
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.
Drownyard Amalgam
Average Picked At: 10.09
Total Times Picked: 188
Average Last Seen At: 8.49
Total Times Seen 1709
Pro Rating: 2.0
Pro Comment: This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Vampire Socialite
Average Picked At: 5.56
Total Times Picked: 68
Average Last Seen At: 4.99
Total Times Seen 374
Pro Rating: 4.0
Pro Comment: The baseline of a two mana 2/2 with Menace is a pretty good starting point, and then you add in all the vampire and pseudo-bloodthirst upside, and you have a pretty nice signpost uncommon. One really nice thing here is that you get paid off if you already have vampires in play when you play it and if you play it first. This looks like a strong signpost uncommon. One that might be worth taking with a first pick sometimes.
Haunted Ridge
Average Picked At: 5.32
Total Times Picked: 19
Average Last Seen At: 3.96
Total Times Seen 105
Pro Rating: 3.0
Pro Comment: Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
Diregraf Horde
Average Picked At: 4.09
Total Times Picked: 277
Average Last Seen At: 4.03
Total Times Seen 807
Pro Rating: 3.0
Pro Comment: This is an interesting use of these new Decayed Zombies. Obviously, if this was a 5-mana ¾ that made two 2/2 Zombies and exiled stuff from graveyards it would be like a B+. That’s just a whole lot of bodies for a good cost. To evaluate this card we have to figure out how much worse these Decayed zombies are from your normal tokens. And uh, yeah -- they are substantially worse for sure. They can’t block, so this card won’t stabilize you quite as effectively as other cards like it can, and they can only attack once. But still, imagine this was a 5-mana ¾ that gave you single 2/2 Zombie. That’s still a very nice card for Limited! And that’s probably about what this will feel like. The extra bodies will feel great as sacrifice fodder, or if you have Zombie synergy, too.
Foul Play
Average Picked At: 3.49
Total Times Picked: 75
Average Last Seen At: 3.06
Total Times Seen 234
Pro Rating: 3.0
Pro Comment: So, it is somewhat narrow in what it can kill, but the fact it gives you a Clue token is massive, since it will mean a 2-for-1. This card sort of pulls me in two directions -- on the one hand, there will be a lot of creatures it can’t kill, bu on the other -- there will still be a significant number of creatures it can kill. So, is it premium? I’m inclined to say it falls a little bit short. IT will certainly feel great to kill something with, but even with the extra card, it is narrow enough that it doesn’t quite get there for me.
Mounted Dreadknight
Average Picked At: 10.71
Total Times Picked: 139
Average Last Seen At: 8.92
Total Times Seen 1765
Pro Rating: 2.0
Pro Comment: This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Dennick, Pious Apprentice // Dennick, Pious Apparition
Pro Rating: 4.0
Pro Comment: A two mana ⅔ with lifelink that protects the graveyard is already pretty nice. So, adding an entire card worth of additional value in the form of Disturb is a pretty big deal, especially because that card is so awesome. A 3/2 Flyer is a real threat, and the ability to generate clues is especially powerful, as each clue you make is another card worth of card advantage. If you look at that side of the card, a 4-mana 3/2 flyer that makes clues would be a great card on its own, and this has the upside of being a two drop early. I think this falls a little short of being a bomb, but not by much
Ludevic, Necrogenius // Olag, Ludevic's Hubris
Average Picked At: 2.45
Total Times Picked: 22
Average Last Seen At: 2.67
Total Times Seen 58
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.
Arcane Infusion
Average Picked At: 10.71
Total Times Picked: 55
Average Last Seen At: 7.63
Total Times Seen 633
Pro Rating: 2.0
Pro Comment: This is UR’s signpost uncommon, and it tells you that you want to jam a ton of instants and sorceries into your deck. If you can do that, you end up with something pretty nice. If you can’t do that, this will be pretty ugly, because you can’t really afford to wiff with it on either activation. Still, getting 10ish spells is pretty doable, especially in UR. Over the course of a game, you can end up getting a 2-for-1 thanks to the Flashback too! I could give it a build around grade, but I think that UR decks will naturally find themselves with the right composition often enough that we don’t need to go there. That said, it also isn’t a signpost uncommon that pulls you into the color pair, either.
Evolving Wilds
Average Picked At: 6.57
Total Times Picked: 209
Average Last Seen At: 5.83
Total Times Seen 1093
Pro Rating: 3.0
Pro Comment: This is always really nice fixing, and I tend to like it even more than the rare dual lands here, especially because it throws itself in the graveyard and that definitely matters in this set.
Slogurk, the Overslime
Average Picked At: 4.59
Total Times Picked: 17
Average Last Seen At: 3.32
Total Times Seen 81
Pro Rating: 3.0
Pro Comment: A 3-mana 3/3 with Trample is a pretty good place to start. However, growing this in Limited, while doable, also won’t be super easy. Obviously there is self mill in the set, so you’ll be able to grow him a bit without any huge problems, but counting on more than a counter or two is probably a mistake! It is unlikely you’ll ever get the counters going enough to return it to your hand. It is pretty nice that you get the lands back when it leaves the battlefield, as sometimes you’ll be interested in that. But yeah, this will just be hard to really get going in Limited. But it has a really good baseline, so that’s not a huge deal.
Morkrut Behemoth
Average Picked At: 8.58
Total Times Picked: 195
Average Last Seen At: 7.49
Total Times Seen 1511
Pro Rating: 2.5
Pro Comment: The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Locked in the Cemetery
Average Picked At: 7.95
Total Times Picked: 197
Average Last Seen At: 7.05
Total Times Seen 1371
Pro Rating: 3.0
Pro Comment: So, if this always tapped the thing you attached it to, it would probably be premium removal. Two mana for that effect is pretty great! However, in the early game, making it do that is going to be pretty challenging. By the mid-game it becomes much more doable. Overall, I think having to have a loaded up graveyard to make this work does keep it from being premium, but it still a pretty good Blue common.
Sigarda, Champion of Light
Pro Rating: 5.0
Pro Comment: So, a 4-mana 4/4 with Flying and Trample is excellent -- and the fact she pumps all your Humans is very real, especially because GW is the human color pair, as it always is on Innistrad. So she’ll come down with a huge bodya nd pump one or two creatures on a pretty reasonable basis! Then, her Coven effect is quite impressive, and your chances of hitting a human with it are actually pretty reasonable. Like with all Coven effects, you won’t always have the right board to make it happen, but it is going to happen often enough that it definitely matters. She’s definitely a bomb.
Unblinking Observer
Average Picked At: 10.35
Total Times Picked: 168
Average Last Seen At: 8.99
Total Times Seen 1776
Pro Rating: 2.5
Pro Comment: This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Florian, Voldaren Scion
Average Picked At: 2.62
Total Times Picked: 21
Average Last Seen At: 2.70
Total Times Seen 54
Pro Rating: 4.0
Pro Comment: This starts with great stats. A 3-mana 3/3 with First STrike is relevant pretty much all game long, and Florian does one better by also being a source of card advantage, provided you can cause your opponent to lose life on your turn. And, yeah, a 3-mana 3/3 with First Strike is going to be pretty capable at getting in all on its own, especially if you play it on turn three! BR also has lots of ways of doing 1 or 2 damage to the opponent that will also make the ability work.
Sacred Fire
Average Picked At: 6.92
Total Times Picked: 63
Average Last Seen At: 5.54
Total Times Seen 465
Pro Rating: 3.5
Pro Comment: This is pretty good. It kills small things and gains you life, which is a good way to respond to your opponents two or three drops. Then, in the late game, you can use it out of your graveyard. And yes, it isn’t efficient when you flash it back, but as I keep saying, that doesn’t really matter! This gives you something to do with your mana late if you run out of gas, and it is a pretty real effect. I think the whole package here is good enough to be premium removal.
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