Draft Trainer

Innistrad: Midnight Hunt Limited Quiz

Answered: 0/20
Accuracy: 0
Neonate's Rush
Average Picked At: 9.98
Total Times Picked: 161
Average Last Seen At: 8.68
Total Times Seen 1786
Pro Rating: 2.5
Pro Comment: When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Howl of the Hunt
Average Picked At: 11.52
Total Times Picked: 151
Average Last Seen At: 9.28
Total Times Seen 1898
Pro Rating: 2.5
Pro Comment: This kind of card pretty much always performs. Combat tricks and Auras both have some pretty serious problems. The chief one is that you can get totally blown out if you’re not careful. However, Auras with Flash tend to play reasonably well every time we see them, provided they are reasonably costed, and I think this one is. You have to be careful about when you play it of course, but if your opponent has no way to interact, this is basically a combat trick that takes something down, and then the Aura itself sticks around. The fact it works this way helps you mitigate the potential card disadvantage, since you’ll use the Aura to help you kill something up front. The werewolf upside here matters too. You usually want to be the aggressor with a trick, but giving your Wolf or Werewolf pseudo-vigilance is pretty nice, and having the option to ambush block is okay too.
Abandon the Post
Average Picked At: 12.43
Total Times Picked: 131
Average Last Seen At: 10.03
Total Times Seen 2005
Pro Rating: 0.0 // 2.5
Pro Comment: I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
Rem Karolus, Stalwart Slayer
Pro Rating: 3.5
Pro Comment: A three mana ⅔ with Flying and Haste is great! And that’s good, because the rest of the stuff this card does won’t come up a ton. If your opponent really wants to cast a spell that does damage, they can just cast it on the Stalwart, so you aren’t downgrading their spells a huge amount with that. The additional one point of damage thing will come up some of course, as you’re likely to have 1-3 spells that do damage, but it won’t exactly be a huge deal either. So yeah, this is a great efficient creature with upside that is mostly minor.
Plummet
Average Picked At: 11.78
Total Times Picked: 154
Average Last Seen At: 9.79
Total Times Seen 1991
Pro Rating: 0.5
Pro Comment: This format has lots of flyers as a result of Disturb, so Plummet might be a bit better here in the main deck than it is in most formats, but I think you’d still prefer to bring it in out of your sideboard. It is hard to guarantee it will have enough targets against some of the color pairs.
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.
Vampire Interloper
Average Picked At: 6.69
Total Times Picked: 232
Average Last Seen At: 6.13
Total Times Seen 1201
Pro Rating: 2.5
Pro Comment: This has nice aggressive stats, and looks like a decent enabler for all the Black-Red cards that care about your opponent losing life.
Patrician Geist
Average Picked At: 2.11
Total Times Picked: 28
Average Last Seen At: 2.22
Total Times Seen 50
Pro Rating: 4.0
Pro Comment: This is a Wind Drake with all kinds of upside. First, it pumps one of the most common creatures in the format, and if yo’ure in Blue, its going to be tough to end up in a deck where this doesn’t pump like 5 of your creatures. And second, it gives you a discount on both flashback and Disturb. And don’t forget all those Disturb creatures are spirits too!
Ritual Guardian
Average Picked At: 10.35
Total Times Picked: 158
Average Last Seen At: 8.78
Total Times Seen 1833
Pro Rating: 2.0
Pro Comment: If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Hostile Hostel // Creeping Inn
Average Picked At: 2.25
Total Times Picked: 8
Average Last Seen At: 2.32
Total Times Seen 29
Pro Rating: 2.5
Pro Comment: This card obviously has a great name and a cool design! However, it isn’t exactly a Mythic Rare bomb. It isn’t bad either, as any land that can eventually turn into a very real card in the later part of the game is well worth it, and that’as basically what you have here. Early on, it will be a bit of liability for your mana base, but unlike your other lands, it can turn into a 3/7 that can legitimately win you the game if you’re given enough time. You can even just attackw ith it and phase it out so it doesn’t die, while continually draining your opponent. Still, actually getting this land to transform isn’t a cakewalk, as you have to spend mana and a creature every time to do it. And, even with all the Decayed zombies running around, that doesn’t seem super easy.
Shipwreck Marsh
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.
Bat Whisperer
Average Picked At: 9.11
Total Times Picked: 166
Average Last Seen At: 7.72
Total Times Seen 1483
Pro Rating: 2.5
Pro Comment: If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
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.
Bramble Armor
Average Picked At: 12.65
Total Times Picked: 122
Average Last Seen At: 10.10
Total Times Seen 1991
Pro Rating: 2.5
Pro Comment: This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Saryth, the Viper's Fang
Pro Rating: 4.0
Pro Comment: Basically, when your creatures attack, they get death touch. When they aren’t attacking, they have hexproof. That’s not exactly how this works, but it is how it will play out most of the time, and having those two things be true is great! Of course, Saryth doesn’t count itself, so it can still die to removal, but that’s okay. It will come down and impact the board immediately on most board states. Its nice it comes with the ability to untap a creature too, since it can give you hexproof at instant speed! It can also untap lands, but that won’t come up too much in Limited.
Candlelit Cavalry
Average Picked At: 10.70
Total Times Picked: 156
Average Last Seen At: 9.10
Total Times Seen 1869
Pro Rating: 2.5
Pro Comment: On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
Storm Skreelix
Average Picked At: 9.26
Total Times Picked: 62
Average Last Seen At: 6.82
Total Times Seen 560
Pro Rating: 3.0
Pro Comment: This is a pretty nice signpost for Blue Red, as it is simultaneously a cost reduction effect for spells and a win condition for those spell decks. It will often be a 4/4, especially in a set with flashback! It seems strong enough to me that it can pull you into its colors and is worth a first pick sometimes.
Grizzly Ghoul
Average Picked At: 8.32
Total Times Picked: 50
Average Last Seen At: 6.00
Total Times Seen 504
Pro Rating: 3.0
Pro Comment: A 4-mana 4/3 with Trample is already pretty decent, though not incredible, especially for two colors of mana. Still, that’s the baseline of this card. On a lot of turn 4s, creatures go down, so this being a 5/4 or even a 6/5 after a trade isn’t exactly far-fetched. There will also be times where it is just absolutely massive, but don’t count on that happening super often. So yeah, there’s a reasonable baseline here, and a pretty nice ceiling.
Blessed Defiance
Average Picked At: 10.06
Total Times Picked: 160
Average Last Seen At: 8.90
Total Times Seen 1719
Pro Rating: 1.0
Pro Comment: This doesn’t seem like a great trick to me. Only increasing power means there’s a good chance your creature will be dying, and while the life that you gain and the 1/1 flyer you get in exchange for that makes a difference, it will still usually feel like you’re getting 2-for-1’d when you use this.
Willow Geist
Average Picked At: 3.53
Total Times Picked: 17
Average Last Seen At: 3.53
Total Times Seen 78
Pro Rating: 2.0
Pro Comment: So at worst, this is a one mana 1/1 that gains you a life when it dies. You would probably never play that card in Limited. So, how easy will it be to get counters on this? Well...reasonably. But it isn’t like you’ll be exiling stuff early most of the time, so in the early game it is pretty unimpressive, and it takes quite a while to grow. Getting it to 2/2 on turn 4 or 5 is probably realistic, and you aren’t exactly killing it if that’s what you’re doing. It does grow more the longer the game goes on, which is nice, but yeah.
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