Investigate was a major mechanic/archetype in Shadows Over Innistrad but it features sparingly in Midnight Hunt, appearing on just five cards (three of which are rare). Clues can be a great mana sink and source of card advantage, assuming you can find time to crack them. When you investigate you create a colorless Clue token. ![]() Cards like Diregraf Horde and Soul-Guide Gryff could exile your flashback spells before you get a chance to use them. It appears at common in every color and in each 2-color combo at uncommon and rare! Flashback functions as one of the format’s primary mana flood outlets though it’s partially held in check by an abundance of convenient graveyard hate. ![]() Flashback provides free card advantage on the backend of otherwise fairly costed effects and plays well with discard, self-mill, and other strategies that bin cards from your hand or library.įlashback is ubiquitous in Midnight Hunt. This cost is almost always more expensive than its original casting cost. FlashbackĪ spell with flashback can be cast from the graveyard for its flashback cost. Curse of Leeches is the only decent curse in the set and makes for a solid playable in any black deck. Curse of Silence and Curse of Shaken Faith are essentially unplayable and Curse of Surveillance is generally too slow to be worth playing. There are only four curses in this set and each of them is rare. These are unique in that they enchant players rather than creatures. Returning Midnight Hunt Mechanics The Curse CycleĬurses are an aura subtype that was introduced in the original Innistrad. Keep in mind that these low-value zombies make for excellent sacrifice fodder as well.ĭecayed is a core mechanic of Dimir ( ) in this set with Ghoulcaller’s Harvest being the only non-Dimir card to make decayed tokens. There are also cards like Larder Zombie and Siege Zombie that give you something to do with all the decayed zombies you’ve amassed other than just attacking. Falcon Abomination is Wind Drake plus a free decayed 2/2 and so on. Flip the Switch is Convolute (generally a playable but uninspiring Limited card) plus a free decayed 2/2. While this may sound terrible, cards that make decayed zombies aren’t costed as though decayed zombies were worth a card. Decayed is purely a drawback creatures with decayed can’t block and will be sacrificed at the end of combat when it attacks. Decayedĭecayed is the final new mechanic of Midnight Hunt and references a keyword that appears on Zombie tokens that many cards in this set create. This is a core mechanic of Selesnya ( ) in draft and doesn’t appear in any other color. Payoff for achieving coven vary by card but they range from combat bonuses (flying, double strike) to +1/+1 counters to card advantage. You’d have coven if you controlled an 0/2, a 1/1, and a 2/2 creature but would not have it if you controlled a 6/6, a 6/5, and a 7/5. CovenĬoven rewards you for controlling three or more creatures with different powers. Disturb plays well with self-mill, discard, and other strategies that thrive on getting creatures in your graveyard.ĭisturb is the core mechanic of Azorius ( ) in draft and appears exclusively in this color combo with just one exception in Covert Cutpurse. The transformed side of every single disturb card is a flying spirit. Disturbĭisturb lets you cast creatures transformed from your graveyard. Gruul ( ) is still the main color pair that cares about werewolves, but each color has at least one rare werewolf and black even has a couple non-rare ones as well. ![]() The most important detail to keep in mind for now is that werewolves enter the battlefield flipped at Night! Cards that care about Day/Night appear in each color, but there’s a specific “whenever day becomes night or night becomes day” theme that’s based in Jeskai ( ) colors. ![]() There are a bunch of gameplay implications to this that I’ll discuss in more detail later. On the flip side, Night becomes Day if a player casts two (or more) spells on their own turn. As with the transform mechanic of past sets, Day becomes Night if a player doesn’t cast a spell on their turn. Cards with daybound/nightbound or that say “if it isn’t day/night, it becomes day/night” trigger this mechanic as they enter the battlefield. The mechanic tracks Day/Night for both players over the course of the game. WotC instead elected to put a fresh spin on the classic transform mechanic by introducing a persistent Day/Night cycle. Innistrad veterans would be forgiven for thinking this mechanic is just what you saw on the classic werewolves you played with in Innistrad and Shadows Over Innistrad. This is a mechanic that doesn’t feel new. First, let’s look at how the new mechanics set the context for the draft format.
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