It’s been out a little while now, it’s time to look at what’s valuable in Innistrad: Midnight Hunt. With Innistrad: Crimson Vow‘s release, the price of the first of two Innistrad sets has changed. The gothic horror set remains desirable from a financial standpoint, with powerful Standard and Commander cards taking the charge.
Not to mention, Innistrad is a fan favorite plane due to incorporating Werewolves, Zombies, and Vampires which is sure to attract tribal-minded MTG players. With that, let’s look at what is valuable in the third return to the plane.
Unnatural Growth
It’s a house in Limited,
Unnatural Growth


Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
and
Craterhoof Behemoth

When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
, you’re going to be dealing so much damage to your opponents.
Going further,
Unnatural Growth


{2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
since there are so many Green pips in the Enchantment’s cost. There could be a Mono-Green Stompy-style strategy in Standard that could want this, but it seems designed for Commander in mind.
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Memory Deluge
Since release,
Memory Deluge

Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
is seeing play in Standard and Modern. In the realm of Standard, the card is ideal for any Control strategy since the Flashback cost is so well costed for the late game.
Also, as the card is an Instant it allows you to hold any other countermagic or interaction you may have. Think of it as a fixed
Dig Through Time

Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
when paying the spell for its flashback cost. In Modern, the card has replaced the once staple
Fact or Fiction


Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
is a powerful card and expected to see play in Standard for as long as it is legal.
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Tainted Adversary
In Innistrad: Midnight Hunt, there is an Adversary cycle that all offer a different ability.
Intrepid Adversary

When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature.
Creatures you control get +1/+1 for each valor counter on this creature.
cares about growing the board, whereas
Spectral Adversary

Flying
When this creature enters, you may pay {1}{U} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
allows you to phase your creatures out. With
Tainted Adversary

When this creature enters, you may pay {2}{B} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
, you have the option to create twice as many Zombie tokens with decayed.
Even for 5 mana, you are creating two Zombie tokens with the
Tainted Adversary

When this creature enters, you may pay {2}{B} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
on the field. Since Zombies are a pushed tribe in Innistrad: Midnight Hunt, the creature is seeing play in Standard and in Commander, most in the Undead Unleashed Commander preconstructed deck. The best thing about this cycle is that the abilities are flexible depending on what point you are in the game. In Commander, pairing this with
Cabal Coffers


Read More: It’s Finally Time To Play Werewolves In Commander
Bloodthirsty Adversary
Another tribe that saw generous support is Vampires which is beginning to see play in Standard. With Innistrad: Crimson Vow released earlier this month, Vampires is going from strength to strength.
For constructed playability, the Red adversary is the best in the cycle. Professional MTG players have been comparing the card to
Goblin Dark Dwellers

When this creature enters, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
since you get a similar effect for five mana, with an impressive body to boot. With the upcoming set Innistrad: Crimson Vow,
Bloodthirsty Adversary

When this creature enters, you may pay {2}{R} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
is bound to see play with the number of Vampires coming. With that, expect to see the card slot into existing Mono-Red lists as a way to push pressure, and offer a decent topdeck in a pinch.
Read More: Best Red Cards to Buy that Survive Rotation for MTG Standard 2022
Poppet Stitcher / Poppet Factory
If you play MTG Arena, you may be familiar with Poppet Stitcher alongside Alrund Ephiphany in Standard. With the two cards, you are able to flip Poppet Stitcher into Poppet Factory, evolving your tokens into 3/3s without any abilities. Given the amount of ramp available in Standard, using these two cards is easy enough to achieve.
Even outside of Standard, Poppet Stitcher is great in the ninety-nine of a Mono-Blue ‘Tokens Matter’ Commander strategy with
Talrand, Sky Summoner

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Lier, Disciple of the Drowned
One of the more powerful Legendaries to come from Innistrad: Midnight Hunt is
Lier, Disciple of the Drowned

Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
. Lier offers a different approach where you don’t really run countermagic due to Lier’s first ability, however, it does allow you to play a bunch of cheap spells.
Cards such as
Snap


Look at target player's hand.
Draw a card.
,
Ponder

Draw a card.
are great with Lier as you can cast these with Flashback later on. There are spells to protect the Human Wizard such as
Lazotep Plating

You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
and
Dive Down

Read More: The 10 Best Commander Cards From Innistrad: Midnight Hunt
Intrepid Adversary
Mono-White Aggro saw plenty of new toys with
Intrepid Adversary

When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature.
Creatures you control get +1/+1 for each valor counter on this creature.
leading the charge for the aggressive strategy. While it’s not effective as a two or three-mana lord, you are able to scale the effect depending on when you play the card.
Another big draw to this Adversary cycle is they aren’t Legendary, meaning you can stack the effect amassing a powerful board of creatures. Mono-White Aggro is one of the best strategies in Standard in present, and the price of the Human Scout is beginning to reflect this. It’s unlikely we’ll see the card in Pioneer or Modern since there are better effects that are aggressively costed, but this will shine in Standard for as long it remains legal.
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Arlinn, the Pack’s Hope / Arlinn, the Moon’s Fury
One of the more pushed cards in the set,
Arlinn, the Pack’s Hope

+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
−3: Create two 2/2 green Wolf creature tokens.
looks to dominate Standard for as long as it is legal. Naturally, the Planeswalker fits in Gruul Werewolf strategies and is a nightmare for anyone who is looking to play Control. The fact your creatures can come in with Flash allows you to expand your board freely, with the added bonus of coming in with an additional +1/+1 counter.
On the Nightbound side, you have the ability to create 5/5 Indestructible, Trample, and Haste Werewolves which is enough to end the game on its own. Arlinn looks to be a headache for Standard for the time it’s legal, so grabbing these early will avoid any disappointment down the line.
Read More: 10 Best Standard Cards from Innistrad: Midnight Hunt
Wrenn and Seven
Lastly, this one may not seem a surprise, but
Wrenn and Seven

0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
looks to do powerful things in Standard. Even on MTG Arena, it’s seeing play with
Esika’s Chariot

Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
which is a powerful combination. You use Wrenn’s -3 ability to make a 5/5, use that 5/5 to crew the Chariot, and then use the Chariot’s ability to make another 5/5 during combat. Not to mention, you get the 2/2 Cat Tokens leftover from the Chariot. Either way, this is some impressive synergy that will be a trend in Standard upon release.
Even in Commander,
Wrenn and Seven

0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
looks to fit right in with ‘Land Matter’ decks as you can play more lands with their 0 ability. Then you can your fetches back to your hand with Wrenn’s ultimate only to play them all again, this works especially well with lands such
Field of the Dead

{T}: Add {C}.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
. With that, these are the reasons it could be what drives the price of the Planeswalker to absurd levels, it’s definitely one to look out for.
Read More: Do Tutors In Commander Defeat The Point Of The Format?
The Meathook Massacre
Another interesting card to come from Innistrad: Midnight Hunt is
The Meathook Massacre

Whenever a creature you control dies, each opponent loses 1 life.
Whenever a creature an opponent controls dies, you gain 1 life.
. This card is now Standard staple since it’s a Bastion of Remembrance[/tooltip] with a board wipe built-in.
Even in Commander, the Legendary Enchantment offers a drain and lifegain effect which is surely going to pique the interest of sacrifice strategies in the format. Stacking this with [tooltips]Zulaport Cutthroat and
Blood Artist

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