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The 10 Best Removal Spells in Innistrad: Midnight Hunt Standard

Alan Gadbois
5 min read
The 10 Best Removal Spells in Innistrad: Midnight Hunt Standard

As we venture into new Standard, many new decks are emerging to claim viability in the metagame, one thing to think about is what are the best removal spells in the format? You can play one of the many aggro decks in the format, but you still need to have some removal to be able to push through your creatures. Today we’ll look at the 10 best removal spells in the format that you should be playing in your decks.

The Metagame

At the time of writing, there’s a few decks that are pushing to the front of the meta. The first is Gruul Werewolves / Gruul Aggro. Next up is Selesnya Ramp / Landfall featuring Wrenn and SevenWrenn and SevenWrenn and Seven+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
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."
. Next is Mono Green Aggro, followed by Izzet Dragons and lastly Mono White Aggro / Book of Exalted Deeds combo. In light of these, let’s get into our list.

10. Cinderclasm

Wizards of the Coast

CinderclasmCinderclasmCinderclasmKicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
is our first card, and this makes the list because it can deal with an entire board. It does need to be kicked to get the most out of it, but this clears some important creatures like Jaspera Sentinel, Prosperous InnkeeperProsperous InnkeeperProsperous InnkeeperWhen this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever another creature you control enters, you gain 1 life.
, and Esika’s ChariotEsika’s ChariotEsika’s ChariotWhen Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
and Ranger ClassRanger ClassRanger Class(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Tokens.

9. Tangletrap

stx-145-tangletrap
Wizards of the Coast

Next up is Tangletrap. This one is a bit more narrow, but this can deal with various flying creatures such as Goldspan DragonGoldspan DragonGoldspan DragonFlying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
, but can also handily set back The Book of Exalted DeedsThe Book of Exalted DeedsThe Book of Exalted DeedsAt the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
{W}{W}{W}, {T}, Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
.

8. Fracture

stx-188-fracture
Wizards of the Coast

FractureFractureFractureDestroy target artifact, enchantment, or planeswalker. comes in next. This inexpensive instant can help to deal with some powerful cards like Wrenn and SevenWrenn and SevenWrenn and Seven+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
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."
, Ranger ClassRanger ClassRanger Class(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
, Esika’s ChariotEsika’s ChariotEsika’s ChariotWhen Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
and [tooltip]The Book of Exalted Deeds[/tooltips]. This is requiring you to be at least in Orzhov, which is a lesser played color pair, but this is still very strong

7. Vanishing Verse

stx-244-vanishing-verse
Wizards of the Coast

In a similar vein as Fracture, Vanishing Verse is a very useful tool to have in your back pocket. Many of the important permanents that you’ll want to hit in the format are monocolored, so this can easily find a target. Since control isn’t as prevalent right now, this is rarely dead in your hand. Once again, you do have to play Orzhov in some fashion, which isn’t very popular right now.

7. Doomskar

best-board-wipes-mtg-doomskar
Wizards of the Coast

DoomskarDoomskarDoomskarDestroy all creatures.
Foretell {1}{W}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
comes in at Number 7. This one is a bit tricky, as this can handily deal with a curved out board, but this doesn’t play into any popular decks at the moment. As we’ve stated, control isn’t very popular right now, and the only deck this really sees play in is the Book of Exalted Deeds deck. If you can find a deck that can play this, it’s great

6. Portable Hole

Portable-Hole-AFR-672
Wizards of the Coast

Number 6 is Portable HolePortable HolePortable HoleWhen this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.. This 1 mana removal spell deals with many very important permanents in the game. Werewolf Pack Leader, Prosperous InnkeeperProsperous InnkeeperProsperous InnkeeperWhen this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever another creature you control enters, you gain 1 life.
, other Portable HolePortable HolePortable HoleWhen this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.s, and tokens come to mind for great targets. It’s cheap and a pretty hard card type to deal with right now, so this can slot into many decks.

5. Infernal Grasp

Infernal Grasp
Wizards of the Coast

Infernal GraspInfernal GraspInfernal GraspDestroy target creature. You lose 2 life. is the best black removal spell out there. It’s unconditional for creatures which is a really big deal. The life loss is a drawback, but at the end of the day, if you aren’t dying to a massive creature, then the trade off is worth it.

READ MORE: Ten Most Expensive MTG Cards From Innistrad: Midnight Hunt

4. Cathartic Pyre

Cathartic-Pyre-MID
Wizards of the Coast

Cathartic Pyre comes in next. The flexibility of being a 3 damage burn spell and a rummage spell is very valuable in decks that want it. Often times, this is going to slot into the aggro / midrange decks where card draw isn’t a main focus, so this is a great option to help fuel their hand.

READ MORE: Best Multicolor Cards to Buy that Survive Rotation for MTG Standard 2022

3. Fateful Absence

Fateful-Absence-MID
Wizards of the Coast

Fateful AbsenceFateful AbsenceFateful AbsenceDestroy target creature or planeswalker. Its controller investigates. (They create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") comes in at number 3 and for good reason. This is the only white instant speed unconditional creature / planeswalker removal. The flexibility to hit planeswalkers is also why this is mentioned this late in the game. The downside of having your opponent Investigate is a pretty small one so this is a great option for decks playing white.

READ MORE: Countdown to Midnight Hunt Financial Set Review: Wrenn and Seven & More!

2. Burning Hands

burning hands
Wizards of the Coast

Number 2 and Number 1 on the list are VERY close, nearly tied. Number 2 is Burning Hands. With Green being a very heavily played color in the format, this card is often dealing 6 damage to it’s target. Being able to cleanly deal with various Werewolves, or Wrenn and SevenWrenn and SevenWrenn and Seven+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
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."
for only 2 mana is a huge benefit.

READ MORE: Is Lurrus of the Dream-Den Too Good for MTG’s Modern Format?

1. Dragon’s Fire

Wizards of the Coast

Dragon’s Fire comes in at our number 1 spot for Standard. The reason that this sits up at number 1 is because it does 3 damage on its face, but if you’re playing a dragon, ie Goldspan DragonGoldspan DragonGoldspan DragonFlying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
, then this deals 4 damage. Here’s some of the important creatures that you can hit with the 4 damage:

  • Righteous ValkyrieRighteous ValkyrieRighteous ValkyrieFlying
    Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
    As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
  • Smoldering Egg
  • Moonveil RegentMoonveil RegentMoonveil RegentFlying
    Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.
    When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control.
  • Goldspan DragonGoldspan DragonGoldspan DragonFlying, haste
    Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
    Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
  • Esika’s ChariotEsika’s ChariotEsika’s ChariotWhen Esika's Chariot enters, create two 2/2 green Cat creature tokens.
    Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
    Crew 4
  • Froghemoth
  • Galazeth PrismariGalazeth PrismariGalazeth PrismariFlying
    When Galazeth Prismari enters, create a Treasure token.
    Artifacts you control have "{T}: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
  • Yasharn, Implacable Earth

—

That’s a pretty decent list, and each of these creatures are definitely high value targets to remove from the board.

READ MORE: What is Brawl in Magic: The Gathering?

This list definitely could change, but these definitely are the best and most efficient removal spells in the format right now. You definitely should be playing these in your 75. What are your thoughts on this? Are there any spells that you’d add to this list? Let us know in the comments!

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Alan Gadbois
Written by Alan Gadbois

Dedicated Magic: The Gathering writer covering competitive tournament metas, Commander deck tech, and card spoilers.

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