Innistrad: Midnight Hunt is the first of the two new Innistrad sets for Magic: The Gathering. It also marks the new standard format rotation, so say goodbye to such expansions like Throne of Eldraine, Theros: Beyond Death, Ikoria: lair of Behemoths, and Core Set 2021.
Innistrad: Midnight Hunt brings back the five tribes of the plane of Innistrad: werewolves, spirits, humans, zombies, and vampires. This set is particularly dedicated to the werewolf tribe and their ability to transform using the Daybound and Nightbound mechanics.
This selection of the top 15 MtG cards from Innistrad: Midnight Hunt will showcase all the biggest tribal cards for the new standard meta, and explain why these cards will break new ground.
Werewolves are going to be the next big thing in the new standard, and Tovolar will become their true Gruul leader.
There are enough wolves and werewolves in standard to ensure a solid tribal deck with fast attackers and huge endgame swingers on the Tovolar's nightbound side, when you get to pump all your extra mana into its attack buffs.
Also, don't forget that the Ranger Class enchantment from the Forgotten Realms set produces wolf tokens, and thus could be a great addition to the Tovolar's wolfpack.
Arlinn is a very aggressive planeswalker. Both of her Daybound and Nightbound sides have advantages, so it doesn't matter which time is on the table when you play her. During day you can create two 2/2 wolf tokens, and at night you can become a 5/5 wolf with a haste.
She could be a great addition to the Gruul Werewolves list with Tovolar, or she could accompany Goldspan Dragon in a more traditional Gruul Aggro deck. In either case, you will never regret paying 4 mana for her.
On its own Poppet Stitcher is a great card with the ability to produce 2/2 tokens just by casting spells. But if you get up to three tokens or more, you can turn them into 3/3's absolutely for free by transforming Poppet Stitcher into the Poppet Factory.
This can be a great companion card to the emerging Izzet Delver decks, since the infamous Delver of Secrets is back in standard. Add a few copies of Demilich and you got yourself an extremely versatile and aggressive blue deck.
A new Teferi for a new standard!
This one is not as overpowered as the last few iterations of this planeswalker. But it is still a solid choice for any White-Blue Control deck.
It can potentially untap two of your lands, if you're using artifact lands, or it could tap those on the opponent's side. In either case, this is a really solid plus one ability that many players will find extremely useful each turn.
The minus two ability is good and the ultimate is simply fantastic, as it should be.
Wrenn and Six planeswalker from Modern Horizons was a huge success. Now we get Wrenn and Seven for standard, which looks not as good, but still pretty decent.
The first two abilities clearly synergize, but the third one is where you can really combo out with Esika's Chariot. You can use the vehicle to copy the Treefolk token again and again every time it attacks, creating more and more large tree tokens on board.
The ultimate ability is good, but hardly achievable.
Mono-Black Zombies and Dimir Zombies are going to be just as big in standard as werewolves.
There is a huge support for the zombie tribe, and Champion of the Perished will be at the forefront of all those lists.
Play this, then Wight, and Rotting Regisaur, and you'll end up with 13 points of attack power on turn three. The best part about this card is that it just keeps growing with each turn. This means that opponents will have to go an extra mile to remove it as soon as possible.
This is an incredible card that will see lots of play in most wolf tribal decks, whether they're Mono-Green or Gruul colors.
It is more exciting to play this later in the match-up, when you have at least an extra two mana to pay for the second ability, so you could attack with more power and not be afraid to lose a land or two in case your opponent pulls out a sweeper.
But even at its most basic, Primal Adversary is a great tribal support card that will make up for many good rounds.
Here is another example of a great tribal card that has a pseudo-kicker effect that could be extremely useful in the later parts of the match-up.
It will see play in the Zombie decks and will benefit from many synergies. The Deathtouch is also quite useful in case you face some giant creatures from the opponent's side of the table.
It reminds a lot about Gifted Aetherborn from Aether Revolt, and that card was a blast to play with. Let's hope this one will do no worse!
Besides the already mentioned werewolf and zombie tribal decks, there is another tribe that can't be ignored in the new Innistrad: Midnight Hunt meta, and that is humans.
Sigarda, Champion of Light is a new human lord with flying, which is unusual but undoubtedly strong. Couple her with Luminarch Aspirant and Elite Spellbinder for some fantastic synergies.
This is no Lurrus of the Dream-Den, but you can't ignore the sheer power of putting creatures from your graveyard onto the battlefield for free.
You may not want four copies of Sigardian Savior in your aggro deck, but you definitely want two or three. It's just too good to pass up in the later stages of the game, when your hand is empty and all your creatures are getting swept off the board.
In that case, Sigardian Savior truly becomes the savior of your game.
Katilda's basic stats don't look too good, but when you consider her abilities, you suddenly notice the power potential.
If you play Katilda on turn three and you already have two humans on board and three lands, then next turn you can already activate her buff ability and repeat this every turn.
Your humans will get bigger and bigger, and at one point your opponents will have to look for some strong spells to be able to remove them.
Obviously, being a human creature, Intrepid Adversary fits right into humans deck. But his ability is not limited to humans only and he can become a good additional lord to any other tribal deck.
Remember that it also buffs itself, which is unusual for lords, where you get a 4/2 creature for 4 mana. Since this is an ETB effect, it can be doubled. Most importantly it's not legendary, which allows you to play several copies at a time.
Boros players will be happy to play Rem Karolus in any of their aggro shells. It's got a decent body and mana cost, and all effects are great.
Damage prevention is an especially big deal, as well as, adding that one extra damage to your own spells. Playing this against a Mono-Red Aggro would be a sight to behold, when all their spells get nullified.
It can be compared to Mantis Rider, a staple in modern humans, but this one also has some serious upside to it.
Here is basically a 3/3 creature with haste for 3 mana, which is pretty good, taking into account that it can make other creatures gain haste as well.
But the Nightbound side of it is even better, which gives +2 attack, plus trample and haste, and that is really something special for only 3 mana. If you can play this as a Nightbound creature right away, then you're getting the most out of it.
All aggro decks in red color will want this, but especially werewolves and humans due to tribal synergies.
Gisa is very similar in design to Tergrid, God of Fright from the Kaldheim set. Tergrid was very popular in Rakdos Aggro and Dimir Control decks, and it looks like the similar role will be occupied by Gisa in the new standard.
The ability to control an opponent's graveyard is essential, and being able to play their creatures as zombie tokens later on is just a really nice bonus. So, it is a really cool card for those two specific decks.
Those are the best 15 cards in MtG's Innistrad: Midnight Hunt set. In addition to this list of the best Innistrad: Midnight Hunt cards for standard, be sure to check out our other MtG guides and card lists here.