Magic: The Gathering Innistrad: Midnight Hunt card reveal – Festival Crasher


PCGamesN 02 September, 2021 - 04:57am 33 views

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Read full article at PCGamesN

Prepare for the Harvesttide Festival – Innistrad: Midnight Hunt

Magic: The Gathering 02 September, 2021 - 01:00pm

Here's every MTG mechanic in Innistrad: Midnight Hunt | Dot Esports

Dot Esports 02 September, 2021 - 11:33am

Get up to speed on new and returning Magic mechanics.

Fall rotation in Magic: The Gathering will kick off with a return to the plane of Innistrad, featuring new and returning mechanics. 

Scheduled to release globally on Sept. 24 and digitally on Sept. 16, Innistrad: Midnight Hunt (MID) is a Standard-legal Magic set showcasing a horror of the night theme. There are a total of 277 regular cards within the set and six MTG mechanics that have been revealed so far. Some are returning mechanics, like Transform, which was reworked into Daybound and Nightboud. Others like Disturb are new to Magic

From Coven to Flashback and Decayed, here’s every MTG mechanic contained within Innistrad: Midnight Hunt. 

The MTG mechanic Flashback was first revealed in the MID preview stream via the Sorcery spell, Join the Dance. Flashback is tied to the original Innistrad block and was first introduced to Magic via the 2001 Odessey block. To use Flashback, a player must pay a designated mana cost to cast an Instant or Sorcery spell from their graveyard that has Flashback. Once the spell is cast, it’s then exiled. 

Flashback on Instant and Sorcery spells offers players a chance to replay them at their choosing for an increased mana cost. It’s an extremely powerful mechanic in Limited and will see gameplay in the Standard format, too.

The keyword Transform was an integral part of the original Innistrad, showcasing double-faced cards. WotC did a rework on Transform, creating the mechanic Daybound/Nightbound. The planeswalker Arlinn Kord is featured in MID and uses Daybound/Nightbound in a similar way to the Transform mechanic. 

Daybound is triggered on Arlinn, the Pack’s Hope if a “player casts no spells during their own turn, it becomes night next turn.” And Nightbound is triggered if a “player cast at least two spells during their own turn, it becomes day next turn.” Arlinn, the Pack’s Hope becomes Arlinn, the Moon’s Fury during “night,” providing two different loyalty abilities. Similar to the Arlinn MID planeswalker card, Brutal Cathar (a human soldier werewolf) also triggers Daybound if a player doesn’t cast any spells during their turn. 

Another example of Daybound and Nightbound in MID can be found on the Legendary creature Tovolar, Dire Overlord. Daybound is triggered if “at the beginning of your upkeep, you control three or more wolves and or werewolves, it becomes night. Then transform any number of human werewolves you control.” Upon transforming, the Legendary creature becomes Tovolar, the Midnight Scourge—showcasing a mana-sink ability that pumps a target wolf/werewolf +X/+0 and gains Trample until the end of turn. 

Daybound and Nightbound affect all players, not just the controller of the card triggering the MID mechanic. This will matter across all MTG formats but will most likely have a large impact on Commander. 

Disturb is an extension of Flashback, allowing players to cast creature cards (not just Instant and Sorcery spells) from their graveyard at a specified mana cost. In MTG formats like Limited, Disturb could have a major impact, bringing back a creature to the battlefield upon running out of gas or mana flooding. 

Beloved Beggar is an Uncommon with Disturb that was first revealed to have the MID mechanic. The human peasant has a casting cost of 1W with 0/4 stats. A player can choose to pay 4WW to return Beloved Beggar to the battlefield via the Disturb mechanic. 

The Disturb mechanic can also show up on MID cards that transform, like Baithook Angler. The human peasant is a two-drop 2/1 with a Disturb cost of 1U. Upon returning to the battlefield, Baithook Angler becomes Hook-Haunt Drifter—a 1/2 spirit with Flying. Once the transformed Baithook Angler enters the graveyard, it’s exiled instead. 

Decayed is an MTG mechanic tied to zombie creature tokens. It prevents the creature from blocking and the token is sacrificed at the end of combat when it attacks. The first Decayed card revealed in MID was Jadar, Ghoulcaller of Nephalia. 

The human wizard is a two-drop that creates a Decayed 2/2 zombie creature token if its controller doesn’t have any creatures with Decayed on the battlefield at the beginning of their end step. Tokens with the Decayed mechanic are great for applying early pressure on an opponent or as a sacrifice outlet. 

Coven is a new MTG mechanic introduced within MID and was first revealed on Sigarda, Champion of Light. When a player controls three or more creatures with different power stats, the Coven mechanic is turned on, providing a bonus.

In the case of Sigarda, Champion of Light, the bonus is that her controller may look at the top five cards of their library in search of a human creature that can be put into their hand. 

Ward is a returning MTG mechanic that shouldn’t be underestimated, especially within the Limited format. The mechanic protects a permanent from becoming the target of a spell or an ability by countering it. An opponent may pay a specified mana cost to prevent their spell from being countered, or life depending on the Ward cost.

Should an opponent choose to pay the extra Ward cost, they can still target your creature with a spell but at an additional mana cost that could prevent them from making other plays that turn. And in late-stage games, losing life might not be an option for an opponent who only has a few life points left.

Flash is a keyword mechanic in Magic primarily found in the color Blue. Green is a secondary color, in which the Aura Howl of the Hunt from MID takes advantage of Flash as a defensive combat trick. 

Permanently pumping the enchanted creature +2/+2 while also providing Vigilance, Howl of the Hunt can untap a wolf or werewolf upon attaching itself. Players can choose not to cast any spells during their turn, triggering Nightbount the following turn, while also having mana up to cast Howl of the Hunt as a defensive combat trick. 

Arlinn returns to MTG via Innistrad: Midnight Hunt with updated Transform mechanic | Dot Esports

Dot Esports 02 September, 2021 - 11:31am

Gather the pack and attack for lethal with Arlinn.

Arlinn is returning to Magic: The Gathering within Innistrad: Midnight Hunt, a Standard-legal set showcasing the werewolves of her home plane.

First introduced to Magic in Shadows over Innistrad, Arlinn Kord is a mage and a werewolf who’s a planeswalker. Able to maintain her human senses in werewolf form, the planeswalker utilizes her wolf powers for the good of all lycanthropes. Arlinn appeared in War of the Spark as a planeswalker caught up in the war on Ravnica and is now the face of Innistrad: Midnight Hunt (MID) as a dual-faced card with the Daybound and Nightbound mechanic. 

Likely to see a good amount of gameplay in wolf tribal builds, Arlinn, the Pack’s Hope can create a go-wide board quickly that’s pumped with +1/+1 counters. Should a player not cast any spells during their turn, Arlinn the Pack’s Hope becomes Arlinn, the Moon’s Fury. 

Daybound and Nightbound affect all players in the game, not just the controller of Arlinn. Hitting an opponent with a 5/5 that has Trample, Indestructible, and Haste can create an early game advantage when Arlinn is ramped out earlier than turn four. The only downside to the night planeswalker is that a player can’t cast any spells for a turn in order for Arlinn, the Pack’s Hope to become Arlinn, the Moon’s Fury.

Arlinn in MID has a variety of card styles, including a borderless version that pays homage to her early days. Players can add Arlinn, the Pack’s Hope, and Arlinn, the Moon’s Fury to their collections when Innistrad: Midnight Hunt releases digitally on Sept. 16 and globally on Sept. 24. 

Coven, Decayed mechanics debut in Innistrad: Midnight Hunt | Dot Esports

Dot Esports 02 September, 2021 - 11:30am

Rise from the grave or come together.

For Magic: The Gathering‘s third trip to Innistrad, two new mechanics put a Creature-based approach at the forefront with Coven and Decayed.

Both mechanics will be key parts of Innistrad: Midnight Hunt‘s Limited format and should be major players in the upcoming post-rotation Standard.

Decayed takes advantage of the graveyard and will play well with the set’s Zombie synergies. Decayed Zombie tokens come in as 2/2 Creatures that can’t block and are sacrificed at the end of combat if they attack.

Wizards of the Coast revealed a Legendary Creature that helps strengthen the Black-aligned Decayed archetype.

Jadar consistently generates Decayed Zombie tokens. This is a great source of constant pressure on the battlefield. Since the tokens die after attacking, any death triggers you control will trigger. Expect sacrifice and graveyard strategies to take advantage of Jadar and the rest of the Decayed package.

Coven is the Green/White mechanic that gives you benefits for having three or more Creatures with different power stats.

This rewards a go-wide strategy with a variety of non-token Creatures. Since tokens have the same base power and toughness, non-token Creatures will be the best option for building a battlefield with diverse power stats.

Sigarda is a returning character that will impact Standard with her hefty stats and powerful ability. A 4/4 Flying threat with Trample punishes chump blockers. The anthem effect on Humans you control shouldn’t be overlooked, which can be enough to get a utility Creature out of Dragon’s Fire or Frost Bite range.

The Coven ability draws you a Human, which would enter the battlefield with +1/+1 thanks to Sigarda. Mono-White Aggro already runs plenty of Humans. With the deck losing a lot of key cards with rotation, though, the strategy could shift to a Green/White base. Sigarda works well with heavy hitters like Luminarch Aspirant and Elite Guardmage.

Midnight Hunt releases on Magic Arena and Magic Online on Sept. 16. A global tabletop launch will take place on Sept. 24.

Cycle of rare allied slow lands coming in Innistrad: Midnight Hunt | Dot Esports

Dot Esports 02 September, 2021 - 11:30am

Standard is getting a new set of allied dual-lands in Innistrad: Midnight Hunt.

With rotation, Magic: The Gathering Standard is losing crucial multi-colored lands like Triomes and Scry lands. Midnight Hunt will throw a bone to two and three-color decks with allied dual-lands that conditionally enter the battlefield untapped.

Overgrown Farmland and Haunted Ridge are two cards revealed in this rare land cycle. These lands enter the battlefield tapped unless you control two or more other lands.

These lands are less aggressive than their fast land counterparts. These aren’t great turn-one plays for most decks but come in untapped on turn three, a crucial turn in many Standard Magic: The Gathering games.

The cycle will focus on allied color pairs. These are colors that are adjacent to one another on the Magic color pie. The allied color pairs are:

This suggests that Midnight Hunt Limited will center around these five color pairs. If Wizards completes the cycle and includes enemy color pairs, those lands could be found in November’s Innistrad: Crimson Vow.

The Midnight Hunt dual-lands will join pathways from Zendikar Rising, Snow lands from Kaldheim, and Campuses from Strixhaven: School of Mages as the primary options for multicolored decks.

Adventures in the Forgotten Realms didn’t have dual-lands and instead used Treasure tokens for color fixing.

Midnight Hunt releases digitally on Magic Online and Magic Arena on Sept. 16. A global tabletop release is scheduled for Sept. 24.

Transform returns in Innistrad: Midnight Hunt with Daybound and Nightbound | Dot Esports

Dot Esports 02 September, 2021 - 11:30am

Double-faced cards have been a theme in the past year of Magic: The Gathering. Kaldheim, Zendikar Rising, and Strixhaven: School of Mages each had prominent double-faced cards in their sets.

And now, the upcoming gothic-horror-inspired Innistrad: Midnight Hunt is continuing this trend with transforming double-faced cards as a central theme.

Midnight Hunt spoiler season will run until Sept. 13 in the lead-up to the set’s digital release on Sept. 16. A full tabletop release is set for Sept. 24.

Transform is a staple mechanic for releases set in Innistrad. With the heavy werewolf focus, it was a certainty that the mechanic would make a return when Midnight Hunt was announced in 2020.

Daybound and Nightbound is the key mechanic in Midnight Hunt that facilitates many of the transformations players will become familiar with in the set. Cards will transform to the Nightbound side when certain conditions are met. Here’s the official reminder text for Daybound.

“If a player casts no spells during their own turn, it becomes night next turn.”

When it becomes night, all Daybound cards will transform and any permanents will enter the battlefield on their Nightbound side.

Once it’s night, if a player casts at least two spells during their turn, it reverts back into day the next turn. This means any Nightbound cards will transform to their Daybound side.

These are the general conditions tied to the mechanic, but there are permanents with alternate ways to activate Daybound and Nightbound.

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge can turn it into night when you control three or more Wolves and/or Werewolves on your upkeep. This is in addition to the regular transforming conditions.

Being able to manipulate Daybound and Nightbound will be important in Midnight Hunt Limited. Taking the initiative and dictating when cards transform will stop opponents from getting their threats online faster.

It will also be interesting to analyze how Magic tempo has changed since Transform was in Standard during Shadows Over Innistrad block. Magic is a much faster game compared to 2016. Turning and keeping it night might be significantly harder than it used to be.

Magic: The Gathering’s new werewolf cards bring back a cool, challenging mechanic

Polygon 02 September, 2021 - 11:30am

Double-faced cards will flip for day and night

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As Jay Annelli writes in the new book Planes of the Multiverse: A Visual History, Innistrad “is home to all manner of monsters and fiends [where] Werewolves rage in the night, hunting beasts and humans with equal vigor.” Standing against them (and the vampires, and the zombies, and the other hungry fiends) are the planes’ equally powerful human warriors. Priests, called cathars, lead the way with “swords, sorcery, and the holy power of the archangel Avacyn.”

As you might imagine, a lot has changed on the plane of Innistrad in the last decade. During an exclusive preview presentation, world-building design manager Meris Mullaley filled members of the press in on the details.

“We’ve got some crazy stuff going on with the day-night cycle,” Mullaley said. “It is very much out of balance, and you can kind of see that in these lands. The sky doesn’t really have a normal-looking sun. [...] Growing night just makes life a lot harder for the delicious humans, and we’ll see how the humans are trying to restore balance and fight back against the encroaching dangers from werewolves, vampires, and zombies.”

The big draw to this set, however, is the return of the day and night cycle. Here’s how it works: If a player casts no spells on their turn, it will become night for both players the next turn. During the night, cards with the nightbound keyword become more powerful. Later in the game, if a player does cast two or more spells on their turn, it will become day for both players. During the day, cards with the daybound keyword will then become more powerful.

Innistrad: Midnight Hunt arrives for Magic: The Gathering Arena and Magic Online on Sept. 16. Pre-release week kicks off on Sept. 17, with a full physical release on Sept. 24. According to publisher Wizards of the Coast, the full product line will include Draft, Set, Collector, and Theme Booster packs of cards, a proper bundle for getting started, and two Commander decks — Undead Unleashed and Coven Counters. Pre-orders are available now through your friendly local game store and online.

• Keyword mechanics: Daybound and nightbound cards

• Creature types: Werewolves, zombies, and humans

From Wario Land to WarioWare: Get It Together

Magic: The Gathering Innistrad: Midnight Hunt Preview - Galvanic Iteration

Screen Rant 02 September, 2021 - 09:01am

What's currently known about Innistrad: Midnight Hunt - and its follow-up set, Innistrad: Crimson Vow - is that it's a return to the more traditional elements of the plane, prior to the Eldrazi invasion. Humans must band together to face the night and all its terrors, absent the protection of the Archangel Avacyn, who perished during the events of Shadows Over Innistrad and Eldritch Moon. That means the return of more classic werewolves, zombies, and more, and also some of the mad science that has popped up in previous Innistrad sets.

It's in that final archetypal narrative that Screen Rant's exclusive Innistrad: Midnight Hunt card is located. Galvanic Iteration continues the pursuit of knowledge at all costs that has been embodied by Innistrad cards like Delver of Secrets and Rooftop Storm, and should be a powerful blue & red instant for combo and control mages alike. Here's a look at both the regular version and the extended art version of Galvanic Iteration:

The history of flashback in Magic: The Gathering is a long one, with cards like Think Twice and Ancient Grudge making splashes across several formats. Galvanic Iteration's flashback cost is 1UR, but it's nature as an instant means the opportunities to use it will be varied.

Without seeing more of Innistrad: Midnight Hunt, it's difficult to say how Galvanic Iteration slots into the Standard format. It has a lot of potential, however, and does a wonderful job of encapsulating its flavor text - a rare instant in these colors should almost certainly be more potent than predictable, and Galvanic Iteration's use cases are as varied as they are brimming with prospective combos. Hopefully some of those come to fruition when Innistrad: Midnight Hunt releases on September 16, 2021 on Magic Arena and Magic: The Gathering Online, and on September 24, 2021 for tabletop.

‘Magic The Gathering’ Innistrad: Midnight Hunt Card Preview - Enduring Angel/Angelic Enforcer

Forbes 02 September, 2021 - 04:00am

Magic the Gathering's next set takes us back to one of its most beloved settings ever: the sinister, horrific world of Innistrad. Zombies, Ghouls, demons, werewolves and cults run wild in Innistrad, bringing terror to the humans just trying to survive the night.

Once the great protectors of humanity, Angels have been always been a key part of the world of Innistrad. Following the Archangel Avacyn's genocidal rampage against those she was made to protect, and her resulting destruction at the hands of Sorin Markov, what has become of the angels of Innistrad? If our free preview card from Wizards of the Coast is anything to go by, they're just as protective and/or judgemental as ever!

Thanks to Wizards of the Coast and ICO Partners, here is an exclusive look at one of the cards we'll be getting to play with when we head back to Innistrad on September 24.

Enduring Angel is a 3/3 Angel that costs two generic and three white. It has flying and double strike, and gives you (the player) Hexproof.

This is Innistrad, so of course we'd be seeing the Transform mechanic make a return! If your life total would be reduced to zero or lower, you transform Enduring Angel into its other side, Angelic Enforcer, and your life total becomes three.

Critically, if Enduring Angel didn't transform this way, you immediately lose the game. This one line of text gives a lot of hints as to where the rest of Midnight Hunt could be going – maybe something could force a transformation? Or maybe there are ways to prevent a transformation entirely, like Bound by Moonsilver from Shadows Over Innistrad?

For those unfamiliar with the Transform mechanic, any card with it is double-faced. On one side is Enduring Angel, and when you transform it, you flip it over and reveal the other side, Angelic Enforcer, instead.

Angelic Enforcer is an Angel with flying, and its power and toughness are equal to your life total (which should be at three when it transforms). It also still gives you Hexproof. The big benefit of Angelic Enforcer is its new-found ability to double your life total whenever it attacks. It doesn't need to land the damage; it only needs to be declared as an attacker. After a few turns, your life total should be massive, making it a potent threat on the board.

While transforming Enduring Angel is going to be tricky, I think this could be a powerhouse in the popular Mono-white or Orzhov (black/white) Angels deck archetypes. Especially in eternal formats, you can play it as a defensive piece near the end of a game to prevent losing to damage, or you could combine it with cards that let you pay life, like Martyrs' Tomb, Righteous Aura or Vizkopa Confessor and transform it yourself.

It gets especially funny when you find ways to give Angelic Enforcer lifelink. Equip it with something like Shadowspear or Rune of Sustenance and you'll be doubling your life on attack, and then doubling it again from the lifelink when it deals damage. Or even Cradle of Vitality – say you gain three life with Angelic Enforcer, another six with the resulting Lifelink damage, and have Cradle of Vitality out. You could pay one generic and one white to then give it nine +1/+1 counters, speeding up your lifegain even more!

This card opens up some big questions about Innistrad: Midnight Hunt that I'm excited to see as spoiler season progresses. How far will the transform mechanic be stretched? Will we see more of the post-Avacyn angels of Innistrad? Am I going to be able to hilariously break this card even further than we currently could? All should be revealed over the next few weeks.

Innistrad: Midnight Hunt launches for Magic the Gathering Arena and Magic the Gathering Online on September 16, followed by a tabletop paper launch on September 24.

I've always been interested by the capabilities of virtual reality (Tron is my favourite sci-fi film), but seeing it take off in the last few years has really gotten me

I've always been interested by the capabilities of virtual reality (Tron is my favourite sci-fi film), but seeing it take off in the last few years has really gotten me exited. From hardware and gaming to practical applications, seeing where this technology can go is fascinating.

Outside of Forbes, I have managed and written for Wireframe Magazine, Destructoid, The Telegraph, Polygon and PCGamesN about everything from games to hardware.

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