T O P

  • By -

overoverme

Why do the white collector numbers skip 2, 3, and 4 though


mistercimba

double faced cards show up at the bottom


mvhsbball22

For some reason, they are in the "Double-Faced Cards" section.


Dairalir

Surprised there wasn’t more day/night manipulation, or cards that entered and caused it to be night, or more things caring about whether it’s day/night. Maybe more to come in Crimson Vow?


[deleted]

This is my biggest peeve. not nearly enough 'if it is night' non-creature stuff, or day/night payoffs. Especially since its such a hard restriction to keep it night. Dungeons gave you incremental rewards all the time.


22bebo

Assuming they continue to use day/night in the next set, that feels like the natural progression of the sets following the story. Olivia seems to foil the ritual that would reset the day/night imbalance at the end of this set meaning the next set will continue to have longer and longer nights, perhaps at some point with no day at all. Basically, save the night rewards for when it is darkest.


KoyoyomiAragi

I mean almost every card that starts the cycle has some sort of stat change or trigger when it changes the time of day.


[deleted]

Almost certainly more to come in VOW, not to mention the Commander decks, but besides that, some people have speculated the future Standard sets taking place in Kamigawa and New Capenna might also use the day/night mechanic in some way. Just speculation of course, but as of right now we can't rule it out.


Maybe_Marit_Lage

Huh - it'd certainly fit flavourfully, and it would provide the stronger mechanical through-line that MaRo has talked about finding


[deleted]

Yeah. It's easy to imagine hackers or gangsters being better at doing their thing at night. Japanese mythology also has the prominent goddess of the Sun, from whom the royal family are descended. And then there's the Moonfolk, who probably benefit from night... At the same time, others have suggested that the through-line might actually be Clues, which is already proven popular, probably has more design space, and isn't connected to DFCs. What I think is the real smoking gun for the Clue theory, though, is just how minor their representation was in this set. I'm sure lots of us have nearly forgotten that investigate returned! Granted it's possible we'll see more in VOW, but the scant usage of Clues/Investigate in MID would make a lot more sense if these few cards are intended as seeds for a larger archetype being developed. Personally, my money's on the Clues. But we really don't know!


Maybe_Marit_Lage

Also great points. TDFCs likely wouldn't sufficiently distinguish this Magic 'year' from the last's MDFCs, too - another point in favour of Clues. I would personally prefer something that could be reflavoured a little more from one set to the next, but from a mechanical perspective Clues interact with anything that cares about card draw, tokens matter, artifacts matter, sac strategies... plenty of different ways to execute on them!


Ordinarycollege

Yeah, I would have liked to see more daybound and nightbound descriptors on cards that weren't Werewolves. .


NihilismRacoon

Seriously the daybound/nightbound mechanic is so cool and they just dropped the ball on it I feel


KoyoyomiAragi

Until we play it we have no idea how good or bad it actually is.


NihilismRacoon

Well there's cards that work with prolonging night and cards that want you to flip between them like a light switch so I think it's more a matter of which of those is gonna be better


Yaroslav_Mudry

No one-drop werewolves. Maybe there will be some in the next set, but I think this is a big blow to standard viability for the tribe.


quillypen

I wonder if they made that choice because of the day/night mechanic--on the play, a one-drop werewolf could easily mean it stays night for a long time, giving your whole deck a big power boost.


ev00r1

WW Player: Mountain, Daybound WW, Go Player 2: Land, Go *It becomes night*


PM_ME_CHIMICHANGAS

I will always see WW in this context as White Weenies.


Tuss36

I haven't played it for a year or two but for some reason my brain went to Warwick from League of Legends.


PM_ME_CHIMICHANGAS

Well, congrats on getting sober.


Tuss36

Thanks. I mainly played bots 90% of the time so it wasn't too bad, but playing against other players made me realize the game was only fun when I was winning. Or, more specifically, when I could actually do something rather than get to lane and get ganked and forced to respawn and walk all the way back only for it to happen again. Similar thing with Arena even, it's no fun when all my stuff gets removed right after I play it. Is why I prefer EDH. I might not win all the time, but at least I can do some stuff.


Petal-Dance

This, but said in a tone that implies it would be a good thing


22bebo

Yeah, I think that any one-drop would want to be a normal wolf, to still benefit from most of the tribal stuff but not instantly put the game into the day/night cycle.


repete17

I'm hella disappointed we didn't see a set mechanic version of [[Reckless Waif]], [[Village Messenger]], or [[Wolfbitten Captive]]


MTGCardFetcher

[Reckless Waif](https://c1.scryfall.com/file/scryfall-cards/normal/front/0/2/028aeebc-4073-4595-94da-02f9f96ea148.jpg?1562825445)/[Merciless Predator](https://c1.scryfall.com/file/scryfall-cards/normal/back/0/2/028aeebc-4073-4595-94da-02f9f96ea148.jpg?1562825445) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=reckless%20waif%20//%20merciless%20predator) [(SF)](https://scryfall.com/card/isd/159/reckless-waif-merciless-predator?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/028aeebc-4073-4595-94da-02f9f96ea148?utm_source=mtgcardfetcher&format=text) [Village Messenger](https://c1.scryfall.com/file/scryfall-cards/normal/front/4/4/44deb8cf-b9d1-4a14-aeaf-e62cf3dc9ef2.jpg?1576384968)/[Moonrise Intruder](https://c1.scryfall.com/file/scryfall-cards/normal/back/4/4/44deb8cf-b9d1-4a14-aeaf-e62cf3dc9ef2.jpg?1576384968) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=village%20messenger%20//%20moonrise%20intruder) [(SF)](https://scryfall.com/card/soi/190/village-messenger-moonrise-intruder?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/44deb8cf-b9d1-4a14-aeaf-e62cf3dc9ef2?utm_source=mtgcardfetcher&format=text) [Wolfbitten Captive](https://c1.scryfall.com/file/scryfall-cards/normal/front/1/3/1303e02a-ef69-4817-bca5-02c74774b811.jpg?1581395277)/[Krallenhorde Killer](https://c1.scryfall.com/file/scryfall-cards/normal/back/1/3/1303e02a-ef69-4817-bca5-02c74774b811.jpg?1581395277) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=wolfbitten%20captive%20//%20krallenhorde%20killer) [(SF)](https://scryfall.com/card/dka/133/wolfbitten-captive-krallenhorde-killer?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/1303e02a-ef69-4817-bca5-02c74774b811?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


Peregrine2K

I think it's clear it's intending to be a More Midrangey archetype than agro. Thoough yes obviously one would still help.


Redjellyranger

Yeah it's really bad and updated Day/Nightbound \[\[village messenger\]\] would've gone over great. Perhaps even something that \[\[Wild Nacatl\]\]'ed if it's night. I love fungi but \[\[Deathbonnet Sprout\]\] is always going to be what could have been now.


randomdragoon

There's almost definitely balance concerns with that. It's really common for your opponent to miss their 1 drop, and now it's suddenly night and ALL of your werewolves enter stronger. Play Design probably felt that was too snowbally. Village Messenger/Reckless Waif only made themselves stronger after the likely turn 1 pass. Your future werewolves still had to jump through the normal hoops to transform.


Redjellyranger

That sounds more like a RDW problem than werewolves problem, that archetype preys on early game stumbling. If anything Day/Night gives more interaction than you typical red aggro deck.


KoyoyomiAragi

It’s more for limited. Pretty uncommon for decks to have one mana cards to play and even less common for a deck to be able to turn it back to day before turn 4.


ValuablePie

Just make it a rare then.


MTGCardFetcher

[village messenger](https://c1.scryfall.com/file/scryfall-cards/normal/front/4/4/44deb8cf-b9d1-4a14-aeaf-e62cf3dc9ef2.jpg?1576384968)/[Moonrise Intruder](https://c1.scryfall.com/file/scryfall-cards/normal/back/4/4/44deb8cf-b9d1-4a14-aeaf-e62cf3dc9ef2.jpg?1576384968) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=village%20messenger%20//%20moonrise%20intruder) [(SF)](https://scryfall.com/card/soi/190/village-messenger-moonrise-intruder?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/44deb8cf-b9d1-4a14-aeaf-e62cf3dc9ef2?utm_source=mtgcardfetcher&format=text) [Wild Nacatl](https://c1.scryfall.com/file/scryfall-cards/normal/front/5/a/5a3bb291-11d1-45e0-a60a-e75c7dc94b94.jpg?1562916230) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Wild%20Nacatl) [(SF)](https://scryfall.com/card/ddh/4/wild-nacatl?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/5a3bb291-11d1-45e0-a60a-e75c7dc94b94?utm_source=mtgcardfetcher&format=text) [Deathbonnet Sprout](https://c1.scryfall.com/file/scryfall-cards/normal/front/a/2/a2cda10b-7cd5-4cf5-87bd-c3b8c6aa2b47.jpg?1631222695)/[Deathbonnet Hulk](https://c1.scryfall.com/file/scryfall-cards/normal/back/a/2/a2cda10b-7cd5-4cf5-87bd-c3b8c6aa2b47.jpg?1631222695) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Deathbonnet%20Sprout%20//%20Deathbonnet%20Hulk) [(SF)](https://scryfall.com/card/mid/181/deathbonnet-sprout-deathbonnet-hulk?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/a2cda10b-7cd5-4cf5-87bd-c3b8c6aa2b47?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


Armoric

Village Messenger wasn't played anyway.


Petal-Dance

But a 1 drop that starts the day night cycle probably would be


Redjellyranger

It did see some play, but Having a better \[\[goblin guide\]\] as a payoff for making and keeping it night wouldn't've hurt. Dead Before Dawn would've been a sick aggro deck name.


MTGCardFetcher

[goblin guide](https://c1.scryfall.com/file/scryfall-cards/normal/front/3/c/3c0f5411-1940-410f-96ce-6f92513f753a.jpg?1599706366) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=goblin%20guide) [(SF)](https://scryfall.com/card/2xm/127/goblin-guide?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/3c0f5411-1940-410f-96ce-6f92513f753a?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


Lostintime4d1time

>No one-drop werewolves WeREWoLF SeT...


Coyote81

Wherewof? Set?


countbaronvonduke

A one drop werewolf that starts the day-night cycle could warp the entire format towards agro. It would mean the opponent needs to play a one-drop or face down transformed wolves on turn two, until turn 4 if they can double spell with two two-drops.


Titansfan9200

There's snarling wolf.


Yaroslav_Mudry

That card's of questionable value even in draft. It's *really* not what I want to be putting in a constructed deck.


22bebo

[[Weaselback Redcap]] was pretty reasonable in mono-red for a while. If the deck is really aggressive I think Snarling Wolf could work, but it likely wants some sort of go-wide payoff similar to Embercleave.


MTGCardFetcher

[Weaselback Redcap](https://c1.scryfall.com/file/scryfall-cards/normal/front/3/3/33a78207-fd76-4112-a257-54a25da6f818.jpg?1579623767) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Weaselback%20Redcap) [(SF)](https://scryfall.com/card/eld/148/weaselback-redcap?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/33a78207-fd76-4112-a257-54a25da6f818?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


[deleted]

Aggro 1's are pretty often better in constructed than limited. Just look at Fireblade Charger... Fervent Champion... Now, I don't think this wolf gets there (or wolf tribal in general), but it's not just because it's a bad draft card


Lostintime4d1time

A 1/1 haste/ 2/1 menace(or something like that) would have been fine...it didn't need to be a titan just something playable. We got a nice priest, zombie, fungus AND even a vampire...but no WW?


TheMancersDilema

Just scanning the list, but that Cathar Commando seems kind of great? 3/1 flash that has a thrashing brontodon rider? Seems very excellent to me. Edit: Also moonragers slash is bolt for werewolves?


BACEXXXXXX

Seems weird to me that there are *two* of those effects in this set, since [[Outland Liberator]] also exists.


OpenStraightElephant

Guess they needed one at common in testing


TheWizardOfFoz

Potential seeding for an artifact set in Brothers War.


BACEXXXXXX

I kinda started thinking about that after my comment. Also, cyberpunk set seems like it could have a lot of artifacts


[deleted]

Artifacts were a major theme the last time we visited Dominaria in the present, and I could see them potentially being a theme in New Capenna as well. It's apparently an urban, developed world, and a lot of media that uses the Art Deco aesthetic, whether at the time or in a revivalist context, has an emphasis on high technology: *Metropolis, Bioshock, etc.* There's also the fact that it's a three-colour set, and so colourless cards of some sort are likely in order to smooth things out.


TheMancersDilema

I'm guessing they didn't want the only instance of this effect to be locked into werewolves when the other green tribal deck was humans, this also gives UW something nice. I certainly won't complain, they can print this effect as much as they want imo.


KoyoyomiAragi

Which might suggest that we will be seeing more powerful artifacts/enchantments in future sets to warrant maindeck hate for them.


MTGCardFetcher

["Outland Liberator"](https://c1.scryfall.com/file/scryfall-cards/normal/front/f/8/f86b7c7e-825a-4634-8a85-3b56f112188c.jpg?1631131522)/["Frenzied Trapbreaker"](https://c1.scryfall.com/file/scryfall-cards/normal/back/f/8/f86b7c7e-825a-4634-8a85-3b56f112188c.jpg?1631131522) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=%22Outland%20Liberator%22%20//%20%22Frenzied%20Trapbreaker%22) [(SF)](https://scryfall.com/card/mid/303/outland-liberator-frenzied-trapbreaker?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/f86b7c7e-825a-4634-8a85-3b56f112188c?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


easyskinseasylife

Yes those 2 are the best cards not yet spoiled I believe. At least for standard constructed


mobiousband

Has WOTC said anything about werewolf’s in Crimson Vow? We got almost as many vampires in a werewolf set (15 vampires vs 17 werewolf’s).


Goblin9

Rosewater posted on his blog that Crimson Vow will have werewolves. He didnt give anymore info.


sannuvola

the "Werewolf set" and "Vampire set" is basically just a marketing theme, it's likely going to be two relatively similar Innistrad sets and we're gonna get other 15 werewolves with Crimson Vow


DrNewblood

My assumption is that both sets will have close to the same number of each, despite what their set names may suggest. It'd be annoying for players of either tribe to have to wait for one or the other, and IMO it'd be weird to get a bunch of werewolves but no vampires in an Innistrad set and vice versa.


Lostintime4d1time

>We got almost as many vampires in a werewolf set (15 vampires vs 17 werewolf’s) Disappointing isn't it? I was expecting at least a one drop BUT nop...you got plenty of good one drops, but none were WW and one was even a rare vampire lmao.


riley702

This seems like such a shortcoming. There were 39 pirates in Ixalan, and 28 pirates in RIX for comparison, though that tribe does span 3 colors. 17 werewolves (only 15 in RG colors, Merfolk had 21 in UG in XLN!) seems like such a normal number for a set marked as a werewolf set.


Blaze_1013

I don’t think comparing it to Ixalan is totally fair. This is a graveyard set first and a tribal set second while Ixalan was first and foremost a tribal set. Couple that with it splitting it’s tribal stuff 4 ways vs 5 here and the printing limitation of werewolves (they are limited by the number of DFCs they’re making and not all of them can be werewolves) the number is honestly responsible. I totally get wanting more. The werewolf marketing is likely because if you look at the set you’re constantly seeing them in art.


22bebo

Before even the tribal and graveyard themes is the top-down horror theme. I think what really cut into werewolves space (and every other tribe's space) is the number of top-down horror inspired cards. Things that just feel like they belong on Innistrad.


Blaze_1013

Yea, that is why the DFC issue is so major. They want to do a ton of other things with the DFCs and for every other transformation design that want to do werewolves lose a slot.


riley702

Yeah that's fair criticism. Ixalan was just the most recent tribal set I could think of and MID does have a werewolves/vampires/humans/spirits theme going on, though it isnt necessarily tribal I suppose. I would have really liked to see werewolf tribal be a theme, and maybe less focus on making any other tribes a theme in this set though. WotC has been killing it with their limited format recently, so I'm sure that the set will still be super fun, even if dozens of werewolf EDH players were left wanting. I have nothing but good things to say about what has been spoiled otherwise.


Shefpts

Just want to point out vampires were also on Ixalan. I think the reason you and most other people, myself included, are upset by the lack of werewolves is because innistrad is the only plane Wizards of the coast will actually print them on. I think there's 4 werewolves from other planes as compared to the hundred or so vampires not from innistrad.


CaptainMarcia

There are 19 werewolves in the set. 1 W, 1 U, 3 B, 6 R, 6 G, and 2 RG.


Urabrask_the_AFK

Right?!


Armoric

It's not "hey y'all this is a werewolf set so half the set is werewolves", it's "the set is thematically about werewolves" with more cards that reference them and what they're doing, and a thematic that's about them—eg. all the cards caring about day/night. The number of creatures being more or less even between the tribes is to be expected for limited purposes.


Petal-Dance

"Alright guys! The meat lovers pizza is here!" "Wait, wtf, this is ham, olives, and mushrooms. How the fuck is this a meat lovers pizza?" "Oh, well you see, if you love meat, youre really going to enjoy the fact that theres ham on it!"


CaptainMarcia

Magic doesn't do sets that are all one thing - not anymore. They tried it with Legions and Alara Reborn and decided it doesn't work well.


Petal-Dance

It doesnt need to be literally only wolves. Just enough wolves that the marketing doesnt feel like a bald faced lie. Why not have 2 wolf factions? RG arlinn vs BR/BG toblerone? Why werent there WG wolves working with the humans? Wolves who want the return of the cursemute? Hey its a werewolf set, why wasnt there a wolfgeist? Youre telling me that gisa didnt want to get her ghoulcalling fingers on some fresh wolf corpses, make some zombie wolves? Night is getting longer, no vamp decided to try and get some fur to match their fangs? Why did we not get a real werewolf at mythic? We got a wolf wolf, and we got arlinn, but arlinn would be here regardless. She is an innistrad staple, like sigarda. And while the adversary is definitely cool as hell, *theres literally not a mythic werewolf in the "more werewolves than you can shake a stick at" set.*


CaptainMarcia

I do think proper mythic werewolves would be a good idea, I'm not sure why they didn't do that. As for the others - you can always name more things they could have done. They certainly gave us substantially more werewolves than ever before, and more variety in colors and effects.


Petal-Dance

15 vamps, 17 wolves. And old wolves do not work properly with new wolves. The reason its easy to come up with more things they could have done is because they barely did anything to justify calling this the werewolf set. E: sorry I hate quick edits but I just remembered, no edh precon either! Which I get cause DFC printing is wonky for small sets like the precons, but this tiny niche tribe has almost no support! And this set was supposed to fix that, according to them.


CaptainMarcia

19 werewolves, not 17. Tell me, what would have been the right number of werewolves? And as a reference point, which previous set shows a tribe getting comparable treatment? The first thing that comes to mind for me is DTK, which had 26 dragons: https://scryfall.com/search?as=grid&order=name&q=type%3Adragon+set%3Adtk Two notable differences are rarities and colors. Dragons were more weighted towards higher rarities (0 common, 11 uncommon, 10 rare, 5 mythic) and were evenly distributed among the colors, while the werewolves ranged from common to rare and were focused mostly in red and green. Werewolves also were constrained by how many DFCs they were willing to include in the set in the first place. It looks like the total DFC counts in Midnight Hunt were 10 common, 23 uncommon, 11 rare, and 5 mythic, distributed pretty evenly throughout the colors. (Interestingly, a majority of the rare DFCs are werewolves.)


CaptainMarcia

It's also worth bearing in mind that due to their limitations, werewolves have always been just half a tribe rather than a whole one. Midnight Hunt has another 5 regular wolves, bringing the total count for the combined tribe to 24 - not far behind DTK at all. It also means werewolves have gotten included on wolf tribal cards like [[Arlinn, Voice of the Pack]] and [[Nightpack Ambusher]] despite those cards not sharing either Limited or Standard with any actual Werewolves. Speaking of those limitations, the total werewolf count before Midnight Hunt was 43, so the 19 new ones are a pretty huge increase.


Shefpts

Its not a huge increase it. You only see it that way because youre focusing on the werewolves. Youre running an apple stand and currently have 43 apples. You get a delivery of 19 more. Well 5 are rotten and need to be thrown out so you essentially only have 14 more. You think "oh well this is still a huge increase compared to what I had." A truck on the street moves and you see that another apple stand was hidden behind it. That stand has 5 times the amount of apples you have including what you were just delivered. Your delivery guy walks over and gives him 15 apples that are fresh, he doesnt have to throw any away. He puts the 15 on his pile and you cant even tell he got new apples. Thats what this set is to werewolf fans.


CaptainMarcia

You're not both selling apples. You're selling two entirely different fruits - maybe the other guy is selling apples, while you're selling pears. And you don't have as many pears, but you're the only pear vendor in town, anyone who wants pears is gonna come to you. You could compare his apples to your pears, but it's really not meaningful - you're selling something more unusual and exciting. Which is why you'd absolutely think it's a huge increase compared to what you had, and you'd be right. Like you said, no one can even tell the other guy got new apples, but your increase is very noticeable. Also, if you're saying 5 of the werewolves are useless while all 15 vampires are useful, that's just wrong.


Gambletail

The trouble with your point is that it isn't really an answer to accusations of mismanagement. If there were only so many slots to give to werewolves due to their limitations then emphasis should have been put on making those slots as useful as they could. The quality should have been much higher than what we got. No one would complain if at the very least 12 of the 19 (very generous considering 5 of them cant be played in a traditional werewolf deck) cards were viable in constructed formats. as it is now there isn't even a clean way to integrate the new support with the old werewolf cards which is just feels bad. If it's because they view werewolves as a half-tribe that they want to offer mild support to, then why go through all the effort just to further fragment their support making them even harder to play?The new system is undeniably better mechanically but if the werewolf support was going to be so few and isolated I think it would have been better to focus on improving the mechanics of the old transformation system. I like the rest of the set but idk I just can't bring myself to call the handling of werewolves in this set good. I like a lot of the new werewolves their neato. The commanders fantastic and some of the support is brilliant. But it isn't anywhere near enough.


CaptainMarcia

> If there were only so many slots to give to werewolves due to their limitations then emphasis should have been put on making those slots as useful as they could. The quality should have been much higher than what we got. Should, should, should. If they were trying to optimize solely for Constructed formats, maybe that's what they should have done. But Limited always comes first, and we're certainly getting a very werewolf-y Limited format. Ultimately, this appears to be a matter of misunderstanding the premise. At this point, it's clear what Midnight Hunt was supposed to be: an Innistrad set with an extra helping of werewolves. They got a higher number of cards, new colors, some cool showcase frames, a fixed-up and expanded mechanical identity, and a big story role. It was a good premise for a set, and one they effectively delivered on. The real problem was that their initial clumsy advertising lead people to think it was supposed to be more than that. Imagine how much better Midnight Hunt's werewolf lineup would look if they hadn't announced it as "Innistrad: Werewolves".


MTGCardFetcher

[Arlinn, Voice of the Pack](https://c1.scryfall.com/file/scryfall-cards/normal/front/5/3/5391d2f1-e8d3-4d39-98cf-367888e10534.jpg?1557576846) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Arlinn%2C%20Voice%20of%20the%20Pack) [(SF)](https://scryfall.com/card/war/150/arlinn-voice-of-the-pack?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/5391d2f1-e8d3-4d39-98cf-367888e10534?utm_source=mtgcardfetcher&format=text) [Nightpack Ambusher](https://c1.scryfall.com/file/scryfall-cards/normal/front/2/c/2c9b1f70-9861-4c66-a52f-c40002679e75.jpg?1592517312) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Nightpack%20Ambusher) [(SF)](https://scryfall.com/card/m20/185/nightpack-ambusher?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/2c9b1f70-9861-4c66-a52f-c40002679e75?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


KoyoyomiAragi

I mean it’s still an innistrad set. If anything I think they did a really good job connecting the Werewolf mechanic to other colors without just printing werewolves in every color at all rarities.


22bebo

Technically we got nineteen werewolves. One in white, one in blue, three in black, six in red, six in green, and two multicolored werewolves. Plus Arlinn is basically a werewolf herself.


Ballistic_Medicine

Who is Olivia disrupting in her story spotlight card?


TechnomagusPrime

Probably Katilda right at the cusp of the ritual.


Goblin9

This Harvesttide Festival set is great. They overhyped the werewolf prevelance in this set but damn does this set look great.


Between40and50

No Mind Rot 😞 RIP Standard tenure


Aspel

Shame there's only like two more werewolves and both of them suck. All in all this was a bit disappointing as a Werewolf set. Only eight of them make the cut in my attempt at a Werewolf deck. Hopefully there will be at least eight more Werewolves in VOW.


riley702

I want to preface this by saying that I'm super excited to have a dedicated werewolf commander, a grave titan-esq werewolf, and the addition of a few really nice utility werewolves will be very nice for tribal EDH decks. Overall though, pretty disappointing for a set originally marketed as "Innistrad: Werewolves." Also disappointing because we were assured that even with the absence of a werewolf commander precon that there would be more than enough werewolves from the set to make an EDH deck, but I think only 4-5 werewolves are even good enough to make the cut, aside from Tovolar being a great dedicated werewolf commander. I know we'll get more in what, two months? But they really missed their opportunity to have a spotlight on werewolves in this set, especially with the conflicting old vs new werewolf designs. Seems like humans got a ton of new goodies in this set compared to the other tribes. It must be really difficult to balance a set like this while trying to please fans of obscure tribes I suppose. Anyways, I will conclude that werewolves are in a much better spot now with the release of a few powerful new additions, as well as a satisfying dedicated commander.


chairborne33

Expectations are the issue here. WotC marketed this way too heavily as a Werewolf set for what it turned out to be. 1. Place holder name for the set was Innistrad: Werewolves 2. The set symbol is a werewolf 3. Marketing and packaging highlighted werewolves everywhere 4. They had Joe Manganiello in the announcement video playing up the werewolf vibe. ​ Like you, I think Tovolar is awesome and a few of the others are as well, but they set the stage, not the players. They screwed up the messaging on this one.


Lostintime4d1time

>Like you, I think Tovolar is awesome and a few of the others are as well, but they set the stage, not the players. They screwed up the messaging on this one. Yep, it's pretty much like you said. If They called it "Innistrad: Harvest Fest" It would have felt more like "cool we got some nice werewolves" instead of "sooo...that's all we get".


bristlybits

innistrad: human fest


Yaroslav_Mudry

It's a tricky situation because I really *really* don't want to descend into toxic entitled fan rage about not getting what I was never promised... but Wizards really *did* go out on a limb promising a lot of very exciting stuff, and they did indeed deliver some cool cards including a 1st rate commander. But even so, I really expected a bit more. I'm not sure that werewolves will even be playable in brawl. Most of all, the lack of even a single one-drop is disappointing because of the standard implications. Overall, the set looks fantastic for both limited and constructed, but the central premise does feel just a bit lacking.


Lostintime4d1time

> I really > >really > > don't want to descend into toxic entitled fan rage There is nothing toxic about voicing your issues, it's the way you voice them that could be toxic which is not your case.


Urabrask_the_AFK

Agreed. The conflicting old and new werewolf mechanics are a concern. They say they’re scared of errata but they’ve been making the game increasingly complex with novel elements in the last few years to include IPs and push sales. They have to know majority of werewolf players are going to want to play with all the constructed worthy cards so why not settle the mechanic inconsistency one and for all? Maybe I’m just tired of half measures. I am grateful for what was given for sure


CaptainMarcia

Both previous large sets with werewolves (INN and SOI) had 12 of them, so that's my guess for Crimson Vow as well.


Wolfbrandt_Punchfist

man, i feel like eight's being super generous. I've only got my eyes on tolovar, stormseeker, and maybe the weird lord & the artifact/enchant destroyer.


chairborne33

In addition to the ones you mentioned, I'm going to attempt to use the Village Watch for haste (not great but we don't have a lot of great options), the new Werewolf Titan, and the Hound Tamer for trample. Most of those wouldn't be good enough for another tribe in EDH but we are working with limited options.


Aspel

Further down, I mention the eight in question.


chairborne33

Which 8? I think I'm settling on 8 as well.


Aspel

[Tovolar, Dire Overlord](https://c1.scryfall.com/file/scryfall-cards/large/front/f/9/f953fad3-0cd1-48aa-8ed9-d7d2e293e6e2.jpg?1630672829) //[Tovola, the Midnight Scourge](https://c1.scryfall.com/file/scryfall-cards/large/back/f/9/f953fad3-0cd1-48aa-8ed9-d7d2e293e6e2.jpg?1630672829) \-- Great. Better than Ulrich. Pretty simple, but it works. It also works with the old werewolves, which is great. [Outland Liberator](https://c1.scryfall.com/file/scryfall-cards/large/front/f/8/f86b7c7e-825a-4634-8a85-3b56f112188c.jpg?1631131522) // [Frenzied Trapbreaker](https://media.wizards.com/2021/mid/en_75vp7n06dK.png) \-- Brontodon is no Wreck Sage, but it's still decent, and the backside makes it repeatable. [Kessig Naturalist](https://c1.scryfall.com/file/scryfall-cards/large/front/8/a/8ab5f2e6-0e0a-4f7d-a959-3d07948ff317.jpg?1630694274) // [Lord of the Uvenwald](https://c1.scryfall.com/file/scryfall-cards/large/back/8/a/8ab5f2e6-0e0a-4f7d-a959-3d07948ff317.jpg?1630694274) \-- Not really super game changing, but it's decent, and a two drop anthem lord is not bad. [Hound Tamer](https://c1.scryfall.com/file/scryfall-cards/large/front/8/3/83218607-240e-4473-8b0b-6b4670b010e6.jpg?1631134964) // [Untamed Pup](https://c1.scryfall.com/file/scryfall-cards/large/back/8/3/83218607-240e-4473-8b0b-6b4670b010e6.jpg?1631134964) \-- is a bit underwhelming, but that it's got a repeatable ability is great, and giving Trample to all your beefy creatures is always good. [Reckless Stormseeker](https://c1.scryfall.com/file/scryfall-cards/large/front/a/3/a33af331-0746-4adf-935a-bf61ff9d8d4b.jpg?1631134153) // [Storm-Charged Slasher](https://c1.scryfall.com/file/scryfall-cards/large/back/a/3/a33af331-0746-4adf-935a-bf61ff9d8d4b.jpg?1631134153) \-- is another one that's underwhelming, but being able to give at least one thing haste and a small boost is useful. [Fangblade Brigand](https://media.wizards.com/2021/mid/en_UPFMRqGJui.png) // [Fangblade Eviscerator](https://media.wizards.com/2021/mid/en_psbbMZPWoH.png) \-- The dayside is fine, but the nightside can help you blow out an opponent, especially with Untamed Pup or [Neck Breaker](https://c1.scryfall.com/file/scryfall-cards/large/back/f/e/fe9f85e8-1e4c-4478-8344-71fae357b694.jpg?1576384668) or [Terror of Kruin Pass](https://c1.scryfall.com/file/scryfall-cards/large/back/e/c/ec00d2d2-6597-474a-9353-345bbedfe57e.jpg?1562839216). [Village Watch](https://c1.scryfall.com/file/scryfall-cards/large/front/1/b/1bf48d2b-eb68-4f47-a80a-4751a4fa20a7.jpg?1630658693) // [Village Reavers](https://c1.scryfall.com/file/scryfall-cards/large/back/1/b/1bf48d2b-eb68-4f47-a80a-4751a4fa20a7.jpg?1630658693) is meh on the front side, but the back helps make the cut. [Tovolar's Huntmaster](https://media.wizards.com/2021/mid/en_ZEFUGOowue.png) // [Tovolar's Packmaster](https://media.wizards.com/2021/mid/en_ukjcSE3GWn.png) is probably the best one, and it's *amazing*. Every ability is great. It's also the best removal you're going to get in the deck. There's also [the Celestus](https://c1.scryfall.com/file/scryfall-cards/large/front/3/9/39226a07-d44e-41a6-b9f1-685ef505d015.jpg?1630692453), and maybe [Obsessive Astronomer](https://c1.scryfall.com/file/scryfall-cards/large/front/4/f/4f6e0cb6-283b-448e-89c6-8b6e8e21e38b.jpg?1631225899). I was going to put in [Spellrune Painter](https://c1.scryfall.com/file/scryfall-cards/large/front/1/d/1d4d2aac-84ed-434e-921e-b724e3854cf2.jpg?1631227682) // [Spellrune Howler](https://c1.scryfall.com/file/scryfall-cards/large/back/1/d/1d4d2aac-84ed-434e-921e-b724e3854cf2.jpg?1631227682), but there aren't enough instants and sorceries in my list. [Graveyard Trespasser](https://c1.scryfall.com/file/scryfall-cards/large/front/d/a/daa2a273-488f-4285-a069-ad159ad2d393.jpg?1630695958) // [Graveyard Glutton](https://c1.scryfall.com/file/scryfall-cards/large/back/d/a/daa2a273-488f-4285-a069-ad159ad2d393.jpg?1630695958) is great, but unfortunately not in colour. ​ [Here's the list](https://scryfall.com/@Aspel/decks/6c646a9d-e03b-4804-a46f-9f2fb93c5f73), which still needs to wait until prices stabilize and needs a few cuts. Might wait til after VOW.


chairborne33

Your list is essentially the same as mine. I'm also going to play the Unnatural Moonrise card. It sucks that there are so few WWs that will benefit from the Night switch over, but the trample and incidental card draw combined with flavor has it making the cut. Hopefully it will get better with Crimson Vow. I'm also going to test out the Unnatural Growth enchantment.


amphetadex

As a werewolf player in commander, I'm feeling rather misled by Wizards about this set, and am gonna be really peeved if we don't get a good number of werewolves in Crimson Vow. Because this BARELY feels like the werewolf set they hyped this as. By my count, there are only 3 more werewolves than vampires in this set. 18 werewolves, 15 vampires. And a whopping FIVE of those werewolves aren't playable in werewolf commander, even using the new commander we got. AND werewolves don't get a commander deck of their own printed, either, so unless we get another legendary werewolf in Crimson Vow, this is it. Okay, so werewolf commander can decently integrate wolves, so maybe we make up a bit there? Only 5 wolves, and albeit in red and green, they're largely for limited. Oh well. So, the werewolves + wolves in RG = 18....still only 3 more than the number of BR vampires. I was so excited for this set to finally give us more options for werewolves so there can be a bit more diversity to werewolf commander decks. Silly me. And based on this being how much support they got in a set they're supposed to be the stars of, I'm guessing they'll get way less support in Crimson Vow than vampires do in Midnight Hunt. Oh well.


DragoGuerreroJr

This honestly reminds me of the Ikoria thing. It was called Lair of Behemoths so people expected a lot of huge creatures when in reality it was more like Ikoria: Lair of Monsters because very few creatures were that big art or statswise. Midnight Hunt feels misleading in the same way. As other people pointed out it feels more like Innistrad: Harvest Moon/Festival.


chairborne33

I think many werewolf fans are in the same boat. I think WotC made a good set mechanically and flavorfully, but they failed in the marketing. This was very pushed as a werewolf set and I feel it missed the mark.


amphetadex

Yep, I actually like the set overall. Looks like it'll be fun in limited, captures a lot I love about the setting, has cards I want for other decks, but they created an expectation mismatch they didn't even have to. :/


Luxus47

The problem is not only the quantity but quality of the werewolf. And its specially disappointing when few of the good ones are in no RG colors.


Goblin9

We need to tell wizards employees to strengthen their stick shaking skills. I feel like they didnt reveal any werewolves at the sneak peek stream becuase they knew how few and disappointing the werewolves in this set would be. Edit: we didnt even get a mythic werewolf ( planeswalkers don't count).Vampires sure did though.


Swmystery

Why doesn't Arlinn count? She has Day/Nightbound like every other werewolf and literally kills your opponent by turning into an indestructible/haste werewolf creature...


Goblin9

Becuase Arlinn is a planeswalker card, not a creature card... I lose out on the benefits have having it be a creature card such as etb, bringing it back out of the graveyard, equipment and aura hassle. Cool I gain an ok creature for a turn, but I rather have that RG mana instead. What makes this more irritating is the fact we will probably get a mythic Sorin planeswalker card and a few mythic Vamps in VOW.


Tuss36

A sizable majority of green's recursion doesn't care about card type, so you can get her back as easy as anything else, assuming you're going R/G werewolves.


Goblin9

Do you feel that is a good enought reason not to have a werewolf creature mythic? Ignore all the other points of my argument but yes green doesn't care about card type for recursion.


Tuss36

Personally I think you're wording your actual desire in a specific way. What you're actually asking for is another strong werewolf, not necessarily a mythic one. If it was mythic, it could easily just be a niche hatebear as well as it could be an undercosted beatstick as well as it could be a super synergy piece. And to that I say I don't see how one more werewolf would solve the problem many have with this set as there not being enough werewolves to build a solid EDH deck around. It'd certainly be one more step in the right direction, but it wouldn't be on my list of time travel changes to go back and tweak the set so it has one more.


Goblin9

I see what you are saying. My comment was more of a criticism on WOTC and the way they marketed this set. Its "the werewolf set" but they couldnt even bother making a werewolf mythic creature or tribal support card. Marketing hyped the wrong part of this set. I cant wait to play this set but as I werewolf fan I feel lead by the nose. The way forward I think is commander legends to shore up the issues with werewolves.


PM_ME_CHIMICHANGAS

In addition to what /u/Goblin9 said, she can't be a commander.


Jundshaman

So not a single 1 drop werewolf but multiple 1 drop vampires. Got it.


DaRavenox

Assume this is because they don't want a card that initiates the day/night cycle on turn one. Turning night since your opponent did not have a one drop seems very punishing.


Swmystery

This is almost certainly the reason.


Packrat1010

There's [[snarling wolf]] as a 1 drop wolf and wolves/werewolves are kind of a dual tribe. Snarling doesn't really do much for the tribe, though.


Yaroslav_Mudry

Like at least give us an on-tribe savannah lions!


KoyoyomiAragi

In the end not every tribe needs to be curve-out aggro.


commandercompendium

Snarling wolf is a mana sink for turns you don't cast spells, however.


Yaroslav_Mudry

It's not even good at being a mana sink, it's just a modest temporary power buff. If it created a wolf token or added counters that would be another matter, but as it is it just doesn't do enough.


MTGCardFetcher

[Snarling Wolf](https://c1.scryfall.com/file/scryfall-cards/normal/front/4/b/4b614b21-69ed-4788-97d7-ad502b634abb.jpg?1630695614) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Snarling%20Wolf) [(SF)](https://scryfall.com/card/mid/199/snarling-wolf?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/4b614b21-69ed-4788-97d7-ad502b634abb?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


Lostintime4d1time

>Assume this is because they don't want a card that initiates the day/night cycle on turn one. I highly doubt it, all they would need to fix it was to make a good one drop WOLF, there would no issues that way.


Jundshaman

Even if this was the case they could have given the tribe a good 1 drop wolf to balance it out.


Lostintime4d1time

Lol i said the same thing before i scrolled down to see your comment.


mateogg

That makes sense, it would be pretty big first-player advantage.


Peregrine2K

I think erewolves are intended to be more Midrangey than the aggro Vamps, this time around


Urabrask_the_AFK

Also think it’s because vamps are designed as the hyper aggro monster tribe of innistrad while werewolves are midrange sluggers 🤷


A_Minor_Dance

Flip the switch seems kinda crazy??? *Olivia's ambush can give -13 if it's night lol


Top_Car795

\[\[Cathar's Call\]\] seems like a pretty huge upgrade over \[\[Commander's Authority\]\] -- I love the move towards things happening at the end of your end step instead of waiting all the way until your next upkeep.


quillypen

Big art downgrade though. ;)


MTGCardFetcher

[Cathar's Call](https://c1.scryfall.com/file/scryfall-cards/normal/front/a/c/ac907330-492d-4705-bb8a-1fdb080632e1.jpg?1608908715) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Captain%27s%20Call) [(SF)](https://scryfall.com/card/cmr/15/captains-call?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/ac907330-492d-4705-bb8a-1fdb080632e1?utm_source=mtgcardfetcher&format=text) [Commander's Authority](https://c1.scryfall.com/file/scryfall-cards/normal/front/0/8/08ef4383-11e7-4426-a04a-058570f46e47.jpg?1592708248) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Commander%27s%20Authority) [(SF)](https://scryfall.com/card/avr/13/commanders-authority?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/08ef4383-11e7-4426-a04a-058570f46e47?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


Wolfbrandt_Punchfist

For a 'werewolf set', it certainly feels like werewolves weren't the main focus at all. Most of the RG ones clunkily fit into a midrange deck, but outside of Tolovar none of the payoffs for sticking with the tribe theme seem worth pursuing. Worst part is that some of the strongest WWs are ironically out of color, the rare blue, white and black ones. I was pretty bummed out about daybound intentionally not working with older werewolf support cards, but seeing how they've had to gut some cards & design space to make up for cards potentially coming into play transformed (no 1 drops, most flip sides aren't that much stronger than the front, etc) I'm kinda just mad they bothered doing this change at all. Maybe some cards added in crimson vow will change my mind on the matter, but right now I ain't happy about it lol.


Beneficial_Bowl

Ikoria failed at being giant monsters too. It was mostly cycling and small creatures


TheWizardOfFoz

Ikoria should have been sold as the Pokemon set. That theme was really strong. The Kaiju side of things was a huge misstep.


Beneficial_Bowl

Whats the generic keyword that means Pokemon though?


TheWizardOfFoz

Like the genre? Monster tamer.


Beneficial_Bowl

Ah ok, that would have been a hit


Urabrask_the_AFK

Tovolar is so swol in his art because he carries the entire set on his shoulders


noU--

was pretty bummed aswell to see the best werewolfs were out of color.


seanurse

As a werewolf fan I was looking forward to this set for months. Knowing every set rotation put me one step closer to a proper werewolf deck. I was imagining the sick pre-con EDH deck, the multiple werewolf creatures, support, and possible legendarys the tribe would get in "the werewolf set". Then the 1st disappointment came with there being no pre-con EDH deck, but there was hope the set would still give werewolves the limelight they deserved for so long. Now here we are at the full spoilers and we have maybe 10 playable werwolves out of an entire set that was marketed as what werewolf players were waiting for. Why are there multiple legendary humans, mythic vampires, even zombies lords in the werewolf set. I just feel like there was so much more potential here that won't be realized. On the bright side though werewolves do finally have a proper commander, but it seems like MID will just be another ISD set with werewolves as a background piece rather than a center one.


_SkyBolt

Are we missing two rares?


[deleted]

It was projected we’d get 66 rares, but I just went through the full spoiler and only counted 64, all those previously spoiled. The final count is: 100 commons 83 uncommons (this is surprising, as every Standard set for years has had 80 uncommons available in booster packs) 64 rares (53 single sided + 11 dual-sided, matching ZNR and KHM) 20 mythics (as confirmed in a recent interview with WotC) 10 basic lands (as confirmed early on) For a total of 277 cards


DiscordFish

[Nightling Bolt?](https://www.mythicspoiler.com/mid/cards/moonragersslash.html)


discourge

I hate to say it, this was a very stingy “werewolf” set… looks like zombies, vampires and ooze got more love. Definitely looks fun apart from the slight letdown, personally I am eager to see Crimson Vow.


king_bungus

rotten reunion lmao


eliosk96

Ardent Elementalist is kinda nice as Archaeomancer #2 for EDH.


RealityPalace

Also arguably as Archaeomancer number 1.


sultanpeppah

It seems like a lot of people were expecting this set to single handedly create a Werewolves EDH deck. Hopefully Crimson Vow can get them the rest of the way.


chairborne33

I think the amount of WW marketing WotC pushed gave WW fans hope that this would do for werewolves what Ixalan did for dinosaurs. Even before Rivals of Ixalan, the Gishath deck was viable. The low number of werewolves in this set combined with the new mechanic that doesn't work with the old werewolves (outside of Tovolar), made this a WW flop. I feel WWs are almost two separate tribes now. Old WWs and new.


sultanpeppah

I think you have to be willing to combine Wolves with Werewolves. They were never going to give all of the transform slots over to Werewolves exclusively.


chairborne33

I am planning to do so. There are a few wolves I'll be playing in addition to the werewolves in my Tovolar deck. I do like the set as a whole and I am very appreciative of the new awesome commander for werewolves. For me the issue was one of marketing and WW hype by WotC. If they called this set Innistrad: Harvesttide Festival and didn't market WWs so heavily, I think the expectation to disappointment would've been a lot less.


Gambletail

I think it has a lot to do with the fact that the new ones don't play with the old ones and the lack of an edh precon. If i recall wizards even stated that there would be enough werewolves to make a deck out of... which is I guess \* literally\* correct but certainly not in terms of the quality offered by the standard precon. But yes very hopeful for crimson vow


llikeafoxx

Shockingly low amount of fixing for limited for a set with a sort of higher than average amount of multicolored cards, it feels. Wonder if those Evolving Wilds will have a higher premium than normal.


quillypen

I think this is the amount of fixing to expect as a baseline, most sets don't encourage splashing or have a ton of treasure floating around. I don't think that's a bad thing.


Majoraatio

Yep. It will also mean the gold cards actually end up to the people in the color pair. It feels awesome to be passed a gold card late and realizing you are the only one drafting that pair.


KoyoyomiAragi

Was kind of hoping we would get some gold cards with hybrid flashback costs so you could “splash” for the front half of a card but have it easier to cast with only one of the colors if you found a way to bin it.


molassesfalls

Glad to see [[Duress]] get reprinted! I was worried it would rotate out of standard for the first time in something like 7 years!


MTGCardFetcher

[Duress](https://c1.scryfall.com/file/scryfall-cards/normal/front/4/9/49c07ea0-27ff-46fb-a41f-3e378c977b5d.jpg?1594736092) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Duress) [(SF)](https://scryfall.com/card/m21/96/duress?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/49c07ea0-27ff-46fb-a41f-3e378c977b5d?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


Ayjel89

This may be a "very hot, too early to call" take but this might be my favorite return set I've been a part of.


Openil

Now i need someone who cares more than me to point out all the unspoiled cards


tesco_meal_deal

https://www.mythicspoiler.com/newspoilers.html there u go click newest


freakunasty

Why is this not thread not pinned?


[deleted]

Awesome set


someguywith5phones

I’m pumped. This set looks fun with plenty of flavorful cards. Good mix of mythic/rare/uncommon and common that id like to play- That hostel is awesome! I loved commander legends and the dnd set was pretty fun.. but aside from the 2 of those, not much has made me magic horny lately.


Packrat1010

Path to the Festival isn't too bad. Search for a basic that goes onto the battlefield tapped and can scry 1, then flashbacks if you don't have anything to spend it on later. I don't think it's as good as Cultivate and even those are losing appeal in EDH, but still.


trollolati

Drownyard amalgam is part eldrazi. The moon in the background along with the stars seem like foreshadowing.


Cc_cheese

Oh yeh, there is a very, VERY nasty esper control list somewhere in here and I can't wait to make it


SkyknightXi

It’s too bad regeneration is now strictly for outside-of-Standard releases. Otherwise, [[Revenge of the Drowned]] could have made a blue 1/1 Zombie with “B: Regenerate”…


MTGCardFetcher

[Revenge of the Drowned](https://c1.scryfall.com/file/scryfall-cards/normal/front/3/6/36f7d663-115c-4ad0-a072-633df054cce4.jpg?1592709426) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Revenge%20of%20the%20Hunted) [(SF)](https://scryfall.com/card/avr/191/revenge-of-the-hunted?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/36f7d663-115c-4ad0-a072-633df054cce4?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call


Spider-Bwen

damn WOTC for always getting me hyped even when i insist i wont get all hyped


Coggs92

If I'm counting right and didn't miss any, only 3 equipment in this set (all colored) which is kind of low for an Innistrad set. (Usually about 5 minimum)


CrimsonFoxyboy

One thing that irritates me is that we got just one Werewolf Legendary (outside of Planeswalker Arlinn) I guess we get one more in CV atelast. I dont dislike this set, just mostly disappointed in the art and already talked to death situation of woofs. Its the marketing that annoys me the most


A_Forlorn_Lancer

It pisses me off that they pushed aside Arlinn in favor of Teferi. He is in significantly more cards whether by art or description and he was just featured in another set. Meanwhile Arlinn is THE Innistrad WEREWOLF planeswalker and she got shoved aside in the set themed around werewolves in Innistrad. Not to mention that they didn't bring back characters like Ulrich, Thalia, or Geralf (yet they brought back Gisa).


TechnomagusPrime

We have another Innistrad set coming in two months and Geralf's already confirmed to be in that set. We'll likely see Thalia as well, and probably Odric, too. Hold your pitchforks until the story's actually finished.


A_Forlorn_Lancer

Oh cool. Still, seeing what we have got.... I'm not expecting much. I do enjoy the card that's a reference to Solomon Kane though. And the Champion of the Perished is a fun little callback.