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MTG: Innistrad: Midnight Hunt Draft Tips and Tricks

I've been playing Magic: The Gathering for some time, and today I want to share my tricks.

MTG Innistrad: Midnight Hunt

MTG Innistrad: Midnight Hunt

Innistrad: Midnight Hunt is the 89th Magic expansion. As the name implies, it's set on Innistrad, one of the most-loved planes in all the multiverse, and it's based on Gothic horror. It is, therefore, not the first time that we have explored this plane—but, as the most passionate will remember, several stories are intertwined, and the tale is still far from a real conclusion.

Over time, Innistrad has undergone significant changes that have led it to collide with a puzzling reality. The length of the Day-Night cycle is slowly but surely shifting in favor of darkness. And it won't be an easily reversible effect.

This would be troubling on any plane of existence in Magic: The Gathering, but on Innistrad it has further negative connotations, given the presence of dark beings such as geists, vampires and werewolves. Not to mention the abominations created by the minds of mad scientists, like skaabs or zombies who are brought back to life by the worst collaborations between science and black magic.

Daybound and Nightbound

On previous Innistrad visits, we noticed the complex Day/Night interaction with werewolf creatures. However, in Innistrad: Midnight Hunt, the bond is so close that many other cards are also affected. Therefore, it's extremely important to understand how this new mechanic can be exploited by us or by our opponents to make the most of the cards at our disposal.

Daybound/Nightbound is present in the lower rarities, especially in green and red and secondarily in black. Therefore, if we intend to play the RG pair, this will be our main game mechanic.


Disturb is a great mechanic that allows us to reuse our creatures again and often allows us to get 2 for 1 against the opponent.

For example, we can chumpblock or trade our creatures with those of the opponent with the knowledge that we can play them again from the graveyard (but only once). This is also extremely useful as a manasink for advanced turns and gives you an edge in midrange and control.

Creatures with Disturb will usually be small in size, and therefore you will need to give them support in order to maintain the advantage over your opponents. The main colors will be white and blue.


Coven symbolizes the gathering of humans in an attempt to restore Celestus and oppose the Night in the hopes for a better tomorrow and the recovery of old customs. This ability increases the combat abilities of creatures that possess it or allows them to support each other to defend themselves from extinction.

Coven is activated when we have three creatures with different strength values and is particularly present in white and green.

Other Game Mechanics

The other game mechanics include the return of the flashback mechanic and the decayed mechanic related to the zombies.

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Flashback is mainly present in green, blue and red and in a cycle of two-colored cards for each available pair. This is another extremely useful mechanic from a midrange and control perspective as it also allows you (like Disturb) to get 2 for 1 and fill the mana curve as a manasink in late-game turns. Some Flashback spells will have more powerful effects the second time they are cast.


Decayed is a consequence of Liliana Vess's effort at mass resuscitation during our previous visit to Innistrad. Without her power, the zombies are slowly but surely deteriorating.

In game terms, many 2/2 zombie tokens will spawn as a result of cards or abilities but will be short-lived as they decompose when attacked. In any case, it will be possible to use them in many strategies since they can still inflict damage to creatures or players, or they can be sacrificed to make other creatures or spells more powerful.

In Innistrad: Midnight Hunt we won't have much manafix access to lower rarities

In Innistrad: Midnight Hunt we won't have much manafix access to lower rarities

Should You Draft One-Color, Two-Color or Tricolor Decks?

Evolving Wilds will be the only land with a lower rarity to allow a minimum of color fixes, so it will be easy to draft this expansion of Magic: The Gathering focusing only on one-color or two-color decks at the most. Therefore, the tricolor must be excluded unless you have good access to the green ramp cards.

The Archetypes revolve around the need to combine two colors together in search of synergies and make the most of the common points:



Disturb Flying Spirits


Zombie Decayed


Vampire life loss matter


Werewolf Day/Night


Human Coven


Aristocrats Decayed


Midrange/Graveyard synergies




Spell matter



Best Colors to Draft

In innistrad: Midnight Hunt, the best-performing colors are white and blue, followed by black and green. Red is usually considered the weakest color. Black and green work well as supporting colors and can be useful to draft if white or blue are already difficult to find.

White and Blue

The white–blue archetype is based on a time-type approach focusing on stemming opponents in the early turns with creatures with Disturb or with Blue's Time cards or by casting two spells on our turn to transform the werewolves back into humans for the purpose to weaken them.

In the mid to late game, it will be possible to maintain the pressure by throwing cards with Disturb from our graveyard and lighten an army of flying creatures difficult to block.

Green and Blue

The green–blue archetype retains the tempo effects similar to the previous Disturb deck but adds the typical Ramp effects of green and replaces white with Flashback cards while roughly maintaining their structure. The result will be less based on flying creatures but will be backed by large creatures on the battlefield that can hold up against those of the opponent.

Blue and Black

The blue–black archetype will be the one that will make the most use of the 2/2 zombie tokens with decayed both by enhancing them and by exploiting their departure for additional effects.

Usually, we tend to block these 2/2 pieces very rarely since they are destroyed after the attack. However, against the blue and black archetype, the opponent will have to understand how to contain them, as they will be very numerous and aggressive.

White and Green

The white–green archetype focuses more on humans and above the Coven mechanic, so we will have to strive to always have at least three creatures with different strength present in our battlefield. This will force us to take some more damage so as not to risk losing our creatures and keep the bonus active, but in the long run this discomfort will be rewarded.

Black and Green

The black–green archetype offers good resilience and a good aptitude for reusing graveyard resources, both recovering creatures and spells with Flashbacks.
It has good removals, and there are powerful creatures that can hold the battlefield.

Are the Other Archetypes Bad?

The other archetypes aren't necessarily bad, but they require more specific card selection and deck construction like "gimmick decks".

  • Red and Green: A red–green werewolf deck will be limited in the number of werewolf playable per turn in order not to inadvertently activate the Day side.
  • Black and Red: The black–red deck, based on the damage inflicted on the opponent, will be weakened if it fails to inflict a constant amount of damage over time.

If the player is able to understand these limitations and limit the drawback to their strategy, it is possible that they are excellent decks. However, they are not so easy for everyone to play.

© 2021 Christian Allasia

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