Daily Dose of Innistrad Midnight Hunt #3 – Day becomes night and night becomes day
Welcome all to the Daily Dose of Innistrad: Midnight Hunt. Today it’s all about changing the time of day to your advantage. On Friday we talked about the new Daybound/Nightbound mechanic on Werewolves in Midnight Hunt. All the cards I’ll be talking about today give you bonuses just for changing between Day and Night. The great thing about all of them as well is that they can create the Day/Night cycle without being Werewolves.
First up is a Red common that has some neat abilities on it. Here is Brimstone Vandal.
Here is a base option of a card that takes advantage of switching between day and night. First off it activates the day/night cycle, which could be important to helping you get to Night and having your Werewolves come in as their Nightbound transformation. You get a 2/3 Menace creature for three mana which isn’t bad for a common. If you can switch between night and day throughout the game, you’ll be able to get in a few pings for some extra damage which could really help in having some reach to kill your opponent.
Next up is a Soldier that is looking to recruit more Soldiers for their battle. Here is Gavony Dawnguard.
When Gavony Dawnguard enters the battlefield you can start the day/night cycle if it hasn’t already started. To start off you get a 3/3 creature for three-mana that has Ward 1. Gavony Dawnguard's trigger can be used to refill your hand each time the day/night cycle changes. If you build your deck around this being successful, you should be able to get a hit every time this triggers. One potential drawback is that there aren’t a ton of daybound/nightbound creatures for White, but there should be enough to make it worthwhile.
Finally, I have the ultimate card for switching the Day/Night cycle. Here is The Celestus.
Now talk about a lot of abilities. Let’s break down all four abilities for this card.
If it's neither day nor night, it becomes day as The Celestus enters the battlefield. – Like the other spells we’ve talked about above, you don’t need Werewolves to start the day/night cycle. The Celestus will do that for you and start the cycle going.
T: Add one mana of any color. – It’s nice to have a mana rock that enters the battlefield untapped and can tap for any colour of mana. This will help you ramp into higher mana value spells or perhaps splash a third or fourth colour.
3, T: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. – This is a cheap price to control the cycle during your turn. It will allow you to change it to your advantage and trigger the next ability on this card.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card. – So for 3 mana you can gain life and cycle your cards to get better ones each turn. This can be a consistent engine to help you cycle through your bad draws while changing the day/night cycle to suit your cards.
As you can see, the Day/Night cycle doesn’t only belong to the Werewolves, although they will help you transition between the two. Thanks again for reading the Daily Dose and join me again tomorrow as I look at the return of Flashback in a new way.