Illustrated by Jake Murray
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Innistrad: Midnight Hunt

Limited formats will generally involve the same common gameplay effects which show up again and again. Use this guide to find out what common effects are in - and not in! - this format.

Innistrad: Midnight Hunt Mechanics/Themes

Board Wipes
Effects that can kill all creatures on the battlefield.
Three major board wipes exist, all very powerful spells. The Meathook Massacre is particularly nasty.
Effects that return cards to their owners hand.
Two bounce spells with bonuses for your own creatures mean enchantment-based removal may be risky.
Effects that can counter your spells.
Devious Cover-Up may play well with avoiding milling yourself out, and the upside of Flip the Switch is relevant.
Effects that can force you discard cards from your hand.
Three discard effects, the Mind Rot comes with a free decayed token.
Effects that destroy artifacts or enchantments.
Frenzied Trapbreaker (the flip side of Outland Liberator) will likely destroy many artifacts and enchantments for free, in general there are more main deckable disenchant effects than usual.
Effects that make it so multiple creatures temporarily cannot block.
Only one medium falter effect, but remember it can flash it back immediately.
Effects that prevent combat damage for multiple or all creatures.

No cards in this format have this effect!

Mana Fixing
Effects that fix for colors.
The fixing is pretty standard, with a few colorless mana fixers and two green common fixers. The common land slot only includes Evolving Wilds.
Jack-o'-Lantern is unique in that it fixes from the graveyard, which may enable for off-color self mill Disturb/Flashback synergy.
Mass Pump
Effects that pump all of a player's creatures.
No mass pump at common should be noted for go-wide strategies, but Ritual of Hope is at uncommon. Defend the Celestus will frequently be used as mass pump, and Intrepid Adversary is a game-ending bomb.
Effects that can kill creatures with 1 toughness.
Neonate's Rush is likely to be maindecked to enable the Vampire opponent damage theme, so watch out for your X/1s.
Mind Control
Effects that steal your permanents, permanently.
One mind control exists, which is very powerful as usual.
Effects that steal your creatures temporarily and grant them haste.
Only one threaten, but at common. Watch out for sacrifice effects.

Innistrad: Midnight Hunt Mechanics/Themes

Mechanic: Day/Night
Day/Night is a new mechanic that tracks throughout the game. Once the day/night cycle is begun, either player can switch the game state on their own turn by either playing no spells to swap from day to night, or by playing two or more spells to swap from night to day at the end of their turn.
Daybound/Nightbound creatures will transform depending on the game state. All Daybound/Nightbound creatures are Werewolves with the exception of Curse of Leeches and Arlinn, the Pack's Hope.
Several payoffs exist for switching between night and day, which are listed here. When they enter the battlefield, they begin the overal global Day/Night cycle for the remainder of the game.
Unnatural Moonrise can switch to night at instant speed, and two cards have payoff for the game state being in the Night, which are listed.
Theme: Wolves/Werewolves
All Wolves/Werewolves
Werewolf Payoffs
Werewolf Hate
All wolves and werewolf creatures are listed here. There is a lot of overlap with the Day/Night mechanic.
There are several tribal payoffs for Wolves and Werewolves which are listed here as well.
Two hate cards exist which punish werewolves.
Mechanic: Decayed/Zombies
Creatures with Decayed cannot block and are sacrificed after attacking. Several cards create 2/2 Zombie creature tokens with decayed as an additional effect.
Listed here are payoffs both for Zombie creature types and for having a large amount of creatures. Since you can still use Decayed tokens to activate abilities indefinitely, these cards are easier to use with a large amount of Decayed.
Cards that require the sacrifice of a creature are also listed here, as decayed tokens enable this easily.