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#innistrad: midnight hunt
mtg-cards-hourly · 11 days
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Sunrise Cavalier
"Like us, the morning fights for survival."
Artist: John Di Giovanni TCG Player Link Scryfall Link EDHREC Link
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necroticboop · 7 months
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❝ Become what you fear. ❞
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Innistrad: Midnight Hunt Booster Pack Art by Anna Podedworna
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art-of-mtg · 7 days
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Pithing Needle (Innistrad: Midnight Hunt) - Ovidio Cartagena
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bacejelerenvorthos · 2 years
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The Lore of Innistrad: Midnight Hunt - Liesa, Forgotten Archangel
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“Of all the archangels, only Liesa sought to understand her enemies and, in so doing, mitigate their evil. With her knowledge, she reasoned the monsters could be fought more effectively and bargained with the foul to do good.
One day, a new angel appeared as if from nowhere: Avacyn. She was inflexible in her righteousness and unstoppable in her power. She did not approve of Liesa's methods, and when Liesa made a pact with a demon lord, Avacyn declared her a heretic and destroyed her along with her entire flight of angels.
On Innistrad, demons reform sometime after being killed. Perhaps due to her demonic dealings, or perhaps because of the shared nature of angels and demons, Liesa has returned to the land of the living. To Liesa, reforming was a hellish ordeal. She struggled over the course of centuries, fighting to keep her very essence intact as the mana that formed her tried to tear itself apart. She has finally returned, albeit worse for the wear, at a time when Innistrad needs archangels more than ever.”
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Art by Dmitry Burmak and Evan Cagle
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jeskai-lesbian · 1 year
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magicmalcolm · 1 year
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Light Up The Night
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cursedsleep-blog · 2 years
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Updated Thoughts on Midnight Hunt
Mechanics
Disturb, Decayed, and Day/Night were all really nice!  Disturb gave the Spirits a nice identity and did a great job of tying them to the graveyard and transformation themes of the plane.
Decayed was really fun and novel take on tokens and allowed for some interesting stuff. The unnamed Morbid and the ‘Tap 3′ creatures were nice touches.
Day/Night was a good fix for WW transformation, and the D/N stuff in Jeskai really helped tie the premise to the mechanics. Tolovar is also pretty fun.
Addition as of 4/27/2023: That said, the tracking issues in Paper are worth keeping in mind, and I would like to see Werewolves that transform in different ways as well (both on and off of Innistrad)
As for Coven, it seems like an interesting idea, but a lot of the cards felt too weak.
I have no real strong feelings or thoughts about Vampire ‘Bloodthirst’ or Flashback, and the bare-bones inclusion of Clues/Investigate was really disappointing.
Btw, while UB was definitely on the stronger side in Draft, the format seemed to be pretty good regardless.
Addition as of 4/27/2023: Actually, I didn’t draft much of this, so I don’t feel too qualified to talk about the quality. WU was also on the stronger side from what I saw though.
Concept, Plot, and Stuff
While MID’s concept wasn’t terrible and it introduced some neat stuff, the execution felt lacking somehow, it seemed to play things too safe, and Vow/Olivia just made the story not matter at all.
The addition of stuff like the Covens was great, and really helps the Humans feel more Green. The movie stuff was also mostly alright. In particular I liked the Ants.
The execution of things left something to be desired though.  While the idea of a looming, endless night is interesting, things did not seem as scary as they should have been.
I can’t fully pin down why it feels this way, but my best guess is that the overall horror felt unfocused?  Like for the most part it was just general horror stuff on Innistrad instead of horror about the lengthening night.
It also really felt like MID (and VOW) played things too safe. Bar being down 3 Angels, the occasional reference to the Trevails, and having Em be the excuse for the Eternal Night, MID was just normal old Innistrad again. It didn’t feel like past visit really had any meaningful consequences for the plane (is the Flight of Nightmares or anything still around?), and the Eternal Night definitely had none.  The biggest change was probably Odric getting vamped.
Regarding Vow some more, it just sucked.  I’ll just repost what I said in the original post, though I do think I may have read a little too much into Innistrad transforming. MID’s Evolving Wilds was really cool though.
Also, I dislike how the story didn’t end up mattering because:Olivia swooped in, making the fight over the ritual meaningless.  Then in VOW the ritual happens anyway, leaving VOW feeling like an awful sidequest.
Instead of focusing on the Eternal Night and the signs Innistrad was transforming (Evolving Wilds, the stuff with the Sea and Runo, etc.), VOW was about a dam wedding & reset back to the status quo.
Lastly, I think calling in the Gatewatch (except Teferi) wasn’t great.  It feels like they take up space that should be going into developing the world and concept, or maybe walkers with a better reason to be there. At least that godawful story watermark is gone now.
Addition as of 12/6: Why was I that snarky about the watermark. Wasn’t I trying to not be rude this time. Don’t get me wrong, the watermark was obnoxious but so was the way I complained about it here.
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toweringclam · 1 year
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Definitive proof that Tyvar Kell and Chandra will hook up
I present the Chandra Nalaar Bisexual Type Matrix
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prosperity-post · 10 months
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satsuki-yumizuka · 7 months
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did poorly at fnm (AGAIN) need beautiful women to comfort me (AGAIN)
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mtg-cards-hourly · 4 months
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Unnatural Growth
Artist: Svetlin Velinov TCG Player Link Scryfall Link EDHREC Link
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frye7 · 2 years
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Guys just imagine if we actually lived in Magic the Gathering world.
Some of those who play the game have discovered a gift within themselves and if they apply to master it become planeswalkers; they learn how to summon the powerful creatures and spells of the Multiverse.
They have battles into special arenas, but can also use magic to defend themselves in emergencies.
Your existence is primarly a secret, as most people don't know anything about it and the Multiverse, and the new recruits are found by the Planeswalkers who decided to pledge their lives to find and teaching their art to the gifted.
Unbestknown to your friends and your family, you are one of the chosens.
Just imagine walking out of a bar late after a girl night with two friends, tipsy and having fun, when suddendly some guy way older than you appears out of nowhere and start being a creep, like following and asking things and trying to flirt, and generally not getting that he is not wanted.
You are a planeswalker in training, but your friends don't know and become nervous because the stranger doesn't want to leave you alone and there is no one around to ask for help.
Fortunately, you don't need any help.
At first, you try to diffuse the situation, to smile and go around him to leave the dark alleway you somehow found yourself trapped in with him.
Seeing he willingly puts himself into your path, and smelling alcool in his breath, you sober up and put an hand into your pocket.
Then you tell your friends to go back the way you came, and when you all move to do so, a second stranger appears behind you, blocking your way out.
No one of your friends is laughing or smiling anymore.
When they start to close in on you, intentions clears in their gazes you push your friends behind you, against the stone wall of a building, facing them both head on.
You tell them to leave you all alone or they'll regret it.
They laugh and mock you.
"Okay then"
You quickly pull a necklace from your pocket, and with a clack, its magnets pull it around your neck.
It'a a simple silver gargment with a total of ten colorless jems on it, and yet the way they seem to shine from within catches the men attention.
One of them pales and takes a step backwards, while the other smile "A little planeswalker we have here, don't we?"
You don't answer, simply remove your gloves and pull up the sleeves of your coat.
The rings on your fingers and bracelets on your wrists counts even more jems, and these do have colors.
"Will you leave us alone now?"
You can feel your friends fidgeting behind your back, confused and probably scared, as they didn't know you to be one Walker of Planes in training.
Unfortunately, the scum in front of you seems to know not only of your existence, but also a few things of the magic itself.
He uncovers a bracelet with few jems and you grimace, horrified and grossed out.
Those jems don't shine, which means they have been stolen or bought at the black market, and so are not throughly earned by their master. The scum wearing them is a thief, a fool and a dangerous man, as he doesn't know the risks using a gemstone to channel its unmastered magic entails.
A planeswalker in training is gifted with magic of his/her own, and uses those artifacts to better channel and control it.
A man of the kind of the one in front of you has probably heard of the Magic and stole someone's jems to came into its possession, or has never concluded his training and decided to move on to the good part beforehand.
In both cases, his own ignorance represents a danger for both himself and others.
You should take his jemstones and denounce him to this Plane's authorities, or your own Master.
Since the others in danger were your friends, you have no choice, nor you want one.
You roll back your shoulders and straighten your back "You give me no choice then."
The stranger straightens as well, teeth bared but eyes nervously going from your determined face to the glowing artifacts you clearly earned.
He probably counted to frighten you and get on with his plans for the night. What a fool.
And yet, he doesn't seem to like being intimidated by a girl/boy.
With a snarl, he clenches his jaw and bring up his fist, as he summons the stones' magic. It will take him a far greater effort it does you, since either the jems are someone else's or not totally mastered.
You simply wait with arched brows, and the lack of fear in your eyes must make him snap, because the next thing you know the lust in his gaze has left in favor of burning hate.
He roars, and a single jem on arm shines red, as he brings his arm down with violence, enraged eyes fixed on you and you only.
It takes a few moments, but then a cloud above your heads opens as a red lightning dives down toward you with ferocious speed.
As always, time slows down as the Magic allows you time to cast your own spells, if you know any. And you do.
You hear your friends scream in terror as their feet move away and their hands try to take you with them, unaware that even with all the time in the world and the distance you could put between yourself and the red spell, it will find you anyway because you are its destined target.
You can't help but smile at both your friends' worry for you and the simplicity of the spell he chose.
Lightning strike.
Seriously.
Well, one can't expect too much from such a scum. The slowness with which Magic answered his call let you know the man before you is a thief. And robbing someone of their channel to the Magic was a despicable crime.
One more and more common it seemed.
Seeing the effort it took the stranger to summon the lightning you know he is not an expert, but rather a novice in the use of the Mana. You and your friends are lucky it isn't a more dangerous scum you run into.
Gaze turning back to the red light rushing downwards, you decide to give him a lesson.
He probably doesn't even know that being outside of an arena, in which you had your total of twenty life points in a standard encounter, that spell would have been nothing more than a scratch, an annoying one, but simply that.
Here though, that simple spell had the same effect on you and your friends as a normal lightning would have on normal humans. It could kill them.
You being a planeswalker are granted just the time to defend yourself if you know how to. But your friends, they are completely defensless, and could die because this scum in front of you decided to have fun with you this night.
This enrages you.
But you smile, because you being in training of the Magic know how to stop him, while other people don't. So you can put him back into his place and do justice to those jems and their previous owner.
So you smile and cast the first spell that comes into your mind.
Negate.
A spell as simple as the other one, just as much efficient.
The ring on your little finger shines blue, while one of the jems on your necklace warms, and the red lightning dissipates in an azure light.
You take your gaze back to your opponent, and your smile widens at his surprised expression.
His friend seems ready to bolt away from that alleway and never return, and you realise you must act quickly to capture them both.
Since you are not in an arena, nor bound by magical rules in this unofficial fight, you have only the little jemstones on your artifact to channel your magic. Evoking more without them would be dangerous even for a planeswalker in training like you.
But, you are also allowed to cast all the spells you know, and are not limited to a single grimoire.
So you thank God you deemed it cautious to bring also a white jem with you, even if that's not a favourite colour of yours, and think of a fascinating but rotten world you have briefly known.
One full of betrayals and selfishness and lust for power, all centered into the dangerous, dark city of New Capenna.
The white and colorless jems activate as you look at the thief's friend.
Hold for ransom.
White lasers erupt from the floor all around him, and trap him into a circled cage.
As you lower your hand, you simply say "I wouldn't touch those lasers if I were you."
He simply collapses to the ground with his head between his hands.
Then you turn to his companion.
He still has a few jemstones unused.
You doubt he could do more damage than he already tried to, seen the veil of sweat dripping on his brows.
But, you don't want to take any chances, so you think about someone who has always, always managed to get you out of trouble into the arena, saving your ass and simply tearing your enemies to pieces.
You think about a dark world, full of magic and beauty, but the kind that belongs to the violence of nature and its predators.
It's the world that brought you to study Magic in the first place, and with the fascination it deserves.
Innistradd.
With a smile, you bring your fist up, and as two green stone shine and three colorless ones follow you evoke her.
Burly breaker.
He is not prepared for the monstrous dimentions of the female werewolf who answered your call.
Standing tall far above all your heads, with a massive warhammer laid on her shoulders, she speaks to you with the soft tone of an old friend.
"You summoned me, Master?"
"I did" a smile, then "There is a bully here I need you to take care of."
"Oh, is there now?"
She turns around, and you can clearly see the way all his blood runs away from his face, as he hastily reads the information appeared above your creature's head.
He shakinly lifts his fist again, furrowing his brow in concentration, and you see another red stone barely shining to answer his call.
You try to keep from laughing, and as the woman avances on him, widen your arms and take your frightened friends a few more stapes away from them.
When, with some difficulty, the lightning strikes again, it bounces off the Breaker, leaving her unscathed.
"You'll need more little fella"
She closes in on him and lifts the hammer from her shoulders, ready to strike.
"Wait" you stop her, then, to the stranger "Do you surrender?"
He is clearly in conflict.
"Take off your Mana bracelet and give it to her, then we'll wait my Master to come and collect you."
You furrow you brow "What you committed was a dangerous crime itself, made even more so by using the Magic for your own gains and by your own ignorance of it. People could have died because of you. Maybe someone already did."
He probably sees your anger reflected on your creature, because he takes a step back and lift his fist again, a desperation shining through his eyes at what awaits him.
Your patience had ended though.
You are the one who takes a step forwards this time, and as a green and a red jem shines with your rage, you speak with a set face.
"I wouldn't, unless you want to see how a real night looks like in Innistradd."
Unnatural moonrise is already there, Magic on your fingertips, ready to be casted.
"And most importantly, how it affects its inhabitants."
The threat is not an empty one.
Dire-strain Demolisher is a force to be reckoned with. Even you had your troubles controlling both her and your ladder the first time you saw her nighty form.
She slightly turns her head in your direction, as if knowing exactly what you are thinking about.
She grins, amused, and does nothing to hide her too pointy teeth or innatural shining eyes from your friends.
You briefly exchange a gaze with her, but then immediately bring it back to the stranger, jaw clenched.
"Well?"
To enforce your point, your Breaker takes an ulterior step forwards, a low snarl emitting from her throat that makes goosebumps erupt from your skin and the others' as well, you are sure.
He screams and jumps back, but when she keeps advancing on him he yelds, shouting "Okay okay!"
Concentration broken, if he struggled before to evoke something as simple as lightning strike, now it will be simply impossible for him to do anything.
He kneels on the ground and quickly unfastens his bracelet, giving it to your creature, who passes it to you in turn, never taking her eyes off him.
"Wise choice."
As he is no longer a threat, you spend a blue mana and its own jemstone to evoke someone who will go call you Master to inform him about what happened and bring him here.
Expendable Lackey appears in front of you and after hearing your orders, turns around and disappears into the night.
As much of a scum he was as well, your will was his own, and if he runs into something he cannot handle, his unstoppable fish will carry on his task for you.
As your Breaker put a gigantic hand on the stranger' shoulder and comments "Not a challenge at all this time", you turn around.
Your friends are still there, pale, frightened and confused.
"I suppose I owe you an explanation."
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Spectral Adversary by Uriah Voth
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art-of-mtg · 1 month
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Fateful Absence (Innistrad: Midnight Hunt) - Eric Deschamps
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bacejelerenvorthos · 2 years
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The Lore of Innistrad: Ormendahl, the Corrupter
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“Not all the demons were killed when Avacyn escaped the Helvault, and some of their cults remain intact. The most important of these is the Skirsdag, which hides within the very hierarchy of the church. Upon the death of their first demon lord, Griselbrand, the Skirsdag turned to Ormendahl, the Reaper, a demon who survived the angelic purge by sequestering himself in caverns deep beneath the cathedral.
Back on the surface, Ormendahl became obsessed with expanding his influence, even corrupting Avacyn's own Lunarch Council. However, his power paled in comparison to the Eldrazi, and when The Travails began, the ambitious Ormendahl fell under Emrakul's influence and lost his own.”
Art by Yongjae Choi
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