Innistrad: Midnight Hunt (MID) — Set Guide

By Kim HildeqvistUpdated

Autumn is closing in on Innistrad, and the nights are getting longer. Innistrad: Midnight Hunt captures that creeping dread perfectly - a set built around the turning of the seasons, the desperate rituals of humanity, and the creatures that thrive when darkness stretches past its welcome. Released on September 24, 2021, as Magic's 89th expansion, MID dropped us back into one of the game's most beloved planes with fresh mechanics and a Gothic horror atmosphere dialled up to eleven.

What is Innistrad: Midnight Hunt?

Innistrad: Midnight Hunt (MID) is a 392-card Magic: The Gathering expansion, released on September 24, 2021. It's the first of a paired release - its companion set, Innistrad: Crimson Vow, followed about two months later, continuing the story on the same plane.

The set returns to Innistrad, a dark Gothic horror world that Magic players first visited in 2011. Where previous Innistrad sets played with monsters-versus-humans tension, Midnight Hunt focuses on a specific crisis: the days are shrinking and the nights are growing dangerously long, upsetting the balance that Innistrad's human population depends on for survival. The set's central conflict is a race to complete the Harvesttide ritual before eternal night swallows the plane.

Format check: As a 2021 release, MID has rotated out of Standard. It remains legal in Pioneer, Modern, Legacy, and Vintage.

Themes and mechanics

MID's mechanical identity is built around two warring sides - the humans fighting to hold back the darkness, and the forces of night (werewolves, zombies, spirits, and witches) that want the long night to last forever. That thematic tension maps neatly onto the set's mechanics.

Daybound and Nightbound

The big new mechanic for this set is daybound and nightbound, a complete rework of how werewolves transform. Rather than transforming based on whether a player cast spells the previous turn, day and night are now a shared game state - it's either day or night for everyone at the table.

  • It becomes night if no spells are cast during a player's turn (during the day).
  • It becomes day if two or more spells are cast during a player's turn (during the night).
  • Werewolves with daybound are on their human side during the day and flip to their werewolf (nightbound) side when night falls.

This creates a fascinating tug-of-war, especially in multiplayer formats. Passing a turn without casting can tip the balance for the whole table - a real risk-reward decision.

Decayed

On the undead side of things, decayed is a keyword attached to Zombie tokens. A creature with decayed can attack, but it can't block, and when it attacks it's sacrificed at the end of combat - win or lose. It's a fittingly grim ability. These tokens are aggressive but fragile, which fits the shambling horde fantasy well and gives zombie synergy decks a steady supply of sacrifice fodder.

Disturb

Spirits return with disturb, a mechanic that lets creatures be cast from the graveyard - but only as an enchantment (an Aura) rather than as a creature. It's a clever twist on flashback and escape, turning fallen humans and creatures into haunting presences that attach to your permanents. Mechanically, it rewards filling your graveyard and gives white-blue spirit strategies a layer of resilience.

Coven

Coven is a human-focused mechanic that rewards controlling three or more creatures with different powers. It shows up as a condition on triggered and activated abilities - "if you have coven" - and encourages building wide boards with varied creatures rather than stacking identical tokens. It fits the flavour of witches working together in a circle.

Flashback

Flashback returns as a recurring mechanic in MID, fitting the set's graveyard-heavy themes. Casting cards from the graveyard is very much part of Innistrad's identity at this point, and flashback remains one of the most elegant ways to do it.

Limited and Draft

MID draft is generally regarded as a format with clear faction lines: you're either on the humans-and-day side or the monsters-and-night side, and the day/night mechanic applies pressure to every decision you make about when and how many spells to cast.

The two broad draft identities break down roughly like this:

  • Day-aligned (humans, coven): White and green aggressive strategies, wide boards, coven payoffs. You want to cast spells efficiently to maintain day.
  • Night-aligned (werewolves, zombies, spirits): Black, red, and blue strategies centred on werewolf transformations, decayed tokens, and disturb recursion. You're happy to skip turns to flip your wolves.

The tension between these two orientations means that the day/night state isn't just a background rule - it's actively something both players are fighting over, which gives MID draft games a distinctive rhythm.

Notable cards and impact

I don't want to overstate certainty about specific cards' long-term format impact without detailed data in front of me, but MID is widely acknowledged to have introduced strong individual cards across formats. The daybound/nightbound werewolves gave the werewolf tribe a genuine competitive identity for the first time, and several MID cards found homes in Pioneer and Modern strategies after the set's release.

The disturb mechanic produced some particularly beloved designs - spirits that haunt the battlefield as Auras gave white-blue spirit decks new tools in both Standard (at the time) and Pioneer.

Lore and setting

Innistrad is Magic's Gothic horror plane - a world of perpetual gloom, monster-haunted villages, and a human population clinging to survival through faith, alchemy, and sheer stubbornness. Midnight Hunt picks up with a crisis: the celestial balance that kept day and night in rough equilibrium has slipped, and the nights are growing longer with each passing day.

The human response is the Harvesttide festival, a ritual meant to restore balance. The set's story follows the planeswalker Arlinn Kord - herself a werewolf, caught between both worlds - as she leads a desperate attempt to complete the ritual before eternal night becomes permanent. It's a story about community, sacrifice, and the horror of natural forces slipping out of control.

The plane's familiar factions are all present: the Church of Avacyn's remnants, the werewolf packs, the undead, and the secretive witches' covens. Midnight Hunt leans into the witches more than previous Innistrad sets, which feeds directly into the coven mechanic.

Commander decks

MID released alongside two preconstructed Commander decks, both designed to showcase the set's themes:

| Deck name | Colours | Commander | |---|---|---| | Coven Counters | White / Green | Leinore, Autumn Sovereign | | Undead Unleashed | Blue / Black | Wilhelt, the Rotcleaver |

Coven Counters leans into the human and coven fantasy - wide boards of creatures with different powers, +1/+1 counter synergies, and the green-white go-wide identity. Undead Unleashed is exactly what it sounds like: a zombie tribal deck built around Wilhelt, the Rotcleaver, generating decayed Zombie tokens and leaning into sacrifice and recursive undead strategies.

Both commanders became popular in the broader Commander community beyond the precons, particularly Wilhelt, who found a following among zombie tribal enthusiasts. 😄

Set legacy

Innistrad: Midnight Hunt is remembered fondly as a set that gave one of Magic's most beloved planes a fresh mechanical angle while staying true to its horror roots. The daybound/nightbound rework genuinely solved a design problem that had made werewolves frustrating in casual play for years - the old flip condition was hard to control and often felt arbitrary. The new system made werewolves feel like werewolves without depending entirely on your opponent's choices.

Decayed, disturb, and coven each fit their flavours tightly, and the overall draft format is considered well-regarded by players who experienced it. As the first half of a paired-set release with Crimson Vow, MID also set an interesting structural precedent for how Wizards could revisit a single plane twice in quick succession with distinct mechanical identities.

In my opinion, it's one of the stronger horror-themed sets Magic has produced - and Innistrad sets have a pretty high bar to clear.

Frequently Asked Questions

When was Innistrad: Midnight Hunt released?
Innistrad: Midnight Hunt was released on September 24, 2021. It was the 89th Magic: The Gathering expansion and was paired with Innistrad: Crimson Vow, which released approximately two months later.
How many cards are in Innistrad: Midnight Hunt?
Innistrad: Midnight Hunt contains 392 cards in total.
What is the daybound and nightbound mechanic in MID?
Daybound and nightbound is the new werewolf transformation mechanic introduced in MID. The game tracks a shared day/night state for all players. It becomes night if a player casts no spells during their turn while it's day, and becomes day if a player casts two or more spells during their turn while it's night. Werewolves with daybound are on their human face during the day and flip to their nightbound (werewolf) face when night falls.
Is Innistrad: Midnight Hunt legal in Standard?
No, MID has rotated out of Standard. As of its 2021 release cycle, it is no longer Standard-legal. It remains legal in Pioneer, Modern, Legacy, and Vintage.
What Commander decks came with Innistrad: Midnight Hunt?
MID included two preconstructed Commander decks: Coven Counters (White/Green), led by Leinore, Autumn Sovereign, and Undead Unleashed (Blue/Black), led by Wilhelt, the Rotcleaver. Wilhelt in particular became popular in the broader zombie tribal Commander community.
What is the decayed mechanic in Innistrad: Midnight Hunt?
Decayed is a keyword ability found on Zombie tokens in MID. A creature with decayed can attack but cannot block, and when it attacks it is sacrificed at end of combat regardless of the outcome. It gives zombie strategies aggressive, expendable tokens that also serve as sacrifice fodder for other effects.

Cards in Innistrad: Midnight Hunt

392 cards in this set — page 25 of 25

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