Innistrad: Midnight Hunt Promos

PMID · 155 cards · Released

Ludevic, Necrogenius
Legendary Creature — Human Wizard

Whenever Ludevic enters or attacks, mill a card.

, Exile X creature cards from your graveyard: Transform Ludevic. X can't be 0. Activate only as a sorcery.

2/3
Olag, Ludevic's Hubris
Legendary Creature — Zombie

As this creature transforms into Olag, Ludevic's Hubris, it becomes a copy of a creature card exiled with it, except its name is Olag, Ludevic's Hubris, it's 4/4, and it's a legendary blue and black Zombie in addition to its other colors and types. Put a number of +1/+1 counters on Olag equal to the number of creature cards exiled with it.

4/4
Old Stickfingers
Legendary Creature — Horror

When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.

Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.

*/*
Old Stickfingers
Legendary Creature — Horror

When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.

Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.

*/*
Rem Karolus, Stalwart Slayer
Legendary Creature — Human Knight

Flying, haste

If a spell would deal damage to you or another permanent you control, prevent that damage.

If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

2/3
Rem Karolus, Stalwart Slayer
Legendary Creature — Human Knight

Flying, haste

If a spell would deal damage to you or another permanent you control, prevent that damage.

If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

2/3
Rite of Harmony
Instant

Whenever a creature or enchantment you control enters this turn, draw a card.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Nature bends to the witches' call.

Rite of Harmony
Instant

Whenever a creature or enchantment you control enters this turn, draw a card.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Nature bends to the witches' call.

Sigarda, Champion of Light
Legendary Creature — Angel

Flying, trample

Humans you control get +1/+1.

Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

4/4
Sigarda, Champion of Light
Legendary Creature — Angel

Flying, trample

Humans you control get +1/+1.

Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

4/4
Siphon Insight
Instant

Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.

Flashback

Siphon Insight
Instant

Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.

Flashback

Slogurk, the Overslime
Legendary Creature — Ooze

Trample

Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.

Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.

When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.

3/3
Slogurk, the Overslime
Legendary Creature — Ooze

Trample

Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.

Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.

When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.

3/3
Teferi, Who Slows the Sunset
Legendary Planeswalker — Teferi

[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.

[−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

[−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."

Loyalty: 4
Teferi, Who Slows the Sunset
Legendary Planeswalker — Teferi

[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.

[−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

[−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."

Loyalty: 4
Tovolar, Dire Overlord
Legendary Creature — Human Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.

At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.

Daybound

3/3
Tovolar, the Midnight Scourge
Legendary Creature — Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.

: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.

Nightbound

4/4
Vadrik, Astral Archmage
Legendary Creature — Human Wizard

If it's neither day nor night, it becomes day as Vadrik enters.

Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power.

Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.

1/2
Vadrik, Astral Archmage
Legendary Creature — Human Wizard

If it's neither day nor night, it becomes day as Vadrik enters.

Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power.

Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.

1/2
Wake to Slaughter
Sorcery

Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Wake to Slaughter
Sorcery

Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

The Celestus
Legendary Artifact

If it's neither day nor night, it becomes day as The Celestus enters.

: Add one mana of any color.

, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.

Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.

The Celestus
Legendary Artifact

If it's neither day nor night, it becomes day as The Celestus enters.

: Add one mana of any color.

, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.

Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.

Pithing Needle
Artifact

As this artifact enters, choose a card name.

Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

Occasionally a skaab remembers too much of its former life. Luckily, there's an easy cure.

Pithing Needle
Artifact

As this artifact enters, choose a card name.

Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

Occasionally a skaab remembers too much of its former life. Luckily, there's an easy cure.

Deserted Beach
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Drownyard floods and unnatural frost made the once peaceful boardwalk deceptively treacherous.

Deserted Beach
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Drownyard floods and unnatural frost made the once peaceful boardwalk deceptively treacherous.

Haunted Ridge
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Swirling eddies of ash hide crumbling cliffs, treacherous drops, and the slavering maws of unknown evils.

Haunted Ridge
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Swirling eddies of ash hide crumbling cliffs, treacherous drops, and the slavering maws of unknown evils.

Hostile Hostel
Land

: Add .

, , Sacrifice a creature: Put a soul counter on this land. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery.

Creeping Inn
Artifact Creature — Horror Construct

Whenever this creature attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with this creature.

: This creature phases out.

3/7
Overgrown Farmland
Land

This land enters tapped unless you control two or more other lands.

: Add or .

A few weed-choked gourd patches are all that remain of the proud, thriving farms that once blanketed the province.

Overgrown Farmland
Land

This land enters tapped unless you control two or more other lands.

: Add or .

A few weed-choked gourd patches are all that remain of the proud, thriving farms that once blanketed the province.

Rockfall Vale
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Cries of panic echo along Kessig's narrow ravines as howlpacks herd their prey.

Rockfall Vale
Land

This land enters tapped unless you control two or more other lands.

: Add or .

Cries of panic echo along Kessig's narrow ravines as howlpacks herd their prey.

Shipwreck Marsh
Land

This land enters tapped unless you control two or more other lands.

: Add or .

The bones of doomed ships jut out from the muck while the bones of their sailors molder below.

Shipwreck Marsh
Land

This land enters tapped unless you control two or more other lands.

: Add or .

The bones of doomed ships jut out from the muck while the bones of their sailors molder below.