We are a couple weeks into the new Standard environment with Innistrad: Midnight Hunt, and we’ve seen some very fun and powerful decks come up in the format. While things are still developing, there’s one deck that has come up and is so strong, it feels like the old
Wilderness Reclamation
Wilderness Reclamation
At the beginning of your end step, untap all lands you control.
decks.
Izzet Turns
—
This deck is Izzet Turns. This deck’s aim is to take all the turns, akin to the old Wilderness Reclamation decks, featuring
Nexus of Fate
Nexus of Fate
Take an extra turn after this one.
If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
. How to we accomplish this? The deck plays a hard control deck, utilizing a bunch of counter magic and removal to maintain control of the game. Let’s take a look at some of the key spells for this deck.
Counter Magic
The deck sports a variety of counter spells to help keep the game clean of any threatening spells.
Divide by Zero
Divide by Zero
Return target spell or permanent with mana value 1 or greater to its owner's hand.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
makes an appearance here as a way to deal with uncounterable threats like
Toski, Bearer of Secrets
Toski, Bearer of Secrets
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
, and can dig up a couple great Lessons in
Mascot Exhibition
Mascot Exhibition
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
and
Environmental Sciences
Environmental Sciences
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
.
Removal Spells
Our removal suite comes in the form of
Cathartic Pyre
Cathartic Pyre
Choose one —
• Cathartic Pyre deals 3 damage to target creature or planeswalker.
• Discard up to two cards, then draw that many cards.
, which does 3 damage but can also help us rummage through our deck for more spells,
Cinderclasm
Cinderclasm
Kicker {R} (You may pay an additional {R} as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
to deal with wider boards, and
Battle of Frost and Fire
Battle of Frost and Fire
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga deals 4 damage to each non-Giant creature and each planeswalker.
II — Scry 3.
III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
as a more midrange boardwipe. Battle can also help set up our draws for future turns.
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Draw Spells
Our two main draw engines are
Expressive Iteration
Expressive Iteration
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
and
Memory Deluge
Memory Deluge
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
. These two powerful spells dig incredibly deep into our deck to find answers to specific situations. Having access to Memory Deluge not only once, but twice, makes the deck feel like it never runs out of gas.
READ MORE: This Midnight Hunt Card is Doubly Good in Commander
How Do We Win?
Wizards of the Coast
Our primary win conditions are
Hall of Storm Giants
Hall of Storm Giants
If you control two or more other lands, this land enters tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
and a combination of
Galvanic Iteration
Galvanic Iteration
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
and
Alrund’s Epiphany
Alrund’s Epiphany
Create two 1/1 blue Bird creature tokens with flying. Take an extra turn after this one. Exile Alrund's Epiphany.
Foretell {4}{U}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
. Galvanic Iteration and Epiphany nets us 2 turns and 4 tokens. On our first extra turn, we get to attack with the birds, as well as Hall of the Storm Giants if we can win the game on our 2nd. If not, we can dig to find another Epiphany to get 2 more turns, and close out the game.
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This deck feels incredible to play. While the game plan seems straight forward, there’s a lot of ways to get there and decisions to be made. Playing against this deck almost feels impossible if you’re not prepared to deal with it. Non-blue decks have gone as far as dedicating a sideboard slot or two to tech
Test of Talents
Test of Talents
Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for any number of cards with the same name as that spell and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
. Sounds crazy right? Well, many have tested “fair” strategies against this deck and all have failed, so drastic measures had to be taken.
Give this one a try and let us know what you think in the comments!
