Order of Midnight
Creature — Human Knight
Order of Midnight can't block.
(You may cast Order of Midnight from exile if you sent it on an adventure.)
Sorcery — Adventure
Return target creature card from your graveyard to your hand.
(You may cast Alter Fate for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Alter Fate, this card is treated only as Order of Midnight in whatever zone it is in.)
(Example scenarios for Alter Fate: You may cast this off of Melek, Izzet Paragon. You may not target this with Snapcaster Mage. Thalia, Guardian of Thraben increases the cost of this. Electrodominance requires X=2. If your opponent owns this and you cast it, you may cast this Order of Midnight from exile. You may cast this from a cascade spell if the spell has a cost greater than Order of Midnight's cost.)
Combos Browse all
|Commander / EDH||Legal|
Order of Midnight occurrence in decks from the last year
Latest Decks as Commander
Order of Midnight Discussion
2 months ago
4 months ago
Since you only need 1 Green to cast any of your spells in that color, I don't think you really need Jungle Hollow. You'd probably be better off running an extra basic land of each just because of the point you brought up with lots of things coming into play tapped...in fact you don't need more than 24 lands so you could probably do the following:
Minus 2 Jungle Hollow
Minus 1 Lucky Clover (I don't see adventures being a real win condition here, 2 of these will be fine for your synergy I'd think)
Plus 1 Forest
Plus 2 Withstand Death (great reliable protection for your win condition creatures)
Your removal control looks pretty good with those Maelstorms and the Vraskas, I think ya need just a tiny bit more defense to balance things out (instead of relying on those Order of Midnight to pick things out of your Graveyard...might be worth saving a key creature).
Your other additions/modifications look good to me.
4 months ago
You can only cast the creature version of the adventurer card, and only if it has a converted mana cost of 2 or less. For example, you can cast Flaxen Intruder or Order of Midnight because they're permanent spells with CMC 2 or less, but you can't cast Welcome Home or Alter Fate because they're not permanent spells (and Welcome Home costs way too much). The important rule is the following one:
715.3a When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.
4 months ago
The big advantage of the list is that it is rotation proof.
Mardu Hushbringer is my very favourite since it is possible to play it and my tournament reference deck. It will probably remain that way after rotation (looking for my future build)
I have tested plenty of versions of this deck and think many removals are the right strategy (over a lot of creatures). Deafening Clarion being the funnier :)
For creature bring back I still like Order of Midnight best. Lurrus (but main deck, not companion) is an alternate strategy I haven't tested in tournaments yet and that may be interesting in the future. Like 3 Lurrus main instead of order of midnight. Clackbridge Troll (even x2) is far too powerful to be ignored.
Call of the Death-Dweller is great only if you play 1 Drops like Foolmire Knight or Order of the Ebon Legion.
If you test in in competitive, I would be interested in the results.
6 months ago
Court Hussar seems weak. Syr Faren, the Hengehammer and Knight of the Reliquary do as well. I would cut all of them for better ramp cards, like Arcane Signet, Fellwar Stone, Coldsteel Heart. Ancient Ziggurat might replace a Transguild Promenade. Order of Midnight also seems weak. Try Belle of the Brawl. Basri's Lieutenant is also really good. It could replace Deathless Knight.
6 months ago
Hey, interesting version of Aminatou. I don't think DC/Oracle and Infect are causal strategies, but if that's what you want to play then more power too you. Be careful with Infect in a causal setting as you will become the archenemy until you stop playing it.
Your deck is missing two cards to give you 100. I suggest adding Sol Ring and Wishclaw Talisman. Sol is a staple card in Commander, one of the best cards for ramp. Wishclaw is very good with Aminatou since you own Wishclaw. Activate Wishclaw, tutor for any card. An opponent gains control of Wishclaw, but that opponent doesn't own Wishclaw and can't activate it because it will be tapped as well as it's not your opponent's turn. -1 Aminatou to blink Wishclaw, you gain back control of it untapped with three new wish counters on it.
28 lands is not enough land for a 99 card Commander deck. Consider 36 lands? 36 lands I've found to be the sweet spot for most Commander decks as it makes it so you consistently are not land screwed as well as not land flooded.
Lands to consider adding:
Cards to consider cutting for more lands:
- Gateway Plaza: replace it with Sanctum.
- Firemind Vessel
- Font of Mythos
- Phyrexian Juggernaut
- Sorin's Thirst
- Artful Takedown
- Order of Midnight
- Voracious Greatshark
Good luck with your deck.
7 months ago
hmm as for Order of Midnight you can use the quick search on the edit page to pick the variation, but yeah the live edit has the dropdown which is nicer
as for sticky ad footer, when you X out of that, shouldn't it go away?
seems we did forget the signed field on that form
i would say that yes, at the time you add a card it could be that its the right printing, but later on that printing could float to another set so it will begin using that one on save. if you want to capture printing, just manually specify it.
i think that's everything. if you have some rhyme or reason for that bug let me know, sounds weird
7 months ago
In my inventory, a card like Order of Midnight has an alternate art version that I can add to my deck just fine, but by clicking "edit" on an existing Order of Midnight there's no option to pick a variation. I'm having to use the live editor to find out which variation code I need.