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Wrenn returns in Innistrad: Midnight Hunt

Six didn't last and now its Seven's turn.

Magic: The Gathering is returning to the gothic horror plane of Innistrad in Innistrad: Midnight Hunt featuring returning characters, Creature types, and mechanics.

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Wizards of the Coast revealed cards from the upcoming fall set on Weekly MTG. Returning character Wrenn is coming to Innistrad with another land-focused card. Wrenn was first introduced in Modern Horizons as Wrenn and Six. The card dominated eternal formats with its ability to interact with lands and the graveyard. Wrenn is a dryad that forms a parasitic bond with treefolk. The six refers to it being the sixth treefolk Wrenn went through.

The dryad is back, as Wrenn and Seven in Innistrad: Midnight Hunt with four strong abilities that interact with lands.

Innistrad Midnight Hunt is scheduled for release on Sept. 24.

Wrenn and Seven

  • Mana value: 3GG
  • Type: Legendary Planeswalker Wrenn
  • Rarity: Mythic Rare
  • Starting Loyalty: Five
  • First ability: +1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
  • Second ability: +0: Put any numbers of land cards from your hand onto the battlefield tapped.
  • Third ability: -3: Create a Green Treefolk Creature token with Reach and “This Creature’s power and toughness are each equal to the number of lands you control.”
  • Fourth ability: -8: Return all permanent cards from your graveyard to your hand. You get an emblem with “You have no maximum hand size.”

This five-mana Planeswalker is powerful. Whether it’s a dedicated Landfall deck or a build that uses cards like Gitrog Monster and Scapeshift, Wrenn and Seven looks like it could be as powerful as its Modern Horizons counterpart.

The +0 ability stands out. Putting any number of land cards from your hand on the battlefield is great ramp. The ability is weaker since Wrenn and Seven is a five-drop, but with the quality of ramp in Historic it comes down on turn three.

Each Loyalty ability feeds into the -3. A five power Creature, at worst, with Reach is a substantial blocker. Flying decks will struggle to get past the tokens and slower decks will need to destroy them before they’re ten-power threats.


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Author
Image of Xavier Johnson
Xavier Johnson
My name is Xavier Johnson and I'm a freelance writer who covers Magic: The Gathering. I love control decks and my favorite card is Teferi, Hero of Dominaria.