Triskaidekaphile – Midnight Hunt
Date Reviewed: September 15, 2021
Commander [EDH]: 3.50
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Thinking back on Kaldheim, it’s curious that I can’t seem to think of many explicit references to the numbers three and nine (the most important numbers in Norse mythology). I suppose you could count the fact that Sagas generally have three abilities. Innistrad sets, by contrast, always hit the number 13, sometimes more than once, and this card is an updated creature version of Shadows Over Innistrad‘s Triskaidekaphobia, which has long been not super powerful but always hilarious. Triskaidekaphile probably occupies a similar rung on the power ladder, though I should note that it does add a minigame or diversion where your opponent suddenly has a new threat to worry about, a threat you might have a relatively high amount of control over as a blue deck. Even if you just use it as an extra card every turn or two, that can add up to a decent advantage over time.
In a way, Triskaidekaphile is expected, thanks to the number 13 being an auspicious tie to ill omen and Innistrad overall. She’s not flashy, but an Azure Mage with upside isn’t the worst starting point, and the threat of “randomly” winning the game is a nice deterrent to opponents doing nothing. She’s in a good color for drawing lots of cards, though I feel like her ultimate fate depends on whether or not a more stall-based deck can work; her toughness isn’t near enough to be much in the way of protection, and you do have to go out of your way a bit to have a grip of 13 cards. She’ll probably do more damage in Commander and casual formats, but there will always be someone to try and make her work in Standard.
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