Wrenn and Seven
Wrenn and Seven

Wrenn and Seven – Midnight Hunt

Date Reviewed:  September 28, 2021

Commander [EDH]: 

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 


If they’re suggesting that the game relevant to Wrenn cards is Highest Number, this new one should be better than the Modern Horizons version. I’m not sure if that’s literally true, particularly for certain definitions of “better” – the previous card made an impact on eternal formats, and this one has a mana cost that puts it in a part of the curve with a lot of competition. The 0 ability is also less likely to be super-impactful at this mana cost (though it is a fair one for the amount of ramp it can give you). On the other hand, a repeatable card-drawing ability (even a limited one) is nothing to laugh at, and neither is a potentially outlandish creature token for little effort. I suspect Wrenn and Seven will do best in decks built around their strengths and/or with other “lands matter” cards, but that may turn out to be worth the effort.

Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Commander: 4/5

 James H. 


The second Wrenn planeswalker, but with a new friend. Wrenn and Seven is an intriguing enough planeswalker on first glance: four abilities is historically promising for a planeswalker to be good, so how does this one measure up?

The main issue at first is her “dead zone” mana cost, as five mana planeswalkers often have trouble balancing out impact and value. She’s a “lands-matter” planeswalker at 5 mana, which also makes things odd; by the time she resolves, your hand should be mostly empty of lands, so that 0 is more situational. However, it does pair well with her +1: a clutch of two or more lands means you’re sitting at a lot of mana on the turn after she resolves. And if you need the body, her -3 makes a Treefolk that plays well defensively and can help push damage late. Her ultimate is Praetor’s Counsel, and it can be backbreaking if you land it at the right time, but it doesn’t end the game on its own and requires you to set up for it to really work.

Wrenn feels weird, like she’d be nearly-busted if she came down with 4 loyalty for 4 mana. As is, she’s a peculiar mix of graveyard set-up and land acceleration. The former does matter on Innistrad, and there’s a weird bit of roundabout synergy with the first Wrenn planeswalker, but my hunch is that she’s a step too slow to be more than a fringe Constructed pick.

Constructed: 3
Casual: 4.25
Limited: 5
Multiplayer: 3
Commander: 4

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