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Moxonomy

Order of Midnight // Alter Fate

Creature — Human Knight // Sorcery — Adventure1 generic manaBlack mana1 generic manaBlack mana

Cast Alter Fate first as a two-mana Raise Dead, buy back your best creature, then send the Knight to exile for a delayed second play that costs no additional card. The sequencing follows the standard Adventure order: the low-ceiling half resolves now, and the creature half sits exiled until you spend the mana to deploy it. Order of Midnight is barely a body: the "can't block" clause taxes the flying and fixes it as a pure clock, never a defensive piece, which is exactly the point. Getting one spent creature back to hand is a modest effect priced on its own, so bolting it to a cheap evasive attacker converts a marginal recursion spell into a play that both refuels the hand and applies pressure. The pairing holds together on target selection: Alter Fate returns any creature card from the graveyard, so its value scales with whatever you have been trading into the yard, and the Knight remains a fallback beater when nothing there is worth retrieving. This is a design that pays off in a grinding, creature-swapping shell, where a two-mana flier that also rebuilds your resources returns more than either half priced separately.

Order of Midnight // Alter Fate (eld)
ELD · #288uncommon
Pricing
Normal: $0.26
Foil: $0.86
Oracle Text

Rules text

Flying This creature can't block. // Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

3 sets
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