Midnight Entourage is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Other Aetherborn you control get +1/+1. Whenever this creature or another Aetherborn you control dies, you draw a card and you lose 1 life.
Complete guide
Midnight Entourage is a powerful tribal enabler for the Aetherborn, serving as both a lord and a relentless engine for card advantage. By boosting your board and ensuring that every death results in fresh resources, it makes dealing with your creatures a painful choice for any opponent.
What It Does
Midnight Entourage provides a static +1/+1 bonus to other Aetherborn creatures you control. Additionally, it features a triggered ability that rewards you for the demise of your Aetherborn: whenever Midnight Entourage or another Aetherborn you control dies, you draw a card and lose 1 life.
Step-by-Step Resolution
When an Aetherborn you control (including Midnight Entourage itself) is moved from the battlefield to the graveyard, the triggered ability is placed on the stack. Because this ability is mandatory, you cannot choose to skip the draw to save your life total. If multiple Aetherborn die simultaneously, such as during a board wipe, Midnight Entourage triggers once for each creature, and each instance resolves independently on the stack.
Common Mistakes
A common oversight involves the loss of the +1/+1 toughness bonus. If Midnight Entourage leaves the battlefield, other Aetherborn immediately lose their buff. If an Aetherborn had damage marked on it that was less than its boosted toughness but equal to or greater than its base toughness, that creature will die immediately. Note that this ability only triggers when a creature 'dies' (moves to the graveyard); it will not trigger if creatures are exiled instead.
When to Play It
This card is best utilized in mid-range black decks where you can capitalize on creature trades during combat. It turns your opponent's removal spells into a net neutral for you, ensuring that you never run out of gas even if your board is dismantled.
Interaction examples
If you play Roaming Throne and choose 'Aetherborn' as the creature type, it becomes an Aetherborn. If Roaming Throne dies, Midnight Entourage's ability triggers twice because Roaming Throne is a creature you control of the chosen type. You will draw two cards and lose 2 life.
If a spell destroys all creatures, both Midnight Entourage and Solemn Simulacrum are put into the graveyard at the same time. Midnight Entourage triggers for itself, but it does NOT trigger for Solemn Simulacrum because the Golem is not an Aetherborn. You would draw one card and lose 1 life from the Entourage, and then use the Simulacrum's own death trigger to draw a second card without life loss.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Midnight Entourage
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Midnight Entourage’s triggered ability is mandatory. You draw a card and lose 1 life even if you don’t want to.
No other card is named in this ruling.
- #2· Wizards of the Coast
If Midnight Entourage and another Aetherborn you control die at the same time, its ability triggers once for each of them.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a creature has been dealt damage, that damage remains marked on it until the cleanup step. If Midnight Entourage leaves the battlefield and another Aetherborn creature you control has been dealt damage, that creature will be destroyed if the damage is now lethal. The same is true if an Aetherborn’s toughness becomes 0 this way.
No other card is named in this ruling.
Legal formats
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Meta decks with Midnight Entourage
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum