Innistrad: Midnight Hunt Standard has been a huge hit across the spectrum of players. From competitive to casual folks, gameplay has returned to a respectable state. The egregious development errors of the past have left us, with only a few grumblings directed at cards already deemed too powerful. That is a natural reaction for players fully plugged into the game, expecting the system to be broken, as it's been for a couplof e years. Luckily, most players see the format as successful, or at least give it a bit of a grace period before declaring it dead on arrival.
In this new, open format, I have landed on Dimir Control as my deck of choice. Esper Control is gaining on it; however, the mana can still be a little tricky for what I'm trying to accomplish. Due to the extra color, less creature-lands can be played and that's unacceptable to me, especially with the strength of Hall of Storm Giants. That was an easy called shot for me, coming in at #3 in my Adventures in the Forgotten Realms First Impressions: Standard article. This creature-land can knock out an opponent in a couple of turns out of nowhere, especially with its attached ward protection. Outside of the drop in creature-lands, more lands enter the battlefield tapped in a format that's turning out to be more aggressive than initially anticipated.
Dimir Control is only lackluster in the sweeper department, compared to Esper Control. If the format outgrows waves of early threats and becomes more midrange-based as I initially predicted, I will revisit my deck choice. For now, I've decided to go with the more a mana-consistent, streamlined control deck that rarely stumbles. This is the list I'm currently battling with: