Duskmourn: House of Horrors: Limited first impressions

Published: 09/13/2024

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This is one of those magic sets where you really feel every one of its 30 years. "Enters the battlefield" is now simple "enters". Makes me think about how every zone change actually has its own verb. Cards are "returned" to your hand, "exiled", "die", "shuffled" or "put on top" of your library. But the only place you enter is the battlefield. It was really important to save those two words this set so they could fit "Eerie — Whenever an enchantment you control enters and whenever you fully unlock a room" onto 15 cards.

And survival: "Survival — At the beginning of your second main phase if ~ is tapped" really completes all the combat triggers. We have when it attacks, when it becomes tapped, when it deals combat damage, when it deals combat damage to a player and when it becomes untapped (inspired) and now this. I think from a gameplay perspective it's going to be pretty fun. Inspired was a little too weak and the cause and effect felt a little too disconnected. Dealing damage at all is too easy and dealing damage to a player is too hard as well as making the cards too swingy and win more. I think this iteration will be fun. It's the kind of iteration you only get to after 30 years.

Manifest was already a fairly complicated mechanic and now every time it involves an extra decision and extra public information from the card you put in your graveyard. But again despite the extra complexity I think it'll be better than the original. With original manifest it mostly felt like just a 2/2 but then sometimes you got hosed. Now it'll feel like probably a creature and sometimes you get lucky.

And the rooms. They're sort of the most complicated version of split cards ever. It used to be you picked a side and that's what you got. Then you could pick both. Now you pick one but you get to pick the other at an indeterminate time in the future. And you have to track which have been picked forever. But again I like it. Your decisions aren't as committal as og split cards because you get both eventually. But there are now more options in sequencing and more information to track.

Also the colors are a little wonky in this set. In white we have Emerge from the Cocoon image. In black we have Withering Torment image. In blue we have Tunnel Surveyor image. Horrid Vigor image looks more like a black combat trick than a green combat trick. Strange stuff. That's enough preamble; onto the archetypes.

Archetypes

The archetypes are: rooms (UR), eerie (UWB), manifest (UG), survival (GW), power 2 or less (RW), delirium (RGb) and sacrifice (BR). Things are sort of spread around and across colors and bleed into each other a bit. Every color has at least one room at common but Red and Blue both get an extra one as well as a gold uncommon. Every color except red has an enchantment creature at common but black and white have 3 and 2 respectively. Every color has commons that manifest at common but they are by far concentrated in UG and that's the only color combination that has payoffs. Survival is only on green, white and Cynical Loner image. Not sure what her deal is. She has a lot of text and is uncommon but is barely better than a 2 mana 3/1. But at the same time survival isn't something you need to build around really tightly. More of a way your aggro deck could be slanted. The biggest thing it'll change in deckbuilding is push you to play more combat tricks. Of course every color has creatures of power 2 or less but all the payoffs are in RW. Again I don't think it's something you build around tightly but a way to make the set have two aggro decks that feel distinct. Delirium is only on Jund cards and in Jund is very concentrated in RG. Sacrifice, both the enablers and payoffs, is all in BR. It's probably the tightest archetype by color concentration.

Looking at the color combinations I'm not entirely sure what BW is supposed to do even though it's sort of an eerie color pair. Both their uncommons are simply expensive value cards.

I also think GB is a little weirdly positioned. I guess it's also delirium like RG but value delirium instead of aggro delirium? Maybe one deck would rather have Say its name image and the other would rather have Wary Watchdog image.

Rooms

I'm really excited to draft a rooms deck. It seems like every limited environment UR is pigeon holed into spells. Which makes sense and is usually a fun deck but it's refreshing to have something so different. I like the common rooms, Underwater Tunnel // Slimy Aquarium image, Meat Locker // Drowned Diner image, Glassworks // Shattered Yard image and Ticket Booth // Tunnel of Hate image and there are a few payoffs: Ghostly Keybearer image, Rampaging Soulrager image, Intruding Soulrager image and Keys to the House image. It actually seems possible to win with Central Elevator // Promising Stairs image and I hope to do that. I guess the game plan is to hold on and eventually win with your card advantage. I'd guess this archetype actually won't be that great because the rooms themselves are a little clunky especially at common. But in a way that's helpful since I think some of them you can get late and a lot of the support commons like Creeping Peeper image and Rampaging Soulrager image could also go late.

Eerie

This theme is spread across esper. Somehow it seems more cohesive as distinct BW and UW decks though. At common there are 4 cards that have eerie: 1 white, 2 blue, 1 black. The UB uncommons, Fear of Infinity image and Skullsnap Nuisance image both have Eerie. One of the UW uncommons Gremlin Tamer image has eerie and the other Inquisitive Glimmer image is definitely an Eerie card. Outside of the eerie cards there's also Ethereal Armor image as a payoff.

A lot of the eerie cards seem a little out of place though. For instance Scrabbling Skullcrab image doesn't really seem like what you want to be doing. Stalked Researcher image and Balemurk Leech image don't really look like they belong in the same deck. I guess if you're really triggering eerie down they're both aggressive cards but I tend to see the Stalked Researcher image as a defensively positioned option.

Manifest

There's manifest in every color but only payoffs in UG. At common there's Cryptid Inspector image and at uncommon Growing Dread image, Paranormal Analyst image, Threats around every corner image and Oblivious Bookworm image. In particular I think Cryptid Inspector image is pretty pushed as you only have to manifest once and flip to get a 3 mana 4/5 vigilance and if you're in the deck the upside is pretty uncapped.

I think this deck is going to want to play the cyclers Daggermaw Megalodon image and Slavering Branchsnapper image more than other decks because it's so much better to manifest a big creature than a little creature that may only be a marginal upgrade over a 2/2 anyway. Between this effect, Threats around every corner image and the fact that manifest is in every color the deck may want to splash fairly often.

Survival

There are 13 cards with survival 2 of which are common, Cautious Survivor image and Acrobatic Cheerleader image. Neither of which are particularly good. I don't think this is something you should be building around so much as a beatdown focused aggro deck. The main thing a density of survival cards will push you to do is play more combat tricks. There are a few cute things you can do like tap your own creature with Baseball Bat image. But that situation seems rare because why not tap their creature and attack? I guess the main upside is you can trigger survival on a turn you're summoning sick. Coordinated Clobbering image is sort of a combo but it would probably be better if it didn't tap. There's also Fear of Exposure image and Fear of Immobility image which are certainly marginally better if you're in the deck.

Power 2 or Less

There are 7 cards that care about cards with power 2 or less, 3 commons: Vicious Clown image, Ragged Playmate image and Living Phone image, 3 uncommons: Arabella, Abandoned Doll image, Irreverent Gremlin image and Splitskin Doll image, and 1 rare: Enduring Innocence image. I actually think Survival and Power 2 or less are a fun way to bifurcate the white aggro strategy clearly into go wide and go tall. Of the payoffs the only one I see as a big draw is Arabella, Abandoned Doll image. If I had a few of those I'd start thinking about playing Ragged Playmate images. Playmate and clown are also best friends. The other RW uncommon: Midnight Mayhem image is a great enabler.

Delirium

This archetype is similar to Eerie in that it's in 3 colors, Jund, but one of the color combinations, BR, is something else. In this case sacrifice. I think there's a value delirium deck centered in BG that wants cards like Let's Play a Game image, Osseous Sticktwister image, Resurrected Cultist image, Spineseeker Centipede image, Wickerfolk Thresher image, Drag to the roots image and Broodspinner image and a more aggro delirium deck that wants cards like Fear of Burning Alive image, Hand that feeds image, Violent Urge image, Patchwork Beastie image, Beastie Beatdown image and Wildfire Wickerfolk image. Though obviously a lot of those cards are great and depending on mana both decks would want them.

I think a bigger difference will be in the enablers they are most interested in picking up. The more aggro version will want Wary Watchdog image, Manifest Dread image, Clockwork Percussionist image and Turn Inside out image the more value version will want Say its name image, Found Footage image and the land cyclers. Though again there isn't a bright line and in the heat of the draft most decisions will be made on power level.

Sacrifice

For payoffs there are Diversion Specialist image, Popular Egotist image, Sawblade Ripper image and Saw image. Note everything cares purely about sacrificing so things like Terramorphic Expanse image are also payoffs. Note at uncommon there is a threaten: Vengeful Possession image. There are also two very nice removal spells for this deck: Final Vengeance image, Betrayer's Bargain image.

A big question of the deck is what are you sacrificing? One answer is rooms since I don't think you need to get full value from the black or red rooms. The back halves give combat boosts that are a little clunky. Other answers are Fanatic of the Harrowing image, Fear of Lost Teeth image, Innocuous Rat image, Resurrected Cultist image and Clockwork Percussionist image. And of course at uncommon: Disturbing Mirth image. This archetype looks pretty good to me.

Miscellaneous

Commons Ranking

First some meta notes: a big part of the reason I rank commons is to get a sense of the baseline power level. Especially as the power level goes up I often read a common think "this is pretty good" but then when I sit down to rank them I have it in the bottom quartile. Your actual decision of whether to draft or include a common will depend a lot more on context.

The other reason I do it is because it often makes disagreements very legible which is the first step to changing my mind. It happens occasionally that I misrate a card because I misread it and people point that out.

Also you sort of need a reason to play a common. After a draft you'll have on average ~12 uncommons, 3 rares. There are a few unplayable higher rarity cards but probably you should walk away with ~13 cards that are better than any common. So you just need ~10 commons. But on average you took ~20 commons. So to play a common it either has to be relatively premium or fit very well in your deck.

White [+]

Blue [+]

Black [+]

Red [+]

Green [+]

Artifact [+]

Land [+]

Instants

common

uncommon

rare

mythic