Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (2024)

Magic: The Gathering's Duskmourn: House of Horror set will take the long-running tabletop TCG somewhere it's never been before. Duskmourn is a new plane that is one gigantic, derelict, terrifying haunted house, ruled over by a demon called Valgavoth. With a Stranger Things vibe and some genuinely unsettling art, Duskmourn is looking to tap into a niche that the MTG universe has rarely investigated directly, choosing to include hints of horror (like Eldrazi transformations) or more traditional fantasy scares (think Innistrad - before the Eldrazi, anyways).

It isn't just that Duskmourn: House of Horror is a cool new aesthetic for MTG that has players excited, however. With spoiler season in full swing, it's also becoming abundantly clear that Duskmourn's best cards will be immediate impact players in the Standard format, with a slew of potential hits in older formats, too. While that shouldn't necessarily come as a surprise given the number of recent sets that have featured upward power-scaling, Duskmourn's most powerful cards also have the benefit of looking like they'll be pretty fun to play with rather than oppressive right out of the gate.

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Magic: The Gathering has recently revealed the new face cards for the upcoming Duskmourn Commander decks, giving fans the first look at a scary foe.

Time will tell if Duskmourn: House of Horror is the success many are predicting it will be. Given how much of a departure it is for the game, it's a risk - but as we've seen with Bloomburrow's excellent design, those risks can pay off when the homages to other archetypal fantasies are done well. In the meantime, here's our selection of the 10 best Duskmourn cards spoiled so far.

As we're in the middle of spoiler season, some of these cards may eventually be eclipsed by others - though we're confident each of these has the potential to be impactful in Standard (and some of them beyond!)

10 Nowhere to Run

Removal That Sticks Around To Annoy

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (2)

Nowhere to Run has a few things going for it. As an enchantment, it plays well into some of the sub-themes we've already seen from Duskmourn and will presumably have some synergies baked into the format for it. It's a strong removal spell on turn two and a combat trick later in the game, and it also directly helps counter difficult-to-target creatures by removing hexproof and ward from their keywords while in play. It wouldn't be a surprise to see control decks emerge packing 4 of these, but it's likely at its strongest in midrange strategies where the combat math getting messed up helps too.

9 Enduring Innocence

Mentor Of The Meek Has Seen Some Upgrades

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (3)

Enduring Innocence is a re-imagined Mentor of the Meek with a slew of upgrades at two major drawbacks - it can only trigger once per turn, and it only has one toughness. That's a small price to pay for a Lifelink creature with a built-in advantage engine in smaller creature decks, which White strategies tend to be. It demands a removal spell, and then it sticks around anyway as an enchantment that still provides value! This is a build-around card in Standard and could be a major threat.

8 Split Up

A New Spin On The Sweepers Of Old

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (4)

Four mana is where sweepers tend to be costed - anything less would be obscene and anything more tends to be a little slow (though in the latter case, with the right additional effects, it can still work). Split Up is a three-mana mass removal spell that will no doubt create headaches in Standard - it's excellent at removing blockers after an alpha-strike from an army of tokens, for instance, but it's also a great early answer to a deck curving out into threats on turns one through three. It's restrictive enough it can be played around, and it might make Vigilance in aggressive decks more desirable, but in any scenario it's the kind of sweeper that makes the format more interesting.

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7 Hauntwoods Shrieker

A Must-Kill Threat With Delirium Synergy

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (6)

Duskmourn has plenty of kill-on-sight targets, and Hauntwoods Shrieker is among the best so far. It's a Delirium enabler, which already provides some assistance to decks using that strategy, but it also creates additional threats for every turn it's allowed to attack thanks to manifest dread. Even letting Hauntwoods Shrieker attack once can be an issue when it comes to getting out-valued in a midrange mirror, so it's well worth finding a home for this card and experimenting ahead of Duskmourn's release on September 27.

6 Screaming Nemesis

A Tricky But Powerful Ability That May Change Removal Suites

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (7)

Screaming Nemesis has the potential to take over a game when employed in aggressive Red strategies, with one caveat - it really needs to be dealt damage to be worth including at all. Finding ways to enable this card will be key to Red strategies, but preventing life gain for the rest of an entire game is an absurdly powerful ability. If nothing else, the existence of this card may see removal spells like the aforementioned Nowhere to Run take precedent since it answers the Nemesis without actually dealing it any damage.

5 Twitching Doll

Mana Ramp With Serious Upside

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (8)

Mana ramp is a powerful strategy and has almost always found a place in Magic: The Gathering Standard formats. While a two-mana ramp creature is obviously less desirable than something like Elvish Mystic, Twitching Doll has the kind of upside a one-mana dork could only dream of. Using it for mana for a few turns and then turning it into two 2/2 spiders on the next is a pretty decent proposition, and even though it has sorcery speed stapled onto that effect, it's something for ramp decks to do when their draw is too many acceleration cards and no payoffs.

4 Overlord of the Hauntwoods

Unique Mana Ramp On A Strong Body

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (9)

Again, mana ramp is one of the better things a player can do in MTG. Duskmourn's best cards include plenty of acceleration, and Overlord of the Hauntwoods is one of the most promising. The impending mechanic means it can provide land acceleration and mana fixing as early as turn three, and it can continue to provide value when it attacks after becoming a creature four turns later. It's also unique in the sense that the mana it provides is incredibly difficult to disrupt; mana creatures can be victims of removal spells, and artifacts that ramp can be answered by many different spells, but land destruction is a rare option.

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3 Kaito, Bane of Nightmares

Three Mana Planeswalkers Are Always Worth Considering

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (11)

Kaito, Bane of Nightmares arrives in a Standard with very few Ninja cards, but he might not need much help - simply putting him into play turn three with ninjutsu might be more than enough to steal a game. Kaito has hexproof and is a 3/4, which means Nowhere to Run can't answer him on its own during his controller's turn even while stripping him of his protection mechanic. Every turn he uses his +1 makes him a bigger threat, scaling nicely into 4/5 and 5/6 quickly to help force opponents into finding blockers fast. His ability to use stun counters on the most important blocker also means he's going to demand a lot of respect on his own, so Blue/Black mid-range strategies may find a lot of use for Kaito.

2 The Wandering Rescuer

Aggressive Decks Will Love This Card

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (12)

Convoke is an absurdly powerful mechanic in the right shell, and White decks are among the best for it. The Wandering Rescuer will inevitably be the payoff card for many White token strategies, and is constructed in a way that it can help blank removal spells, too. White creatures with vigilance can attack and, in response to a potential removal spell at instant speed, can then be tapped to cast The Wandering Rescuer with flash, which then enables her to give them hexproof. A 3/4 with double strike that becomes hexproof whenever it attacks can also close games quickly - expect to see plenty of The Wandering Rescuer if there are enough small White creatures to build around.

1 Demonic Counsel

One Of The Best Tutors In Years

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (13)

Magic: The Gathering's best tutor cards will never see a reprint in Standard, but that won't stop some decent substitutes from cropping up every now and then. Demonic Counsel feels like the best Duskmourn card spoiled so far because its fail case is finding a Demon creature - so building a deck to make that desirable means it will never be "bad," but with Delirium it is a 2 mana spell that finds any answer or threat a player needs. Delirium has proven to be something people can enable relatively consistently when they want to in the past (Shadows Over Innistrad), so with the right support suite, this card can just be Demonic Tutor a decent amount of the time.

Duskmourn releases on September 27, 2024.

Source: Mythic Spoiler

Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (14)
Magic: The Gathering Arena

Digital Card Game

Franchise
Magic: The Gathering
Platform(s)
PC , Android , iOS

Released
September 27, 2018
Developer(s)
Wizards of the Coast , Wizards Digital Games Studios
Publisher(s)
Wizards of the Coast

Multiplayer
Online Multiplayer

Engine
Unity

ESRB
T for Teen // Blood and Gore, Mild Fantasy Violence
Magic: The Gathering's 10 Best Duskmourn Cards (So Far) (2024)

FAQs

How many cards should be in a Magic The Gathering deck? ›

Each player uses their own deck to play the game. In most formats, a deck must have a minimum of 60 cards; there is no maximum deck size, but a player must be able to shuffle their deck without assistance. Some formats have exceptions or additional limitations to the above rules.

How many cards is too many in a magic deck? ›

A regular deck needs a minimum of 60 cards. While the maximum is technically infinite, a player must be able to shuffle satisfactorily within the normal time frame; this puts the upper bound to something around 250 cards.

What is the maximum amount of cards you can have in a Magic The Gathering deck? ›

Constructed decks must contain a minimum of 60 cards. There is no maximum deck size. Players may have a sideboard of up to a maximum of 15 cards, and exchanges of cards between games are not required to be on a one-for-one basis, so long as the player adheres to the 60 card minimum deck size.

How many black lotuses are left? ›

As a result, there are just a few pieces of the Black Lotus that were ever made and exactly how many Black Lotus cards are still in use is unknown. There are around 5,000 Black Lotus magic cards that are still in sellable condition, according to some estimates. Most of them have been spoiled by the passage of time.

What is a good ratio for a Commander deck? ›

MTG's Commander decks, just like 60-card Constructed decks, should contain around 35% to 40% land cards -- though Commander decks tend to have a slightly higher ratio of lands, just in case.

Can you have 100 cards in a magic deck? ›

Deck Rules

Commander decks are exactly 100 cards: 1 commander + 99 other cards (or two partner commanders + 98 other cards). Only one copy of each card (by name) can be included, aside from basic lands. All cards within the deck must match the commander's color identity.

What is the most popular format in Magic: The Gathering? ›

Commander is by far the most popular format in Magic: the Gathering because of its many deck-building possibilities, the ability to play with 2-4 or more players, and it has the least amount of card restrictions.

How many copies of one card can you have on MTG? ›

Playing four copies of a card is your maximum—and naturally, that means these are the cards you are most likely to draw in a game.

How many cards can you have in your hand at once in magic? ›

(See rule 103, “Starting the Game.”) 402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.

What is the most powerful card in the TCG? ›

Charizard VSTAR (Brilliant Stars)

Pair that one-time power with its Explosive Fire attack that deals 100 extra damage if Charizard is also damaged, and you have one of the strongest cards in the game.

What is the most powerful card in existence? ›

The most powerful credit card in the world is the Centurion® Card from American Express, which is famously known as the "black card" and seen as a status symbol for rich and influential people.

What is the most powerful card in playing cards? ›

The ace of spades (also known as the Spadille, Old Frizzle, and Death Card) is traditionally the highest and most valued card in the deck of playing cards. The actual value of the card varies from game to game.

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