The 10 Best Duskmorn Cards of the Collection (So Far)

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The 10 Best Duskmorn Cards of the Collection (So Far)

Game Magic: The Gatherings Duskmorn: House of Horrors Set will take the long-running tabletop TCG somewhere it has never been before. Duskmorn is a new plane that is one gigantic, decrepit, terrifying haunted house, ruled by a demon called Valgavoth. with a Stranger things wife and some really uncomfortable art, Duskmorn Is looking for a niche that the MTG universe has rarely been investigated directly, choosing to include hints of horror (like Eldrazi transformations) or more traditional fantasy scares (think Innistrad – for the Eldrazi anyway).

It’s not just that Duskmorn: House of Horrors is a cool new aesthetic for MTG That got players excited, though. With spoiler season in full swing, It is also clear that DuskmornThe best cards will immediately impact players in the standard format, with a lot of potential hits in older formatstoo. While this shouldn’t necessarily come as a surprise given the number of recent sets that have featured upward power scaling, DuskmornThe 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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Time will tell if Duskmorn: House of Horrors is the success that many predict 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, the risks can pay off when the homages to other archetypal fantasies are done well. In the meantime, here is our selection of the 10 best Duskmorn Cards spoiled so far.

10

Nowhere to run

Removing that sticks around to annoy


MTG Duskmorn nowhere to run

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 Duskmorn And will likely have some synergies baked into the format for it. It’s a powerful removal spell on turn two and a combat trick later in the game, and it also immediately helps counter hard-to-target creatures by removing hexproof and ward from their terms while in play. It wouldn’t be a surprise to see control decks emerge packing 4 of these, but it’s likely to be at its strongest in the midrange strategies where the combat math to measure up also helps.

9

Impair innocence

The Mac’s mentor has seen several upgrades


MTG Duskmourn Enduring Innocence

Enduring Innocence is a re-imagined Mentor of the Meek with lots of upgrades with 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’s strategies tend to be. It requires 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 can be a major threat.

8

Split up

A new spin on the sweepers of old


MTG Duskmorn split up

Four mana is where sweepers tend to be costly – anything less would be clumsy and anything more tends to be a bit slow (although in the latter case, with the right after effects, it can still work). Split Up is a three-mana crowd removal spell that will no doubt cause headaches in normal – It is excellent at removing blockers after an alpha strike from an army of tokensFor example, but it’s also a great early response to a deck carrying out threats on turns 1-3. It’s restrictive enough that it can be played around, and it can 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

Hauntwood’s Shrieker

A must kill threat with Delirium synergy


MTG Duskmourn Hauntwoods Shrieker

Duskmorn Has a lot of kill-on-sight targets, and Hauntwoods Shrieker is among the best so far. There is a delirium enabler, which already provides some help to decks using this strategy, however It also creates additional threats for each turn it is allowed to attack thanks to Manifest Fear. Even letting Hauntwoods Shrieker attack once can be an issue when it comes to getting out-valued in a midrange mirror, so it’s worth finding a home for this card and experimenting ahead of Duskmorns release on September 27.

6

Screaming Nemesis

A tricky but powerful ability that can change removal suites


MTG Duskmorn Screaming Nemesis

Screaming Nemesis has the potential to take over a game when used in aggressive red strategies, with one caveat – it really needs to deal damage to be worth including. Finding ways to power 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 could 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


MTG Duskmorn Twitching Doll

Mana ramp is a powerful strategy and has almost always found a place in it Game 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 can 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 propositionAnd even though it has sorcery speed stuck on this effect, it’s something for ramp decks to do when their draw is too many acceleration cards and no payoff.

4

Overlord of the Hauntwoods

Unique mana ramp on a strong body


MTG Duskmourn Overlord of the Hauntwoods

Again, mana ramp is one of the better things a player can do MTG. DuskmornThe best cards include a lot 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 is also unique in the sense that the mana it provides is incredibly hard to destroy; 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, Train of Nightmares

Three mana planeswalkers are always worth considering


MTG Duskmorn Kaito Train of Nightmares

Kaito, Bane of Nightmares arrives in Standard with very few Ninja cards, but he may not need much help – simply putting him in game three three with Ninjutsu can 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 his 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 to find blockers quickly. His ability to use stun counters on the most important blocker also means he’ll command a lot of respect on his own, so Blue/Black mid-range strategies could be of a lot of use to Kaito.

2

The wandering rescuer

Aggressive decks will love this card


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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 also help empty removal spells. White creatures with vigilance can attack and, in response to a potential removal spell at instant speed, Can be tapped to pelt the wandering rescuer with lightning, which then enables you to give them hexproof. A 3/4 with double strike that becomes hexproof when it attacks can also close games quickly – expect to see a lot of the Wandering Rescuer if there are enough small white creatures to build around.

1

Demonic lawyer

One of the best tutors in years


MTG Duskmourn Demonic Counsel

Game 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 Duskmorn Card spoiled so far because its failure case is finding a demon creature – So building a deck to make that desirable means it will never be “bad,” but with Delirium it’s a 2 mana spell that finds any answer or threat a player needs. Delirium has been proven to be something that people can give relatively consistently when they want to in the past (Shadows over Innistrad), so with the right support suite, this card can only be Demonic Tutor a decent amount of the time.

Source: Mild spoiler

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