Nothing like the smell of a new set! You smell them, right? I think Duskmourn: House of Horror has some fun, new mechanics, and I’m going to provide some ratings and tips to help you win the early drafts & prereleases!
I’m going to keep the same format j2sjosh had established, now that he’s safely in my basement.
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
Bedhead Beastie
Rating: 1.5 // 5.0
While I do appreciate the card art & name, this is one of the weaker land cyclers, and I would avoid playing it in any two color deck if possible.
Betrayer’s Bargain
Rating: 3.0 // 5.0
4 mana for 5 damage and exile is a fine removal spell, but the alternate costs make it a whole lot more versatile, especially if you sacrifice a creature or enchantment that was going to die anyways.
Boilerbilges Ripper
Rating: 2.0 // 5.0
2 damage should be relevant throughout the game, given the existence of manifest dread tokens running amok. The floor on this card is pretty poor though, as 5 for a 4/4 vanilla makes me sad.
Chainsaw
Rating: 4.0 // 5.0
This is a pretty sweet card design. At face value it’s an efficient kill spell, but the longer the game goes, the more threatening this thing becomes, eventually allowing you to turn small creatures into giant threats.
Charred Foyer // Warped Space
Rating: 3.5 // 5.0
I think this is pretty deceivingly strong. The first room is close to draw two cards a turn, which is obviously very strong, and the second half is more or less a “bonus” if you don’t have any spells to cast. As long as you don’t fall too far behind, this thing will take over a game.
Clockwork Percussionist
Rating: 1.5 // 5.0
This is a card designed for sacrifice synergies, which mainly reside in the Rakdos colors. It’s a bit unreliable, but not unplayable in a synergistic deck.
Cursed Recording
Rating: 0.5 // 5.0
This could be utilized in a heavy spell deck, but it’s not the type of card I like building a deck around. I wouldn’t ever put it in the deck assuming you will get the seven counters, but the activated ability can do some damage if you are able to stabilize with it. I wouldn’t recommend trying to make this card work to the average player.
Diversion Specialist
Rating: 2.5 // 5.0
This is a solid beater that turns dead creatures/enchantments into new opportunities! With the cheap activation cost, it makes it difficult for your opponent to use a kill spell on anything but this.
Enduring Courage
Rating: 3.0 // 5.0
This is a powerful card except on defense. In any stalemate or game you are winning, this thing can take over quickly.
Fear of Being Hunted
Rating: 2.0 // 5.0
This is a cool design, that works well when your opponent doesn’t have a two powered creature to block with. A lot of the time, it will trade with a two drop, but sometimes it can make your opponents lives very difficult.
Fear of Burning Alive
Rating: 2.0 // 5.0
I like this guy only in delirium decks. If you don’t have reliable delirium by turn 6, this is a prety big liability, so keep that in mind.
Fear of Missing Out
Rating: 3.0 // 5.0
This is a great sized two drop with a nice ETB ability. The delirium trigger isn’t all that great, given the fact that it will likely only work once, but it still is a powerful ability if you get to use it.
Glassworks // Shattered Yard
Rating: 2.5 // 5.0
I’m fine with the front side Agate Assault, so the second half is just a bonus.
Grab the Prize
Rating: 1.5 // 5.0
This does a great job of helping to activate delirium, but if that isn’t your goal, this card is very replaceable.
Hand That Feeds
Rating: 2.0 // 5.0
This is a decent two drop that scales into the late game.
Impossible Inferno
Rating: 2.0 // 5.0
I think this card will be playable as a one of in a delirium deck. Otherwise, I would try to avoid it if possible due to the high mana cost.
Infernal Phantom
Rating: 1.5 // 5.0
This card is a bit unreliable and easy to play around. Even with instant speed eerie triggers, the low stats make it easy enough to ignore.
Irreverent Gremlin
Rating: 2.5 // 5.0
This guy is great in aggressive red decks. It’s a solid attacker that allows you to rummage away lands as you continue to deploy cheap threats.
Leyline of Resonance
Rating: 0.0 // 5.0
Don’t do it.
Most Valuable Slayer
Rating: 1.5 // 5.0
As a huge Valor Singer fan, I really want this card to be good, but I just don’t think it will be with the higher mana cost.
Norin, Swift Survivalist
Rating: 2.0 // 5.0
This is a cool mechanic that plays well with cheap ETB creatures. It’s definitely more of an aggressive red deck card, don’t put this is just any red deck.
Overlord of the Boilerbilges
Rating: 4.0 // 5.0
This is Flametongue Kavu‘s idol. It’s very strong, and has two options of when to cast.
Painter’s Studio // Defaced Gallery
Rating: 1.5 // 5.0
Piggy Bank
Rating: 2.5 // 5.0
A very solid two drop that leaves behind a treasure after it trades off.
Pyroclasm
Rating: 1.0 // 5.0
This can be a great sideboard card, and I’m willing to be wrong that it can be alright maindeck in slower delirium decks.
Ragged Playmate
Rating: 1.5 // 5.0
This can be solid filler for aggressive decks, and very underwhelming anywhere else.
Rampaging Soulrager
Rating: 1.0 // 5.0
I’m not quite sure what the best color to pair this with is just yet, but there might be a rooms build where this is a real creature. Until I see it, I’ll pass on this.
Razorkin Hordecaller
Rating: 3.0 // 5.0
This is great when you’re ahead, and not really all that bad in most other scenarios, so long as you have one decent attacker each turn.
Razorkin Needlehead
Rating: 3.0 // 5.0
This guy is super aggressive if you get him out turn two. While the ability is awesome, it’s still just a 2/2 at the end of the day. It will truly shine in aggressive decks.
Ripchain Razorkin
Rating: 2.0 // 5.0
I don’t mind this thing for most decks. It’s a good blocker and attacker for a 4 drop, and 3 toughness is very relevant, in a world of manifest dread tokens. The activated ability is great for any deck to give you some late-game gas.
The Rollercrusher Ride
Rating: 3.5 // 5.0
This thing is kind of insane in delirium decks, and is easily splashable as well. Six mana to deal six damage to three creatures seems insane. It has a huge power drop if you don’t have delirium, so I don’t think this goes into most aggro decks.
Scorching Dragonfire
Rating: 3.0 // 5.0
The exile clause is relevant here, as there are tons of die triggers, reanimation, and delirium effects.
Screaming Nemesis
Rating: 3.5 // 5.0
This thing is brutal, and often will just 2 for 1 in the mid game.
Ticket Booth // Tunnel of Hate
Rating: 1.0 // 5.0
Three mana for a manifest dread token is pretty rough, and the tunnel of hate is powerful, but expensive and narrow. This is a room I’ll pass on.
Trial of Agony
Rating: 1.5 // 5.0
I wouldn’t recommend playing this in any deck except a hyper aggressive deck, where blockers matter a whole lot more.
Turn Inside Out
Rating: 1.0 // 5.0
This kind of trick can be alright in an aggressive best of one deck, but otherwise should be avoided.
Untimely Malfunction
Rating: SB // 5.0
I can’t really picture a deck where I would want this in my main deck. This is mostly a sideboard card for the Shatter, or potentially some tasty spells that could devastate your opponent.
Vengeful Possession
Rating: 1.5 // 5.0
I really like this version of Threaten. This could be playable in a hyper aggro deck, but in reality it’s a combo card for Rakdos sacrifice decks when paired with Disturbing Mirth, or Sawblade Skinripper
Vicious Clown
Rating: 2.0 // 5.0
Assuming most of your decks creatures trigger this, this clown seems solid enough. Keep in mind it can trigger multiple times, so pairing it with something like Tunnel can make for some big attacks
Violent Urge
Rating: 2.0 // 5.0
As a combat trick, this is very cuttable, but with the ability to instant speed doublestrike it can end games out of nowhere!
Waltz of Rage
Rating: 3.5 // 5.0
When this works, it’s a Duneblast, which is insane for five mana. But you do run the risk of A: not having an appropriate/big enough creature, and B: your creature being killed in response to this spell.
Top 3 Red Commons:
Scorching Dragonfire Glassworks // Shattered Yard Ripchain Razorkin
Red seems pretty underwhelming here, really lacking in solid common creatures. It looks like it may support some aggressive decks pretty well, with some solid additions for delirium decks as well.
Lose and Learn, Learn and Win!