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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".