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)
This creepy doll shop of horrors has a low floor and a very high ceiling. The card can be irrelevant on defense or when you have few creatures, but can easily win games where you can attack. The second door becomes pretty crazy once you hit 4+ creatures, and can easily win games on its own.
As a creature, this isn’t all that exciting, but the fact that it comes back as an enchantment means that you don’t have to worry about it dying in combat or being picked off by removal. This seems incredibly annoying to play against, and will give the owner an incremental advantage the longer the game goes.
Six mana is a bit expensive for what white wants to be doing this set, but the effect and stats are both very powerful. You do run the risk of not being able to cast this at times, but it shouldn’t come up too often.
The design of the card is to be a top end finisher for white, but the stats for five mana leave a lot to be desired. You can get a bonus Survival trigger by tapping your own creature, so that’s neat I guess.
There aren’t that many non-rare glimmer creatures to trigger the card draw on its first attack. , Though possible, surviving combat for a couple attacks is a tall order for a 3/3 on turns four and five.
This card gets a bump in rating due to the fact that it’s White’s only common combat trick. You can also fly a creature like ”Patched overhead for some good damage.
Casting this on turn four gets you 4/2 of flying power, which is pretty decent by itself. Once the counters come off, this is a very large creature, that you’re happy to attack and trade with, since you will net four 2/1 flyers.
There are a good amount of cards in this set that will enable this as a 4/3 double strike, as well as some decent pumps/+1/+1 counters. If you get a couple of these, it’s worth putting in some of the graveyard recursion cards.
This is a tough card to speculate on. You can transform into the demon at instant speed, which is huge, but it still is a two for one if your opponent kills it, as you have discarded a card. It’s still likely going to be a good early game threat for aggressive decks, and while you have three mana open, it’s unlikely to be blocked during the early game.
This has a pretty low floor if it doesn’t get to survive for the first attack (to likely gain flying). But if you do get any counters on him, he can give them to whomever else if he dies. There’s not a ton of negative counters, but it does work nicely with ”Patched to put it’s -1/-1 counters on an opponents creature!
Savior of the Small
Rating: 1.5 // 5.0
This card is a bit too situational for my liking, though it does pair nicely with ”Orphans, as it gives an easy enable, and can retrieve the orphans if they die.
Strangely enough, five mana for an instant speed kill spell isn’t all that great in modern day limited. The ability to be cast for two is a very nice buff. It’s a solid overall removal spell for white, just nothing too crazy.
This is a rather big flyer, though the reanimate spells in the set are also somewhat expensive. I wouldn’t want this in any streamlined, two-color deck.
5/5 worth of stats for three mana is solid, even with a small drawback. The pass on Toby is something to keep your eye on, because this can end games out of nowhere with a flying token army.
This is a really cool card design. Even if one of your untapped creatures is targeted, you can tap it to convoke the wanderer. It’s situationally backbreaking for the opponent, and the floor is pretty high on it as well.
White looks like it wants to be low to the ground, with efficient removal and combat tricks, and will likely be one of the faster individual colors. Blue is coming next, stay tuned!
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".