Prepare for a spooky Limited Draft and Sealed Magic: The Gathering meta in Duskmourn House of Horrors with 10 dual-color archetypes offering unique themes and strategies.
Wizards of the Coast continues to shake up the MTG Limited format through the Duskmourn House of Horror set. Prerelease players will experience a much different meta from Bloomburrow, showcasing new mechanics and strategies that offer a variety of playstyles. The set also contains special guest cards, legal to play in the Duskmourn Limited format. Don’t miss out on grades for every card in the House of Horror set and an upcoming giveaway by subscribing to MTG Madness.
Here’s what you can expect to encounter when attending MTG Duskmourn Prerelease events, along with Draft and Sealed events played through digital means like MTG Arena or tabletop.
All Duskmourn House of Horror mechanics, explained
Multiple new MTG mechanics were introduced through the Duskmourn set. The main mechanic is Eerie, since the set has massive Enchantment support. Rooms and Manifest Dread are next, followed by keyword abilities like Survivor and Impending.
Here are all the Duskmourn mechanics, per WotC.
- Eerie: An Eerie ability is tied to Enchantments. Triggered abilities will activate when an Enchantment enters the battlefield or an Enchantment Room is unlocked.
- Survivor: An X ability that triggers at the beginning of your second main phase, with an “If the creature with the ability is tapped,” text. The creature with Survivor can get tapped for any reason, not just attacking, but it has to be before the beginning of the second main phase.
- Impending: A keyword ability that cheats out a permanent at an alternative cost with reduced power and time counters on it. A time counter is removed at the beginning of your end step. The permanent goes full power when no time counters remain.
- Delirium: Cards gain value by having four or more types in your graveyard. Examples of types are Enchantment, Land, Sorcery, Instant, Planeswalker, and Creature. Pairs with Manifest Dread.
- Manifest Dread: A variation of Manifest. You get a look at the top two cards of your library, one goes into the graveyard and the other enters face down as a 2/2 creature. The face-down card can get turned face up at any time, as long as the mana cost is paid. The 2/2 face-down card is “a colorless 2/2 creature with no name, no creature types, no abilities, and no mana cost,” according to WotC.
- Rooms: A new Enchantment type with two sides. Each has its own casting cost, and either can be cast. Pay the mana cost on the other side to “unlock the room” and activate that half of the Enchantment in addition to the half you cast. WotC calls them “split permanent cards.” Entering without being cast will have both Room doors locked, as no mana cost was paid. Each Room has its own name.
All Duskmourn House of Horror Draft archetypes and signpost cards, explained
The Duskmourn Draft archetypes are two-color pairs showcasing strategies and mechanics that fit the flavor of the House of Horror set. Unlike Bloomburrow, dual-color archetypes aren’t as defined, leaving flexibility when crafting a deck.
After playing in the MTG Arena early access streamer event, I can confirm each two-color pair archetype has a variety of builds you can craft that don’t necessarily line up with the descriptions provided by WotC. Three-color decks are also viable thanks to mana fixing and the dual lands that enter untapped if you have 13 or fewer life points.
Here’s what we know so far about each of the 10 Draft archetypes.
Eerie Tempo DSK White/Blue Draft archetype
The White and Blue Eerie Tempo DSK Draft archetype strays from the traditional path within the Azorious colors by focusing on Enchantments. Inquisitive Glimmer is the ideal signpost card that can pull you into the WU Draft archetype, reducing the cost of casting an Enchantment and unlocking an Enchantment Room.
The other Uncommon signpost card for the WU Draft archetype is Gremlin Tamer. This two-drop creates a Gremlin token whenever an Enchantment you control enters the battlefield or you unlock a Room. Don’t sleep on the powerful Curve out with Optimistic Scavenger and Grand Entryway//Elegant Rotunda.
Eerie Control DSK Blue/Black Draft archetype
WotC branched off for the Dimir Blue and Black Draft archetype, designing the first Control archetype we’ve seen in a hot minute. The signpost is Skullsnap Nuisance, which supports the archetype through its Room and Enchantment synergies. As a two-drop with a big butt and Flying, it’s a solid Uncommon in Draft, as it delays Aggro builds until you can set up your win-con.
The other Uncommon signpost for the UB Duskmourn archetype is Fear of Infinity. A deck heavy with Enchantments will return the Nightmare to hand. As a three-drop that can’t block, the Lifelink is nice, but I still feel the Uncommon is clunky after playing the archetype during the MTG Arena early access streamer event.
Sacrifice DSK Black/Red Draft archetype
The BR Duskmourn Draft archetype didn’t sway from its staple path, featuring sacrifice and some manifest dread applications. Disturbing Mirth is the Uncommon signpost for the archetype, drawing cards so you don’t run out of gas. The Enchantment also synergizes with manifest dread strategies.
One of my favorite Duskmourn signpost Uncommon cards is Sawblade Skinripper for the BR archetype. The Human Assassin is a sac engine for two mana that burns an opponent if you sacrifice a creature during that turn. Sawblade Skinripper also scales in power with each sacrifice.
Delirium Stompy DSK Green and Red Draft archetype
Using the graveyard through Delirium to fuel powerful creatures is the GR Duskmourn Draft archetype. The signpost is Wildfire Wickerfolk, which is one of the better Red/Green signpost cards we’ve seen from recent MTG sets. The two-drop has Haste and good stats, hitting early or defending while you set up Delirium and bigger creatures to cast.
The alternative gold signpost card for the GR archetype is Beastie Beatdown. The spell has a bunch of text but is essentially a bite spell. Should you have Delirium activated, the creature dealing the damage gains two +1/+1 counters.
I didn’t get a chance to build a RG deck at early access but went against it several times. Beastie Beatdown is an Uncommon bomb in the deck and Wildfire Wickerfolk needs to get answered before Delirium is activated.
Survival DSK Green and White Draft archetype
The Green and White Draft archetype strays from its normal mechanics to support the Duskmourn Survival mechanic. It will be interesting to see how the archetype performs at Prerelease and in Draft. The signpost is Shrewd Storyteller, a three-drop 3/3 with the Survival mechanic. It doesn’t support the archetype, but it looks like a good splash card in a creature-driven build.
An Artifact Equipment is the second Uncommon signpost card for the GW archetype that attaches to a creature when it enters the battlefield. This helps Survival cards get through for damage without dying by gaining +1/+1 stats and being able to tap down an opponent’s creature when it attacks.
Of all the Duskmourn Draft builds, Survivor is difficult to pull off without Rare bombs to support it.
Reanimator DSK White and Black Draft archetype
The White and Black Draft archetype has a reanimator theme that synergizes with Sacrifice themes in BR. Reanimate any target creature with a finality counter with Rite of the Moth, which can reanimate twice thanks to Flashback.
A seven-drop Elemental is the alternative WB Draft signpost, called Shroudstomper. The Elemental has Deathtouch and 5/5 stats, draining two life points and gaining you two life points anytime it enters the battlefield or attacks. It’s a powerful card in the right type of Aristocrat build, and if the Limited format is slow enough, Shroudstomper could become a strong end-game finisher for the UB archetype.
The WB Archetype is great for reanimation, but can be played in several different ways. White is a strong color in the format and works well in a variety of builds.
Rooms DSK Blue and Red Draft archetype
Rooms are the main theme within the Blue and Red Draft archetype. I suspect the archetype will become more of a support strategy for three-color builds that want to take advantage of the Room mechanic. The signpost is a RU Enchantment called Smoky Lounge/Misty Salon. Smoky Lounge grants Ramp to cast and unlock Rooms, while Misty Salon is a Control four-drop that creates a token with Flying that has stats based on the number of unlocked Room doors you control.
The second Uncommon signpost card for the UR archetype is Intruding Soulrager. It will be interesting to see how often we want to sacrifice a room for the payoff on the two-drop spirit, but Intruding Soulrager’s stats aren’t anything special.
Delirium Grind DSK Black and Green Draft archetype
Leaning into the Delirium mechanic is the Black and Green Duskmourn Draft archetype. Much like the GW archetype, its signpost card, Drag to the Roots, is more of a payoff than a support spell. But it’s a good card if Delirium is activated. Destroying any non-land permanent for two mana is good value. This is an archetype to watch heading into Duskmourn Prerelease events.
The second Uncommon signpost card for the BG Draft archetype is Broodspinner. The two-drop Spider has Reach, and Surveils Two when it enters the battlefield. It also synergizes with Delirium through its activated ability, which has a high ceiling, but also costs six mana.
BG decks are fun to play and powerful once Delirium is activated. Make sure to include low-cost creatures or removal to deal with Aggro and other Midrange decks.
Aggro DSK Red and White Draft archetype
The Red and White Draft archetype is an Aggro build. Arabella, Abandoned Doll is a powerful two-drop in the RW Aggro Draft archetype for Duskmourn. The Toy is worth pulling you into the archetype.
Clocking in as the second signpost for RW is Midnight Mayhem, a Sorcery spell that drops three 1/1 Gremlin tokens onto the battlefield with Haste, Menace, and Lifelink until the end of that turn. I like the design of Midnight Mayhem as it reminds me of Hop to It, which performed well in Bloomburrow.
Manifest Dread DSK Green and Blue Draft archetype
The Manifest Dread Duskmourn Draft archetype has potential and I’m excited to mess around with the mechanic. The signpost card is Oblivious Bookworm. The Wizard’s stats are fine for a two-drop, while its ability strongly supports the Manifest Dread mechanic. You gain card draw advantage from Oblivious Bookworm and can choose to fuel the graveyard for Delirium synergies.
I think the best Manifest Dread card so far from Duskmourn is Growing Dread. It’s a two-drop like Oblivious Bookworm that is an Enchantment. It synergizes with Eerie, has Flash, and triggers MD for only two mana when the base rate is three. As a bonus, boosts the power and toughness of the creature when turned face-up.
All Duskmourn: House of Horror Draft archetypes will be updated following Prerelease for the digital launch of the MTG set on Sept. 24.
Published: Sep 19, 2024 01:53 pm