Duskmourn: Limited Archetypes Guide!

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Explore the Duskmourn: Limited Archetypes Guide! Dive into MTG's latest set with key strategies and cards for every color pair. Perfect for your next draft!

Duskmourn: House of Horror has been fully revealed and it's time for our usual analysis of the archetypes and color pairs for each new set!

The prerelease is already playable in paper starting this weekend, while if you are a digital-only player you will have to wait a couple more days as Duskmourn will be available on MTG Arena starting September 24th.

There is no time to waste, so let's take courage and venture into the monstrosities of this house of horror like an exploratory group from an 80's movie... Hoping to be one of the protagonists or maybe the cameraman so as not to die!

This limited is structured on two main themes: enchantments and the graveyard!

  • Enchantments trigger the new Eerie mechanic and are emphasized by two other new features: Room and Impending, as well as by the various enchantment creatures present, including Glimmers. They are also synergistic with the graveyard theme as they facilitate the achievement of Delirium, an ability returned and originally from Shadows over Innistrad.
  • The graveyard is mainly characterized by two strategies: Delirium and Reanimator. Manifest Dread is instead a specially modified version of the old Manifest from Fate Reforged, precisely to send one of the first two cards of the library to the graveyard and help both of these game plans.

As with every limited set, here too we find the “signpost uncommons”, a first manifesto that defines the strategy and mechanics on which the archetype is based, but here, unlike usual, there are two of them for each color pair, in addition to one classic signpost rare.

Azorius: Eerie Tempo

Cards: Optimistic Scavenger, Scrabbling Skullcrab, Ethereal Armor, Shardmage's Rescue, Bottomless Pool, Creeping Peeper, Stalked Researcher, Fear of Surveillance, Fear of Isolation, Sheltered by Ghosts, Grand Entryway, Cult Healer, Erratic Apparition, Tunnel Surveyor, Unwilling Vessel, Meat Locker, Clammy Prowler, Glimmerburst, Fear of Immobility, Lionheart Glimmer, Fear of Failed Tests, Fear of Falling, Fear of Abduction.

White-blue is based on the Eerie mechanic, with creatures that are powered up by enchantments. Gremlin Tamer is almost Young Pyromancer, but with an improved ability since it triggers when enchantments enter and therefore also with Glimmer tokens from Tunnel Surveyor or Glimmerburst. Inquisitive Glimmer and Optimistic Scavenger are also premium uncommons for the archetype, both playing a very similar role to what we have already seen in NEO, with Jukai Naturalist and Generous Visitor respectively.

Combo:

Dimir: Eerie Control

Cards: Scrabbling Skullcrab, Fear of Lost Teeth, Final Vengeance, Unable to Scream, Bottomless Pool, Creeping Peeper, Stalked Researcher, Balemurk Leech, Cynical Loner, Fear of Isolation, Don't Make a Sound, Nowhere to Run, Erratic Apparition, Tunnel Surveyor, Unwilling Vessel, Fear of Impostors, Cracked Skull, Derelict Attic, Meat Locker, Dashing Bloodsucker, Glimmerburst, Vanish from Sight, Defiled Crypt, Fear of the Dark, Fear of Failed Tests, Fear of Falling, Spectral Snatcher, Daggermaw Megalodon, Duskmourn's Domination.

In blue-black we find Eerie with the enchantments theme again, but the strategy is deeper and more control-based, removing the opponent's creatures and advancing in the late game to cast bigger spells.

Skullsnap Nuisance is an excellent blocker for the first turns that allows you to control the draw and maybe send Fear of Infinity to the graveyard, which can easily return to your hand, so it can be even discarded and sacrificed at will.

Alternatively, Defiled Crypt can bring back a creature, as well as being a value engine throughout the match, just like Fear of Isolation.

Combo:

Orzhov: Reanimator

Cards: Possessed Goat, Valgavoth's Faithful, Found Footage, Fear of Surveillance, Innocuous Rat, Splitskin Doll, Cynical Loner, Surgical Suite, Appendage Amalgam, Patched Plaything, Commune with Evil, Unsettling Twins, Fanatic of the Harrowing, Defiled Crypt, Emerge from the Cocoon, Live or Die, Shepherding Spirits, Spectral Snatcher, Fear of Abduction, Miasma Demon, Vile Mutilator.

And from the enchantment theme we move on to the graveyard theme with black-white, which makes Reanimator its main strategy. Rite of the Moth is nothing more than a 4-mana reanimation spell with flashback, so it can be milled or reused, while the other signpost is one of the best uncommons to reanimate, draining 2 life and drawing 1 card when it enters and attacks, on par with the Titans cycle from M11.

Live or Die is another great uncommon for the archetype, being able to act as a removal but above all as a reanimation spell at instant speed, hoping to eat an attacking creature.

Golgari: Delirium Grind

Cards: Patchwork Beastie, Fear of Lost Teeth, Found Footage, Keys to the House, Wary Watchdog, Innocuous Rat, Osseous Sticktwister, Cynical Loner, Say Its Name, Resurrected Cultist, Appendage Amalgam, Spineseeker Centipede, Fear of Exposure, Killer's Mask, Commune with Evil, Greenhouse, Fanatic of the Harrowing, Anthropede, Wickerfolk Thresher, Let's Play a Game, Defiled Crypt, Fear of the Dark, Bashful Beastie, Slavering Branchsnapper, Spectral Snatcher, Altanak, the Thrice-Called.

Black-green is based on the graveyard too, but it makes Delirium its strategy. It aims to send 4 types of cards to the graveyard as soon as possible and to do so it has a good number of enchantment or artifact creatures, as well as both the Surveil and Manifest Dread mechanics.

An example of this is Broodspinner, which with Surveil 2 helps to reach Delirium, so that Drag to the Roots costs only two mana, and, from its second ability, in addition to that of Osseous Sticktwister, we can understand how this color pair aims to set up an attrition gameplan, going into the late game and overwhelming the opponent thanks to greater resources.

Combo:

Gruul: Delirium Stompy

Cards: Patchwork Beastie, Clockwork Percussionist, Violent Urge, Turn Inside OutWary Watchdog, Hand That Feeds, Ragged Playmate, Piggy Bank, Irreverent Gremlin, Grab the Prize, Betrayer's Bargain, Spineseeker Centipede, Grasping Longneck, Fear of Exposure, Fear of Being Hunted, Glassworks, Ticket Booth, Ripchain Razorkin, Anthropede, Wickerfolk Thresher, Razorkin Hordecaller, Impossible Inferno, Fear of Burning Alive, Altanak, the Thrice-Called.

The Delirium mechanic is present in red-green as well, but to favor a more aggressive strategy that aims to put big creatures quickly.

Wildfire Wickerfolk for only 2 mana is already a 3/2 haste, but can become a 4/3 trample if Delirium is active, while it can favor it if it's not, as it's both a creature and an artifact. The same thing goes for Wickerfolk Thresher that hits hard, but also provides advantage on every attack, making it a first choice for any Delirium deck, regardless of the strategy.

Combo:

Boros: Aggro

Cards: Clockwork Percussionist, Norin, Swift Survivalist, Optimistic Scavenger, Turn Inside Out, Trial of Agony, Ragged Playmate, Fear of Surveillance, Splitskin Doll, Irreverent Gremlin, Piggy Bank, Surgical Suite, Vicious Clown, Hardened Escort, Living Phone, Patched Plaything, Fear of Being Hunted, Attack-in-the-Box, Glassworks, Painter's Studio, Friendly Ghost, Unsettling Twins, Most Valuable Slayer, Ripchain Razorkin, Infernal Phantom, Razorkin Hordecaller.

As usual, white-red is the aggro archetype, which here is mostly characterized by Toys that come to life and creatures that gain benefits if they have power 2 or less. Arabella, Abandoned Doll is the legendary Toy that drains the opponent's life for each small creature you control and is therefore synergistic with the three small aggressive Gremlins of the second signpost, Midnight Mayhem.

Combo:

Selesnya: Survival

Cards: Veteran Survivor, Jump Scare, Coordinated Clobbering, Acrobatic Cheerleader, Flesh Burrower, House Cartographer, Orphans of the Wheat, Horrid Vigor, Surgical Suite, Defiant Survivor, Hardened Escort, Living Phone, Glimmer Seeker, Fear of Exposure, Frantic Strength, Savior of the Small, Friendly Ghost, Cautious Survivor, Fear of Immobility, Rootwise Survivor.

Green-white is based on the Survival mechanic and is the color pair of the adventurers who face the monstrosities of the house and survive. Shrewd Storyteller is one of these and should usually pass through the combat to get benefits, but luckily there is no lack of tricks and synergies that allow you to tap your creatures without them risking dying in battle.

The other signpost Baseball Bat is already an example of this, since, even if it will most of the time remove an enemy blocker, it can also be used on one of our pieces, thus triggering Survival.

Combo:

Rakdos: Sacrifice

Cards: Terramorphic Expanse, Clockwork Percussionist, Fear of Lost Teeth, Final Vengeance, Innocuous Rat, Piggy Bank, Friendly Teddy, Saw, Betrayer's Bargain, Sporogenic Infection, Nowhere to Run, Resurrected Cultist, Popular Egotist, Killer's Mask, Cracked Skull, Vengeful Possession, Glassworks, Cackling Slasher, Ripchain Razorkin, Diversion Specialist, Infernal Phantom, Boilerbilges Ripper, Razorkin Hordecaller.

In Rakdos colors we are already used to sacrificing creatures for value, but on top of that on Duskmourn we also add the sacrifice of enchantments. Disturbing Mirth does exactly that, sacrificing a creature or enchantment in exchange for 2 cards, but remaining on the battlefield so that it can then be sacrificed by a second Disturbing Mirth or Sawblade Skinripper and provide further value.

 Combo:

Simic: Manifest Dread

Cards: Creeping Peeper, Paranormal Analyst, Overgrown Zealot, Manifest Dread, Cryptid Inspector, Defiant Survivor, Cursed Windbreaker, Fear of Impostors, Under the Skin, Unnerving Grasp, Twist Reality, Break Down the Door, Threats Around Every Corner, Conductive Machete, Underwater Tunnel, Bashful Beastie, Moldering Gym.

Green-blue is the only color pair entirely based on the new Manifest Dread mechanic and is quite possibly the archetype with the strongest uncommons. Growing Dread is at least a 2/2 flash for 2 mana that buffs any creature is turned face up, but the best comes with Oblivious Bookworm, which in this archetype makes you basically draw an additional card every turn.

Similarly, Paranormal Analyst does the same, while Under the Skin is almost Eternal Witness and Threats Around Every Corner is almost Solemn Simulacrum, but which triggers repeatedly for any Manifest Dread!

Combo:

Izzet: Rooms

Cards: Keys to the House, Scrabbling Skullcrab, Bottomless Pool, Underwater Tunnel, Creeping Peeper, Stalked Researcher, Fear of Isolation, Pyroclasm, Rampaging Soulrager, Ticket Booth, Meat Locker, Glassworks, Painter's Studio, Ghostly Keybearer, Infernal Phantom, Fear of Burning Alive.

Finally, red-blue is perhaps the most particular archetype of all because it's entirely based on Rooms. Smoky Lounge is certainly one of the key cards to make the archetype work, guaranteeing enough mana to cast the other Rooms, as well as providing what could be a decent flyer. Ghostly Keybearer is instead most likely more important than the other signpost: Intruding Soulrager, since it allows you to potentially unlock a door with every attack without spending mana and therefore using it for something else.

Combo:


That’s all for today! This limited seems to be incredibly interesting, with many different strategies and, as you’ve seen, many combos to put together without even having to bother with rares and mythics. Enjoy this new horror set and don’t be “scared” to explore it.

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I'm Luciano, Italian MTG player since 2003. I play every available format on MTG Arena on a competitive level. Semi-finalist at the Arena Championship 3.

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