Disorienting ChoiceDisorienting Choice | Art by Mirko Failoni
Hello, fellow dollar dumpster divers! I'm back to continue the search for budget rares from previous sets, and this time we're going to dive into Duskmourn.
Why? Because I went on a hot streak drafting it when it came back to Arena so I felt like writing about it. And because there are some really cool cards from both the main set and Commander precons that you should take a look at for your decks.
Let's go!
Come Back WrongCome Back Wrong ($0.34)
This is a very unique take on a removal spell, though one I wouldn't necessarily consider part of your removal suite.
Three mana, sorcery speed, and limited only to creatures is pretty bad nowadays for single target removal. But that's not really what it's for. Cards like your own Vaultborn TyrantVaultborn Tyrant or Solemn SimulacrumSolemn Simulacrum are great targets for Come Back WrongCome Back Wrong, since you get a ton of value out of their enters and death triggers.
You can use it on opposing creatures as well, just be sure you're getting some value out of it besides just killing their creature. Also remember that it doesn't inherently grant haste, so if you want to attack make sure you target something with haste or have another way to grant it.
Come Back WrongCome Back Wrong can go in a pretty wide variety of decks. Sacrifice decks that plan to lose their creatures anyway makes the most sense to me, but most creatures have powerful enters or dies triggers nowadays. Even if you don't have a ton, your opponents probably will. If you can find a way to have the creature stick around before it gets sacrificed on the end step, that's even better.
Maybe you can create a token copy of it or bounce it back to your hand. Drop a comment below and let me know where you use it!
Convert to SlimeConvert to Slime ($0.23)
Now here is a removal spell.
Using one card to take out three permanents is a great deal. It's a little less flexible than Windgrace's JudgmentWindgrace's Judgment, but the upside is getting a potentially massive Ooze. And who doesn't want a massive Ooze?
Dedicated Delirium decks will obviously have no problem with this, but any deck that is consistently filling the graveyard (a common theme in Golgari ) can turn on the Ooze clause pretty easily. Even if you can't get to delirium easily, the floor of killing three permanents is strong enough to include in your removal suite.
Of course, this is a must-have in any Ooze typal list in the colors to play it, like The MimeoplasmThe Mimeoplasm (sorry Aeve, Progenitor OozeAeve, Progenitor Ooze).
Dazzling Theater // Prop RoomDazzling Theater // Prop Room ($0.69)
We've seen a lot more support for convoke lately, and rightly so. It's super fun and really powerful, and giving all of your creature spells convoke can turn into a massive mana advantage.
Use your creatures to cast other creatures, and then leave your other mana sources available for the rest of your card types or to activate abilities. The Prop Room side is also a fairly uncommon effect, only seen on cards like DrumbellowerDrumbellower and the Game Changer Seedborn MuseSeedborn Muse. Both halves are very good, but combined, your creatures suddenly become pretty close to free spells.
Decks that specifically care about convoke, make a lot of creature tokens, or tap down their own creatures are no-brainers for this Room, but take it a step further with decks that can also give your creature spells flash.
Errant and GiadaErrant and Giada or Raff Capashen, Ship's MageRaff Capashen, Ship's Mage enable flash from the command zone, and blue gives access to cards like Leyline of AnticipationLeyline of Anticipation. Once you get both doors of the Room open, you can be casting creatures for no mana on opposing turns.
Deluge of DoomDeluge of Doom ($0.17)
Toxic DelugeToxic Deluge breaking the bank? Try a different Deluge.
Deluge of Doom shares two of the aspects that makes Toxic Deluge so popular. It's only three mana, and since it's reducing toughness, it can deal with indestructible creatures.
The mana cost is really important, since it more easily enables a recovery from your own board wipe on the turn you cast it, rather than spending all your mana and your whole turn on a board wipe and giving your opponents the first chance to rebuild.
This is another card that goes great in delirium and other graveyard decks, where lots of card types are going into the graveyard quickly. Baba Lysaga, Night WitchBaba Lysaga, Night Witch would also like this since she wants to sacrifice cards with multiple types, and thus enables Deluge of Doom very quickly. Plus you get to yell "DOOOOOM!" to your table when you cast it, which is a big bonus. Or is that just me?
Disorienting ChoiceDisorienting Choice ($0.30)
The unplanned theme of today's article is removal spells, I guess.
Most of the time, giving your opponents a choice is not ideal; they'll just pick the thing that's less worse for them. But this card leaves them with no great options. If they decide to exile the permanent that you choose, great; you got rid of a threat that needed to go. If not, you can go and get any land from your deck and put it on the battlefield. So you've got a hybrid ramp/removal spell which is not something we see too often.
Landfall/Lands Matter decks should definitely give this a try, especially if you've got specific lands to tutor out onto the battlefield. But honestly, any green-based deck can make use of this considering how it serves two different but very vital functions in your deck. With only 99 slots for cards, this essentially buys you a slot back to use on more card velocity or win conditions.
I run this in my Belbe, Corrupted ObserverBelbe, Corrupted Observer Eldrazi deck to devastating effect. People will often choose to exile their own Rhystic StudyRhystic Study or Ghostly PrisonGhostly Prison if the other option is getting me to lands like Eldrazi TempleEldrazi Temple and Eye of UginEye of Ugin.
Entity TrackerEntity Tracker ($0.56)
Honestly, I'm kind of shocked that this card isn't more expensive.
It's a very easy to enable card velocity engine for a popular strategy. I'm not sure what I'm missing here, as it seems like an auto-include in any blue-based enchantment or Auras deck, of which there are many. Is it because a lot of the other enchantment payoffs are focused in green and white? What about Bant ()? I have so many questions.
Anyways, it's not really hard to imagine what types of decks this goes in or how to get the most out of the card. Play enchantments, draw cards. Play more enchantments, draw more cards. It's especially powerful if you can make a lot of enchantments at once - looking at you, Go-Shintai of Life's OriginGo-Shintai of Life's Origin.
I'd pick up a copy of this before it starts to climb in price. I doubt we'll see reprints of the eerie mechanic soon.
Into the PitInto the Pit ($0.30)
Oh look! A card from my favorite deck, Ratadrabik of UrborgRatadrabik of Urborg.
In color combinations like Orzhov (), card velocity options can be pretty scarce. Fortunately, many decks in the best color pair (fact) are built around sacrificing things, so being able to churn through your deck just by sacrificing a token or something with a death trigger is a small price to pay, and often helps your game plan anyway.
Couple it with ways to reduce the cost of your spells like, I don't know, convoke, and it's pretty trivial to cast a bunch of spells from this in a single turn. Bonus points if you have top-deck manipulation, like scry or surveil, to go along with it.
Needless to say, sacrifice and Aristocrat decks are where Into the PitInto the Pit belongs, but there are some other uses. Into the Pit doesn't care what type of nonland permanent you sacrifice, and as I said before, it gets stronger with cost reducers. Sounds like an artifact deck to me. Black-based artifact decks that make a bunch of Clues or are recurring Ichor WellspringIchor Wellsprings and other trinkets over and over might also take a look Into the Pit and like what they see.
Waltz of RageWaltz of Rage ($0.26)
Have you ever wished that your Chandra's IgnitionChandra's Ignition drew you cards? Outside of a burn deck, that's probably better than hitting opponents anyways.
Timing on Waltz of Rage is key; ideally you'll cast it when most players are empty handed, that way any of the cards you exile as a result acts as a way to gas back up after the board is wiped clean. Like any of the red, damage-based board wipes, this also goes well with damage amplifiers like Twinflame TyrantTwinflame Tyrant or Solphim, Mayhem DominusSolphim, Mayhem Dominus.
You'll want Waltz of RageWaltz of Rage in decks with a high density of creatures, ideally ones with higher power so you can deal the most amount of damage possible. Plus, the more creatures of yours that die in this fiery dance, the more cards you'll impulse draw.
My favorite place to use cards like these is with lifelinking creatures. Since the creature is doing the damage and not Waltz of RageWaltz of Rage, you gain life equal to its power times the number of other creatures on the board. Example: I have definitely targeted my own Piru, the VolatilePiru, the Volatile with this after donating a lot of creature tokens to my opponents and ended the game with over 200 life.
I had fun revisiting Duskmourn. It is one of my favorite sets from recent memory, both for Commander and for Limited. Perhaps this isn't shocking as I'm prone to liking graveyard sets, but I think the mechanics and cards are interesting and well balanced for Commander.
So what do you think? Are there any rares from the Duskmourn cards that I missed? Do you have a set you want me to explore next? Let me know down in the comments and I'll see you next time!
Brian Cain
Brian started playing Magic in 2003, and played occasionally until 2017 when he finally embraced his love for Commander and never looked back. Ratadrabik of Urborg and The Gitrog Monster sit atop the list of his favorite decks, while Dread Return and Faithless Looting are among his favorite cards to cast. Outside of Magic, Brian works as an engineer in the marine industry, turning his love for ships into a career. He loves his growing family, the beach, and D&D
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