Duskmourn: House of Horror Commander
{T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
{1}, {T}: Add {G}{U}.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.
{T}: Add {C}. {T}: Add {B} or {R}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {B} or {G}. This artifact deals 1 damage to you.
You have no maximum hand size. {T}: Add {C}.
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}
{T}: Add {C}. {T}: Add {W} or {U}. This land deals 1 damage to you.
This land enters tapped. {T}: Add {W}, {U}, or {B}.
{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{U}.
This land enters tapped. {T}: Add {B}. Cycling {B} ({B}, Discard this card: Draw a card.)
This land enters tapped unless you control two or fewer other lands. {T}: Add {B} or {R}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}.
This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.
({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.
{T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.
This land enters tapped. Indestructible {T}: Add {B} or {G}.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.
This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.
{T}: Add {C}. {3}: Return this card from your graveyard to the battlefield tapped.
(This land isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.")
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{T}: Add one mana of any color that a land an opponent controls could produce.
{T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.
({T}: Add {B} or {R}.) This land enters tapped.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{G}.
{T}: Add {C}. {B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}.
{T}: Add {C}. {2}{B}{G}, {T}, Sacrifice a creature: Draw a card.
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.
{T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.
This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}.
({T}: Add {B}.) This land enters tapped. {B}, {T}: Each opponent loses 1 life. Activate only if you control two or more black permanents.
{T}: Add {C}. {T}: Add {B} or {G}. This land deals 1 damage to you.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {G}.
When this land enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{B}.
{1}, {T}: Add {G}{U}.
This land enters tapped. {T}: Add {G} or {U}. {4}, {T}: Scry 1.
You have no maximum hand size. {T}: Add {C}.
{1}, {T}: Add {B}{R}.
{T}: Add {C}. {2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.
({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {R}. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
{T}: Add {C}. {T}: Add {B} or {R}. This land deals 1 damage to you.
{T}: Add {C}. {T}: Add {W} or {B}. Activate only if you control a Swamp.
{T}: Add {C}. {T}: Add {U} or {B}. Activate only if you control a Swamp.
{T}: Add {C}. {T}: Add {B} or {R}. Activate only if you control a Swamp.
{T}: Add {C}. {T}: Add {B} or {G}. Activate only if you control a Swamp.
({T}: Add {G} or {U}.) This land enters tapped.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {U} or {B}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {G}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {R}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {B}.
{T}: Add {C}{C}. Activate only if you control five or more lands.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.
This land enters tapped. As it enters, choose a color other than white. {T}: Add {W} or one mana of the chosen color.
This land enters tapped. As it enters, choose a color other than blue. {T}: Add {U} or one mana of the chosen color.
This land enters tapped. As it enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color.
This land enters tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)
{T}: Add {G}.
{T}: Add {C}. {B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}.
{T}: Add {C}. {T}: Add {U} or {B}. This land deals 1 damage to you.
{T}: Add {B}.
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {U}.
{1}, {T}: Add {B}{G}.
{T}: Add {C}. {2}, {T}: Target commander gains lifelink until end of turn.
This land enters tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.
{T}: Add {C}. {T}: Add {G} or {U}. This land deals 1 damage to you.
When you set this scheme in motion, destroy all nonland permanents target opponent controls.
When you set this scheme in motion, for each opponent, exile target permanent that player controls. Then each player reveals cards from the top of their library until they reveal a permanent card, puts it onto the battlefield, and puts the rest on the bottom of their library in a random order.
When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures.
When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.
(An ongoing scheme remains face up until it's abandoned.) Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking. At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme.
(An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life.
(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme.
When you set this scheme in motion, create a token that's a copy of your commander, except it's not legendary.
(An ongoing scheme remains face up until it's abandoned.) You and permanents you control have hexproof. When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme.
When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead.
When you set this scheme in motion, choose three. You may choose the same mode more than once. • Destroy target creature. • Target player draws a card. • Target player gains 5 life.
When you set this scheme in motion, choose one — • Create a 4/4 colorless Scarecrow artifact creature token with vigilance. • Creatures you control get +3/+3 and gain vigilance and trample until end of turn.
(An ongoing scheme remains face up until it's abandoned.) Whenever a player casts a spell, you draw a card. At the beginning of your upkeep, if you drew a card last turn, abandon this scheme.
(An ongoing scheme remains face up until it's abandoned.) Your commander has ward {2}. Whenever your commander attacks, put two +1/+1 counters on it. When your commander leaves the battlefield, abandon this scheme.
When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.
When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance.
(An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.
(An ongoing scheme remains face up until it's abandoned.) You may play an additional land on each of your turns. At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme.
When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest.
When you set this scheme in motion, choose one — • Draw two cards. • Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once.
When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield.
When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead.
When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs.
When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target.
(An ongoing scheme remains face up until it's abandoned.) Whenever you cast a spell, you may abandon this scheme. If you do, copy that spell, and you may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control.
When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures.
When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn.
When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs.
When you set this scheme in motion, each opponent sacrifices a nonland permanent of their choice. If you control six or more lands, each opponent sacrifices three nonland permanents of their choice instead.
(An ongoing scheme remains face up until it's abandoned.) At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme.
When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. • Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." • Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities.
When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team gets one of those life totals back.)
When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control.
When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control.
When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the difference. Then if fewer than three cards were discarded this way, you draw three cards.
When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference.
When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards.
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you tap a Swamp for mana, add an additional {B}.
Destroy target creature. A creature destroyed this way can't be regenerated. Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Each player puts a creature card from their graveyard onto the battlefield.
Flying Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Splice onto Arcane {2}{B} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
Changeling (This token is every creature type.) Deathtouch
Flying
Flying
Flying
Flying
When this creature dies, it deals 1 damage to any target.
Flying, deathtouch
Reach
Reach This creature's power and toughness are each equal to the number of lands you control.
Trample
Flying
Vigilance
| Card | Number | Rarity | Price |
|---|---|---|---|
Scroll of Fate | 251 | Rare | $0.31 |
Simic Signet | 252 | Uncommon | $0.27 |
Solemn Simulacrum | 253 | Rare | $0.29 |
Talisman of Indulgence | 254 | Uncommon | $2.62 |
Talisman of Resilience | 255 | Uncommon | $0.30 |
Thought Vessel | 256 | Common | $2.25 |
Whispersilk Cloak | 257 | Uncommon | $3.03 |
Adarkar Wastes | 258 | Rare | $0.33 |
Arcane Sanctum | 259 | Uncommon | $0.34 |
Ash Barrens | 260 | Common | $0.26 |
Azorius Chancery | 261 | Uncommon | $0.25 |
Barren Moor | 262 | Uncommon | $0.25 |
Blackcleave Cliffs | 263 | Rare | $1.58 |
Bloodfell Caves | 264 | Common | $0.13 |
Bojuka Bog | 265 | Common | $0.88 |
Canyon Slough | 266 | Rare | $0.19 |
Castle Vantress | 267 | Rare | $0.27 |
Caves of Koilos | 268 | Rare | $0.67 |
Darkmoss Bridge | 269 | Common | $0.23 |
Dimir Aqueduct | 270 | Uncommon | $0.29 |
Dragonskull Summit | 271 | Rare | $1.99 |
Drownyard Temple | 272 | Rare | $0.18 |
Dryad Arbor | 273 | Rare | $2.16 |
Evolving Wilds | 274 | Common | $0.25 |
Exotic Orchard | 275 | Rare | $0.39 |
Flooded Grove | 276 | Rare | $0.35 |
Foreboding Ruins | 277 | Rare | $0.31 |
Geothermal Bog | 278 | Common | $0.28 |
Golgari Rot Farm | 279 | Uncommon | $0.26 |
Graven Cairns | 280 | Rare | $3.96 |
Grim Backwoods | 281 | Rare | $0.16 |
Halimar Depths | 282 | Common | $0.23 |
Hall of Heliod's Generosity | 283 | Rare | $6.56 |
Hinterland Harbor | 284 | Rare | $0.34 |
Jungle Hollow | 285 | Common | $0.18 |
Leechridden Swamp | 286 | Uncommon | $0.46 |
Llanowar Wastes | 287 | Rare | $0.41 |
Mosswort Bridge | 288 | Rare | $0.20 |
Myriad Landscape | 289 | Uncommon | $0.31 |
Necroblossom Snarl | 290 | Rare | $0.42 |
Obscura Storefront | 291 | Common | $0.27 |
Orzhov Basilica | 292 | Uncommon | $0.31 |
Overflowing Basin | 293 | Rare | $0.25 |
Quandrix Campus | 294 | Common | $0.17 |
Reliquary Tower | 295 | Uncommon | $3.68 |
Shadowblood Ridge | 296 | Rare | $0.30 |
Shivan Gorge | 297 | Rare | $0.60 |
Simic Growth Chamber | 298 | Uncommon | $0.20 |
Smoldering Marsh | 299 | Rare | $0.28 |
Spinerock Knoll | 300 | Rare | $1.24 |
Sulfurous Springs | 301 | Rare | $2.31 |
Tainted Field | 302 | Uncommon | $0.32 |
Tainted Isle | 303 | Uncommon | $0.37 |
Tainted Peak | 304 | Uncommon | $0.38 |
Tainted Wood | 305 | Uncommon | $0.30 |
Tangled Islet | 306 | Common | $0.26 |
Temple of Deceit | 307 | Rare | $0.23 |
Temple of Enlightenment | 308 | Rare | $0.15 |
Temple of Malady | 309 | Rare | $0.27 |
Temple of Malice | 310 | Rare | $0.34 |
Temple of Mystery | 311 | Rare | $0.23 |
Temple of Silence | 312 | Rare | $0.31 |
Temple of the False God | 313 | Uncommon | $0.53 |
Thornwood Falls | 314 | Common | $0.09 |
Thriving Heath | 315 | Common | $0.10 |
Thriving Isle | 316 | Common | $0.10 |
Thriving Moor | 317 | Common | $0.13 |
Tranquil Thicket | 318 | Common | $0.19 |
Tree of Tales | 319 | Common | $0.58 |
Twilight Mire | 320 | Rare | $0.41 |
Underground River | 321 | Rare | $1.31 |
Vault of Whispers | 322 | Common | $4.22 |
Vineglimmer Snarl | 323 | Rare | $0.18 |
Viridescent Bog | 324 | Rare | $0.31 |
Witch's Clinic | 325 | Rare | $11.55 |
Woodland Cemetery | 326 | Rare | $0.45 |
Yavimaya Coast | 327 | Rare | $0.35 |
Behold the Power of Destruction | 328 | Common | $0.23 |
Chaos Is My Plaything | 329 | Common | $0.23 |
Choose Your Champion | 330 | Common | $0.20 |
Choose Your Demise | 331 | Common | $0.21 |
Dark Wings Bring Your Downfall | 332 | Common | $0.49 |
Fear My Authority | 333 | Common | $0.47 |
I Am Duskmourn | 334 | Common | $0.33 |
I Am Never Alone | 335 | Common | $0.52 |
I Am Untouchable | 336 | Common | $0.41 |
I Call for Slaughter | 337 | Common | $0.29 |
I Will Savor Your Agony | 338 | Common | $1.02 |
Kneel Before My Legions | 339 | Common | $0.40 |
Mine Is the Only Truth | 340 | Common | $0.49 |
My Champion Stands Supreme | 341 | Common | $0.26 |
My Crushing Masterstroke | 342 | Common | $0.30 |
My Followers Ascend | 343 | Common | $0.35 |
My Laughter Echoes | 344 | Common | $0.42 |
My Tendrils Run Deep | 345 | Common | $0.32 |
My Wealth Will Bury You | 346 | Common | $0.24 |
My Will Is Irresistible | 347 | Common | $0.32 |
My Wings Enfold All | 348 | Common | $0.42 |
No Secret Is Hidden from Me | 349 | Common | $0.31 |
Only I Know What Awaits | 350 | Common | $0.25 |
Plots That Span Centuries | 351 | Common | $0.55 |
Power Without Equal | 352 | Common | $0.47 |
A Premonition of Your Demise | 353 | Common | $0.24 |
Reality Is Mine to Control | 354 | Common | $0.41 |
Rot Like the Scum You Are | 355 | Common | $0.26 |
Running Is Useless | 356 | Common | $0.41 |
Time Bends to My Will | 357 | Common | $0.24 |
When Will You Learn? | 358 | Common | $0.27 |
You Are Unworthy of Mercy | 359 | Common | $0.50 |
You Cannot Hide from Me | 360 | Common | $0.23 |
You Exist Only to Amuse | 361 | Common | $0.31 |
You Live Only Because I Will It | 362 | Common | $0.34 |
You Will Know True Suffering | 363 | Common | $0.48 |
Your Mistake Is My Triumph | 364 | Common | $0.37 |
Your Nightmares Are Delicious | 365 | Common | $0.28 |
Your Own Face Mocks You | 366 | Common | $0.44 |
Your Plans Mean Nothing | 367 | Common | $0.48 |
Crypt Ghast | 368 | Mythic | $11.31 |
Damn | 369 | Mythic | $3.22 |
Exhume | 370 | Mythic | $4.56 |
Archon of Cruelty | 371 | Mythic | $14.84 |
Goryo's Vengeance | 372 | Mythic | $9.39 |
Living Death | 373 | Mythic | $8.84 |
Shapeshifter | 1 | N/A | |
Angel | 2 | N/A | |
Human Soldier | 3 | N/A | |
Shark | 4 | N/A | |
Bird | 5 | N/A | |
Demon | 6 | N/A | |
Devil | 7 | N/A | |
Beast | 8 | N/A | |
Elemental | 9 | N/A | |
Insect | 10 | N/A | |
Insect | 11 | N/A | |
Insect | 12 | N/A | |
Ooze | 13 | N/A | |
Ooze | 14 | N/A | |
Phyrexian Beast | 15 | N/A | |
Spider | 16 | N/A | |
Treefolk | 17 | N/A | |
Wurm | 18 | N/A | |
Wurm | 19 | N/A | |
Fractal | 20 | N/A | |
Inkling | 21 | N/A | |
Insect | 22 | N/A | |
Scarecrow | 23 | N/A |