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The Depths of Duskmourn: House of Horror Limited with Marshall Sutcliffe

October 21, 2024
Marshall Sutcliffe

I've got an eerie feeling we've got one of the best Draft formats ever lined up for World Championship 30.

Leading up to the event, the players have two monumental tasks on their hands. They have to build a powerful and optimized Standard deck, and they have to know how to draft Duskmourn: House of Horror.

If you haven't had a chance to dive into Duskmourn: House of Horror Limited, I would suggest you do so at your earliest convenience as the format is great. To give you some insight for either drafting the set yourself and/or watching the World Championship, let's talk about what's going on in the format as of now.

Duskmourn: House of Horror — A Nuanced Draft Format

Duskmourn: House of Horror has a quality that basically all the Limited formats I've really loved have had: archetypes within archetypes.

Normally, for a baseline two-color set like Duskmourn: House of Horror, there are ten possible archetypes, one for each color pair. But sometimes really great sets manage to squeeze in a few extra by having a mix of cards that fit into multiple decks mixed with cards that mostly only fit into one archetype.

When a card's playability changes dramatically from one archetype to the next, the draft itself becomes more dynamic. In some sets, a good card is a good card, and you just take it if you're in that color. But sets like Duskmourn: House of Horror add another layer.

An example of a card from Duskmourn: House of Horror that is great in some archetypes and less effective in others is the red Room, Glassworks // Shattered Yard.

Glassworks // Shattered Yard

In red-green delirium and red-white aggro, it's a solid removal spell with some upside, and it's picked and played accordingly. Solid card; nothing to be super excited about.

But in red-black sacrifice and blue-red Rooms, it's a top-tier common. The sacrifice deck has a bunch of ways to sacrifice the Room for value after Glassworks killed a creature, with Shattered Yard rarely getting unlocked anyway. For three mana, you get a good removal spell and something to sacrifice. Of course, you can always unlock Shattered Yard to grind out your opponents.

Its role in the blue-red Rooms archetype is clear. Any deck that cares about Rooms, how many you have, how many doors are unlocked, and how many Rooms you control will be happy to play any Room that acts as a removal spell as its baseline.

This dynamic is played out over and over again in this set, with Final Vengeance being another example.

Final Vengeance

In the Rakdos Sacrifice deck, it's a must-have card. You have so much fodder to sacrifice to it that it's a powerful one-mana removal spell that even exiles its target. But in all of the other black archetypes, it's a mediocre removal spell that you' want one of at most.

Knowing what makes the format work, including which cards go from unplayable, to playable, to outright good based on the archetype is a big key to understanding Duskmourn: House of Horror Booster Draft. The players at the World Championship will have to understand this level of nuance in order to perform well on Day One and Day Two.

What Is Working?

Blue-white eerie has been the best-performing archetype for me. It's one of those decks that, when it comes together, just works and makes your job easy. The power level and synergies are effortless. I sometimes talk about a concept called setup cost. It's the idea that some cards and archetypes have a certain amount of work you have to do to make a thing happen. Threshold has a high setup cost as getting seven cards into your graveyard naturally takes a long time. Delirium has a medium setup cost, as it still takes some work. But if you build your deck correctly, it will happen naturally over the course of a game.

Eerie has a low setup cost. Basically, you just put these cards in your deck, cast them, and boom! Triggers are going on the stack left and right. Two of the best uncommons in the set are not only in these colors but are made for this deck.

Gremlin Tamer Optimistic Scavenger

An Optimistic Scavenger on the play is probably the scariest thing you can do in the format. If left unchecked, it routinely drops four or more +1/+1 counters on your creatures before they can deal with it. Gremlin Tamer is also a must-kill creatures for similar reasons. This time, it's leaving you behind a board state of 1/1s rather than a bunch of +1/+1 counters.

There are other payoffs beyond these like Ethereal Armor, and if you want to get crazy, Ghostly Dancers and Entity Tracker.

Ethereal Armor 673418 673319

As good as the payoffs are, it's how easy it is to trigger them that makes this deck hum.

Trapped in the Screen Glimmerburst Glimmerlight Meat Locker // Drowned Diner Unable to Scream Fear of Surveillance Grand Entryway // Elegant Rotunda

Trapped in the Screen is the all-star here, showing off just how easy it is to trigger eerie while giving up nothing as far as power level or the type of card you'd play anyway. Fear of Surveillance, which is a solid two-drop that just happens to be an enchantment, is good for the same reasons.

But then, the surprises start.

Glimmerburst is the type of card that is almost always overpriced and that you don't have time for in modern Limited environments. But the addition of the 1/1 body and an eerie trigger brings this thing from marginally playable to outright good.

Meat Locker // Drowned Diner is similar to Glimmerburst as it just kind of looks a bit too slow. But in practice it buys you a lot of time, draws cards, and gets you two eerie triggers to boot.

Glimmerlight is a card most (including me) overlooked early on in the format but have recognized as one of the better commons. Again, the eerie trigger does work here.

Unable to Scream has been dubbed the blue Swords to Plowshares by a certain podcast co-host I've been known to hang around with, but this time, it's close to true! This is a shape-changing effect that is often a bit underpowered, but the addition of an eerie trigger, and the fact that it shrinks the creature down to an 0/2 and takes away its abilities, covers about all the bases on a single mana.

Grand Entryway // Elegant Rotunda is another example of a card that performs well in this one deck because it provides three eerie triggers overall.

Eerie decks tend to play out either like a tempo deck that puts out a few threats and taps down the opposing creatures long enough to attack for the win, or a slower deck that grinds the opponent out by halting their gameplay and then taking over with an eerie-specific win condition or just unlocking some Rooms as a late-game plan.

Either way, this is the best archetype in the room, if you will.

What Isn't Working?

The white-black reanimator archetype hasn't wowed me during testing. It's a difficult thing to pull off in Limited, but you can see the effort here on the part of the designers. They put some ridiculous Demons and other expensive creatures in the set to reanimate, including two at common that naturally go to the graveyard from your hand...

Doomsday Excruciator Valgavoth, Terror Eater Vile Mutilator Spectral Snatcher Shepherding Spirits

And a bunch of ways to reanimate them.

Live or Die 673526 Emerge from the Cocoon Rite of the Moth

The problem goes back to the setup cost. Besides the landcyclers above, these creatures have a hard time getting into the graveyard. Even when you find a way to make that happen, you need to have the reanimation spell in hand and the mana to cast it. It's not impossible. I have been on the bad side of Live or Die reanimating Valgavoth, Terror Eater in the middle of combat. It didn't end well for me.

But the truth is that it doesn't happen often enough to justify going for unless it comes together perfectly. Remember how I said that the eerie deck made it easy because it rewarded you for doing things you wanted to do anyway like cast creatures and removal? This is the opposite.

If you end up with Valgavoth or Emerge from the Cocoon stuck in your hand, you're at a big disadvantage, and the upside doesn't seem to exceed the downside in this case. I will be rooting for anyone who goes for a big reanimator deck at the World Championship, however.

In Summary

Those are just two of the ten archetypes and, as I pointed out earlier, if understand the archetype you're drafting, you can make most anything work.

The real test is on Day One when the players sit down for the draft. The World Championship nerves will settle in, but it's the hours of practice that will count once the packs are opened.

This is a complex format. The players won't be able to get away with a crash course from a teammate or podcast before the tournament. This format requires preparation on a deeper level.

Whomever our next World Champion will be, they will almost certainly be well prepared for Booster Draft, and they'll have to bring their A-game in both Limited and Constructed to get the job done!

Can't wait to see you there!

@Marshall_LR

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