Alrighty, let me break down these enchantments for you from my perspective as a seasoned Magic player who’s seen more than a few sunrises.
Excitedly counting down the days until the release of MTG: Duskmourn! One deck I can’t wait to get my hands on is Jump Scare, led by the enigmatic Zimone, Mystery Unraveler. This deck is all about the thrill of manifesting and flipping cards with Landfall triggers – you never know what’s going to pop up next! The name Jump Scare perfectly encapsulates the suspense as we keep our opponents on their toes, wondering which card Zimone will reveal next. Can’t wait to see this deck in action!
The question under consideration is, could Jump Scare make for an effective pre-built commander deck in Magic: The Gathering? Here’s a look at the entire deck layout.
MTG Jump Scare Commander Deck
On September 27, 2024, Magic: The Gathering Duskmourn preconstructed commander decks are set to arrive at your local game stores (LGS). The price range for these decks is approximately between $47 and $50, which may vary depending on the specific store.
If you’re eager to learn more about the Duskmourn preconstructed decks, I’ve compiled a summary of key details for the forthcoming Jump Scare deck that you might find intriguing.
Commander
Zimone, Mystery Unraveler
Zimone, the Enigmatic Investigator is a legendary creature that costs 4 (with 2 generic, 1 green, and 1 blue), possessing the Landfall ability. When a land you control enters the battlefield for the first time during your turn, it triggers a “Manifest Fear” event. If this has not occurred yet this turn, manifest a 2/2 creature from the top of your deck and put the other card in your graveyard. You can reveal and activate the face-down creature later, as long as it’s a creature card, for its mana cost. Otherwise, whenever a land you control enters the battlefield, you may turn one permanent you control face up.
By examining the Jump Scare precon deck, gamers may desire to incorporate additional enhancements to give the deck a more cohesive feel. One effective suggestion is to include more enduring cards with visible triggers to fully exploit Zimone’s talents.
Creatures and Other Spells in MTG Jump Scare Deck
Here are the creatures and other spells coming to MTG Jump Scare in no particular order.
Overgrown Zealot
Overgrown Zealot is a two-cost (one generic and one green) creature with two tapped abilities.
Tap: Add one mana of any color.
Tap: Add two mana of any one color. Spend this mana only to turn permanents face up.
Sakura-Tribe Elder
The Elder of the Sakura Tribe, a creature costing two (one common and one green), can be sacrificed. When sacrificed, search your deck for a basic land card, place it on the battlefield as a tapped card, and then reshuffle your deck.
Shigeki, Jukai Visionary
Shigeki, Visionary of Jukai is a unique, two-resource (one common and one green) legendary enchantment creature that also has the Channel ability and can be used when tapped.
Command: Show and Retrieve (If Possible): Return Shigeki, Jukai Visionary to its owner’s hand. Display the top four cards of your deck. You can place a land card from among them onto the battlefield, tapped, if you wish. The rest go to your graveyard.
As an ardent admirer of this deck, I’m channeling my inner magic mastery with the trio of (X generic, X generic, and a duo of verdant hues). In the spirit of Shigeki, I’m sending back to my hand, non-legendary cards from my graveyard.
Augur of Autumn
Augur of Autumn is a three-cost (one generic and two green) creature.
You may look at the top card of your library any time.
You may play lands from the top of your library.
If you have at least three creatures under your command, each with distinct abilities, you can summon creature cards directly from the top of your deck when it’s your time to play spells.
Deathmist Raptor
The Deathmist Raptor is a creature that costs three resources, one of them being generic and the other two green, with the ability called Deathtouch. Whenever a permanent that you control gets flipped over, you have the option to bring back the Deathmist Raptor from your graveyard to the battlefield, either face up or face down.
Transformation Card (contains four generic types and one green): You can play this card face-down as a 2/2 creature for three common mana. Flip it over whenever you wish, using the indicated megamorph cost, and add a +1/+1 counter to it.
Glitch Interpreter
Glitch Interpreter is a three-cost (two generic and one blue) creature.
When the Glitch Interpreter appears, if you don’t have any hidden cards as permanents under your control, send the Glitch Interpreter back to its owner’s hand and summon a feeling of fear instead.
Whenever one or more colorless creatures you control deal combat damage to a player, draw a card.
Kefnet the Mindful
Kefnet the Thoughtful is a legendary creature, costing three units (two of any color and one blue), who possesses the abilities of Flight and Invulnerability. He cannot engage in attacks or be blocked unless at least seven cards are held in your hand.
Draw a card, followed by the option to send one land you manage back to its owner’s hand.
Scute Swarm
The Scute Swarm is a three-unit (two common and one green) creature. It has a Landfall ability. Whenever a land you manage goes onto the battlefield, produce a 1/1 green Insect token creature. If you have six or more lands under your control, create a token that replicates the Scute Swarm instead.
Skaab Ruinator
Skaab Ruinator is a three-cost (one generic and two blue) creature with Flying.
As an additional cost to cast this spell, exile three creature cards from your graveyard.
You may cast Skaab Ruinator from your graveyard.
Trygon Predator
The Trygon Predator is a creature that requires three resources (one common, one green, and one blue), and it has the ability to fly. If the Trygon Predator inflicts combat damage on any player, you have the option to eliminate a controlled artifact or enchantment of theirs.
Yavimaya Elder
Yavimaya Elder is a three-cost (one generic and two green) creature.
If the Yavimaya Elder passes away, you can look through your library for a maximum of two basic land cards, show them, place them in your hand, and then reshuffle your library.
For two generic mana, Sacrifice Yavimaya Elder: Draw a card.
Arixmethes, Slumbering Isle
Arixmethes, the Sleeping Island, is a legendary creature that costs 4 mana (2 of any color, 1 green, and 1 blue).
It enters tapped with five slumber counters on it.
As long as Arixmethes has a slumber counter on it, it’s a land. (It’s not a creature.)
Whenever you cast a spell, you may remove a slumber counter from Arixmethes.
Tap: Add Green and Blue mana
Citanul Hierophants
As a seasoned gamer, I’d rephrase that card description as follows: “Citanul Hierophant is a four-mana creature (three colorless and one green). The creatures I control can tap to provide me with an additional green mana.
Giggling Skitterspike
Giggling Skitterspike is a four-cost (four generic) artifact creature with Indestructible.
Every time Giggling Skitterspike launches an attack, is attacked, or is targeted by a spell, it retaliates by inflicting damage on all opponents, equivalent to its own power.
Five colorless mana symbols: Monstrous Nature 5. (If this creature doesn’t have the Monstrous trait, add five +1/+1 counters to it and it gains the Monstrous trait.)
Kheru Spellsnatcher
Kheru Spellsnatcher is a creature that costs four mana (three regular and one blue), and it can be turned face down as a Morph ability requiring six mana (four regular and two blue).
Whenever Kheru Spellsnatcher is flipped face-up, block the effect of a target spell. If this blocking action successfully counters the spell, instead of sending it to its owner’s graveyard, exile it instead. While the card remains exiled, you can cast it without paying its mana cost.
Kianne, Corrupted Memory
Kianne, Corrupted Memory is a four-cost (two generic, one green, and one blue) legendary creature.
As long as Kianne’s power is even, you may cast noncreature spells as though they had flash.
As long as Kianne’s power is odd, you may cast creature spells as though they had flash.
Whenever you draw a card, put a +1/+1 counter on Kianne.
Rashmi, Eternities Crafter
As a devout admirer, let me tell you about Rashmi, the Eternities Crafter – a formidable legendary being that sets me back four resources (two common, one green, and one blue). This extraordinary character has an exceptional ability: at the start of each turn, if I cast my initial spell for that round, I can reveal the top card from my deck. If this unveiled card is a spell with a lower mana cost, I can cast it without needing to pay its original mana cost. If I choose not to cast it, I can add it to my hand instead. What an amazing power she possesses!
Ashaya, Soul of the Wild
Ashaya, Soul of the Wild is a five-cost (three generic and two green) legendary creature.
Its power and toughness are each equal to the number of lands you control.
Creatures not token in nature, which you control, also possess the type ‘Forest’ alongside any others they may have, but they remain subject to summoning sickness.
Body of Knowledge
Body of Knowledge is a five-cost (three generic and two blue) creature.
Its power and toughness are each equal to the number of cards in your hand.
You have no maximum hand size.
Whenever Body of Knowledge is dealt damage, draw that many cards.
Tatyova, Benthic Druid
Tatyova, the Submarine Shaman is a legendary creature that costs five mana (three common, one green, and one blue). She has the ability called Landfall: when any land you have under your control enters the battlefield, you receive 1 life point and draw a card.
Whisperwood Elemental
Whisperwood Elemental is a five-cost (three generic and two green) creature.
At the conclusion of your turn’s final phase, reveal the top card from your deck. If it’s a creature card, place it on the battlefield face-down as a 2/2 creature. You can flip it face-up any time, provided you meet its mana cost.
By sacrificing Whisperwood Elemental, all of your non-token creatures will have the ability until the end of the turn: “When this creature is destroyed, bring the top card from your deck into play.
Yedora, Grave Gardener
Yedora, the Evergreen Caretaker is a legendary creature with a cost of five (four common and one green). When another non-token creature you control passes away, you have the option to bring it back to the battlefield, but this time it will be face down under its original controller’s supervision. This land type is a Forest (it has no other types or special abilities).
Aesi, Tyrant of Gyre Strait
As an enthusiast, I’d like to share my excitement about Aesi, the Tyrant of Gyre Strait – a six-cost legendary creature that demands a blend of four common resources, one green resource, and one blue resource to summon.
You may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, you may draw a card.
Curator Beastie
Curator Beastie is a six-cost (four generic and two green) creature with Reach.
Colorless creatures you control enter with two additional +1/+1 counters on them.
When Curator Beastie appears or attacks, evoke fear by revealing two cards from your deck. Place one onto the battlefield hidden as a 2/2 creature and discard the other. You can reveal and use the mana cost of the discarded card if it’s a creature card at any time.
Greater Tanuki
Greater Tanuki is a six-cost (four generic and two green) enchantment creature with Trample.
Find a Basic Land Card (two general and one green) from your deck, place it on the battlefield tapped, and then reshuffle your deck.
Hydra Omnivore
The six-cost Hydra Omnivore (requiring four common and two green resources) is a creature. When Hydra Omnivore inflicts combat damage on an opponent, it also inflicts the same amount of damage on all other opponents.
Multani, Yavimaya’s Avatar
In simpler terms, Multani, Guardian of the Grove is a special, legendary being that costs six mana (four common and two green). He possesses abilities called “Reach” and “Trample,” which allow him to attack from a distance and deal excess damage to an opponent if needed.
It gets +1/+1 for each land you control and each land card in your graveyard.
Give back one regular land and one green land you control to their respective owners. Move Multani from your graveyard back into your hand.
Temur War Shaman
Temur War Shaman is a six-cost (four generic and two green) creature.
As a gamer, when my Temur War Shaman makes an entrance, I summon the top card from my deck, hiding it face-down on the battlefield as a humble 2/2 creature. Whenever I wish and if it’s a creature card, I can flip it over, revealing its true form by paying the required mana cost.
When a permanent you own is flipped over, if it’s a creature card, you can choose to make it attack a creature you don’t control.
Thunderfoot Baloth
Thunderfoot Baloth is a six-cost (four generic and two green) creature with Trample.
In essence, if you manage to command your leader, Thunderfoot Baloth gains a boost of +2/+2 in both power and toughness, and any other creatures under your control also receive a similar enhancement with a +2/+2 boost, along with the added ability to trampled over any foes in their path.
Beanstalk Giant
The Beanstalk Giant is a creature that costs seven resources (six common and one green), with its strength and durability both dependent on the number of lands you currently have in play.
Additionally, it includes a charm called Vibrant Wanderpath, which consists of two common and one green mana symbols. This allows you to search your deck for a basic land card, place it onto the battlefield, and then reshuffle your deck. Later on, you can cast the creature from the exile pile if needed.
Shriekwood Devourer
The Shriekwood Devourer is a creature that requires seven resources (five common and two green), featuring the ability to Trample over defenders. When you launch an assault with one or more creatures, you can tap back up to X land areas, where X represents the highest power among those attacking creatures.
Worldspine Wurm
Worldspine Wurm is an 11-cost (eight generic and three green) creature with Trample.
When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with Trample.
When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner’s library.
Biomass Mutation
Transformation Spell (of a generic type, requiring either one green or blue card, and another green or blue card): For a moment, the creatures under your control will exhibit heightened characteristics, displaying strength and resilience equivalent to their current values (X/X), until the end of this turn.
Counterspell
Counterspell is a two-cost (two blue) instant spell. Counter target spell.
Growth Spiral
The Growth Spiral is an instant spell that requires two resources, one green and one blue. It allows you to draw a card and, optionally, place a land card from your hand onto the battlefield.
Rampant Growth
This two-cost (1 generic and 1 green) Sorcery spell is called Rampant Growth. It lets you find a Basic Land card in your deck, place it on the battlefield as a tapped card, and then reshuffle your deck.
Reality Shift
As a gamer, I’d describe Reality Shift like this: This instant spell costs me one generic and one blue mana. By targeting an opponent’s creature, I forcefully remove it from the game. In response, they reveal the top card of their deck and put it onto the battlefield face down as a 2/2 creature. If it turns out to be a creature card, they can choose to flip it up anytime, but only for its original mana cost.
Beast Within
The “Beast Within” spell costs three resources, two of which are generic and the other is green. When played, it eliminates a chosen permanent and in its place, your opponent summons a new 3/3 green creature token, representing a beast.
Cackling Counterpart
Cackling Counterpart is a three-cost (one generic and two blue) instant spell.
Create a token that’s a copy of target creature you control.
Time Jump Back (Five Generic and Two Shades of Blue) (You can bring this card back from your graveyard by paying its time jump back cost. After that, put it into exile.)
Cultivate
Nurture is a three-cost (two common and one forest) spell. Hunt through your collection of cards for no more than two basic land cards, show these cards, place one on the battlefield with it tapped and keep the other in your hand, then mix them back up.
Disorienting Choice
The four-cost spell “Disorienting Choice” is a sorcery. For each opponent, select as many as one artifact or enchantment they control. The controller of each chosen permanent can choose to exile it. If any of the selected permanents are still on the battlefield after this, you’ll search your library for up to that number of land cards, put them onto the battlefield tapped, then shuffle your library.
Eureka Moment
Eureka Moment is a four-cost (two generic, one green, and one blue) instant spell. Draw two cards. You may put a land card from your hand onto the battlefield.
Explosive Vegetation
This four-cost sorcery spell, requiring three common resources and one green, is named “Explosive Vegetation”. When cast, it allows you to pick out and place up to two basic land cards from your collection onto the battlefield in a tapped position. Subsequently, your library gets reshuffled.
Aether Gale
As an avid card enthusiast, I’m excited to share a card detail that has caught my attention – Aether Gale, a five-mana (three common and two blue) sorcery. This spell allows me to force the handover of six target nonland permanents back to their respective owners, giving them a moment’s pause in their gameplay strategy.
Oversimplify
This five-cost sorcery spell, simplified as “Oversimplify,” removes all creatures from play. As a result, each player generates a 0/0 Fractal creature token, colorless yet possessing both green and blue mana symbols. The number of +1/+1 counters on the token is equal to the total power (or strength) of the creatures controlled by that player that were exiled through this spell’s effect.
Overwhelming Stampede
This five-cost sorcery (3 common, 2 green) is called “Overwhelming Stampede.” For the remainder of the turn, any creatures you control will acquire the trample ability and have their power and toughness boosted to match the highest power among your controlled creatures.
Zimone’s Hypothesis
Zimone’s Hypothesis is an instant spell that costs 5 mana (3 common and 2 blue). This allows you to place a +1/+1 counter on one of your creatures, then pick either odd or even numbers. All other creatures with the selected power level will be sent back to their respective owners’ hand decks. (Zero is considered even in this context.)
Dig Through Time
Dig Through Time is an eight-cost (six generic and two blue) instant spell.
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Take a look at the first seven cards from your deck. Pick two of them and add them to your hand, then place the remaining cards back into your deck, but in any order you choose.
Ezuri’s Predation
In simpler terms, the Ezuri’s Predation spell costs eight mana (five regular and three green). When cast, it produces a 4/4 green Phyrexian Beast token for each creature your opponents control. These tokens then engage in combat with a separate opponent’s creature each.
Sol Ring
Sol Ring is a one-cost (one generic) artifact.
Tap: Add two colorless mana.
Arcane Signet
Arcane Signet is a two-cost (two generic) artifact.
Tap: Add one mana of any color in your commander’s color identity.
Simic Signet
Simic Signet is a two-cost (two generic) artifact.
One generic, Tap: Add One Green and Blue
Scroll of Fate
Scroll of Fate is a three-cost (three generic) artifact.
Click: Reveal a card from your deck and place it on the field, face down, as a 2/2 creature. You can flip it over whenever you wish, provided it’s a creature card, for the amount of mana required to do so.
Growing Dread
Growing Dread is an enchantment that costs two resources, one green and one blue, with the ability to be played immediately (Flash). When Growing Dread enters the battlefield, you can manifest dread. This means you look at the top two cards of your deck, put one onto the battlefield as a face-down 2/2 creature and the other into your graveyard. You can turn the face-down creature card face up at any time for its mana cost if it’s a creature card.
Trail of Mystery
Trail of Mystery is a two-cost (one generic and one green) enchantment.
As a gamer, whenever I flip over a face-down creature that I’m controlling, I get the chance to hunt down a basic land card from my library. If I find one, I can grab it, have a peek at it, and add it to my hand. After that, I need to reshuffle my library to keep the game going!
As a gamer, whenever I flip one of my permanents upright, if it’s a beast, it gains a temporary boost of +2/+2 for the rest of the turn.
Retreat to Coralhelm
Retreat to Coralhelm is a three-cost (two generic and one blue) enchantment.
Landfall — Whenever a land you control enters, choose one —
- You may tap or untap target creature.
- Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Wilderness Reclamation
At the start of your turn’s final phase, all lands under your control become untapped. This ability costs 4 mana (3 common and 1 green). It is an enchantment called Wilderness Reclamation.
Primordial Mist
Primordial Mist is a five-cost (four generic and one blue) enchantment.
During the final phase of your turn, you have the option to reveal the top card from your deck and place it on the battlefield with its face down, acting as a 2/2 creature. You can then choose to flip it over whenever you wish, provided that it’s a creature card, for which you will need to pay its mana cost.
Flip over a permanent you’re controlling onto the table: You can activate it this turn, but remember to pay any costs associated with it and follow all timing restrictions that apply.
They Came from the Pipes
They Came from the Pipes is a five-cost (four generic and one blue) enchantment.
When “They Came from the Pipes” arrives, it elicits fear in you twice. (To evoke fear, look at the top two cards of your deck. Put one onto the battlefield hidden as a 2/2 creature and the other into your graveyard. You can reveal it anytime if it’s a creature card by paying its mana cost.)
Whenever a face-down creature you control enters, draw a card.
Experimental Lab // Staff Room
On the battlefield, you have the ability to choose which half of a locked door remains unopened. This spell’s cost can be paid to unlock the door. (As a sorcery)
As a gamer, I’d say it like this: “In the game, when I activate this Lab, it costs four mana (three of any color and one green). It instills fear in whatever’s ahead, then boosts it with two strength and toughness points, plus the ability to trample over opponents if needed.
Staff Room is a three-cost (two generic and one green) enchantment.
When a creature you have on the battlefield inflicts damage during combat to an opponent, flip that creature face-up or give it a power and toughness boost by adding a +1/+1 counter to it.
Sandwurm Convergence
Sandwurm Convergence is an eight-cost (six generic and two green) enchantment.
Creatures with flying can’t attack you or planeswalkers you control.
At the beginning of your end step, create a 5/5 green Wurm creature token.
Lands
As for the lands in the MTG Jump Scare precon deck, it should have a total of 38 lands.
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2024-09-12 08:10