As a seasoned Magic: The Gathering player with over two decades of experience under my belt, I must say that these cards you’ve presented are quite intriguing! They each possess unique abilities and interactions that can significantly impact gameplay.
The upcoming Magic: The Gathering expansion, Duskmourn: House of Horror, is set for worldwide launch on September 27, 2024. Despite being a bit of a wait, Magic enthusiasts are brimming with excitement about what this new set has in store. Thankfully, Wizards of the Coast has revealed all the cards that will be included in the expansion.
In this article, we will list down all multicolored cards coming to MTG Duskmourn.
All MTG Duskmourn Multicolored Cards
Here’s a full list of all multicolored cards coming to the set.
Gremlin Tamer
One white, one blue creature
Mysterious: Whenever a spell under your control enters the field or when you completely open a room, produce a 1/1 Red Gremlin creature token.
Inquisitive Glimmer
One white, one blue enchantment creature
Enchantment spells you cast cost one generic less to cast.
Unlock costs you pay cost one generic less.
Niko, Light of Hope
Two generic, one white, one blue legendary creature
Whenever Niko, Beacon of Hope appears, generate two Shard Tokens. These tokens function as enchantments, allowing you to sacrifice them and subsequently scry 1 (look at the top cards of your library and put any number of them back on the bottom of your library), followed by drawing a card.
Two generic, Tap: Exile target nonlegendary creature you control. Shards you control become copies of it until the beginning of the next end step. Return it to the battlefield under its owner’s control at the beginning of the next end step.
Restricted Office // Lecture Hall
Restricted Office
Two generic, two white enchantment
On the battlefield, you have the option to unlock either half of a door. This door can be unlocked as a spell, and its cost is the mana required to cast the unlocking spell.
When you unlock this door, destroy all creatures with power 3 or greater.
Lecute Hall
Five generic, two blue enchantment
On the battlefield, you have the option to unlock either half of a door by spending the required mana. (As a spell, this ability allows you to pay the mana cost to open a locked door.)
Other permanents you control have hexproof.
Fear of Infinity
One generic, one blue, one red enchantment creature
Flying, lifelink
Fear of Infinity can’t block.
Mysterious – Any time a charm you manage comes into play or when you completely open up a room, you can move Fear of Infinity back to your hand from your graveyard.
Kaito, Bane of Nightmares
Two generic, one blue, one black legendary Planeswalker
Ninjutsu Technique: One common, one azure, one dark (One common, one azure, one dark, By returning a controller’s unblocked attacker from play to hand, place this card on the battlefield tapped and attacking.)
While it’s your turn, if Kaito possesses one or more loyalty tokens, he transforms into a 3/4 Ninja creature with the ability to be protected from spells and abilities that target him (also known as having hexproof).
+1: You get an emblem with “Ninjas you control get +1/+1.”
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
-2: Tap target creature. Put two stun counters on it.
Nashi, Searcher in the Dark
One blue, one black legendary creature
Menace
When Nashi, the Dark Searcher inflicts combat damage upon a player, you draw that many cards from the deck. You have the option to select any number of legendary or enchantment cards from these drawn cards and add them to your hand. If no cards are added to your hand through this process, a +1/+1 counter is placed onto Nashi.
Skullsnap Nuisance
One blue, one black creature
Flying
Unsettling – Whenever a spell under your control is cast or when you completely open a space, observe one card from your deck’s topmost position (You can choose to place it in your discard pile).
Disturbing Mirth
One black, one red enchantment
Whenever Unsettling Laughter is played, you have the option to discard another charm or creature. If you choose to do so, you will be dealt two new cards.
When you choose to relinquish Joy that Causes Unease, reveal a sense of terror instead. (Look at the top two cards from your deck. Place one onto the battlefield as a hidden 2/2 creature and discard the other into your graveyard. You can reveal it later, whenever you wish, if it’s a card depicting a creature, for its required mana cost.)
Sawblade Skinripper
One generic, one black, one red creature
Menace
Two generic, Sacrifice another creature or enchantment: Put a +1/+1 counter on Sawblade Skinripper.
In the final phase of your turn, if you’ve discarded one or more permanent items this time around, Sawblade Skinripper will inflict that amount of damage on any chosen target.
Undead Sprinter
One black, one red creature
Trample, haste
You may cast Undead Sprinter from your graveyard if a non-Zombie creature died this turn. If you do, Undead Sprinter enters with a +1/+1 counter on it.
Beastie Beatdown
One red, one green sorcery
Choose target creature you control and target creature an opponent controls.
Delirium – If you have at least four distinct types of cards in your graveyard, add two +1/+1 counters to a creature you control.
The creature you control deals damage equal to its power to the creature an opponent controls.
Peer Past The Veil
Two generic, one red, one green instant
First, set aside your hand, followed by picking up X cards, with X being the count of unique card types from the cards in your cemetery (graveyard).
Wildfire Wickerfolk
One red, one green artifact creature
Haste
Delirium – The Wickerfolk (Wildfire) gains a +1/+1 boost and the ability to trample through opponents’ defenses, provided that there are at least four distinct card types in your graveyard.
Baseball Bat
One green, one white artifact
When Baseball Bat enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, tap up to one target creature.
Give these items to any three creatures you control. They can be equipped only by casting them as a spell.
Rip, Spawn Hunter
Two generic, one green, one white legendary creature
During the start of your second major turn phase, if Rip, Spawn Hunter is facing down, flip it over. Then, look at the top X cards from your deck (X being its power). You can select any number of Creature and/or Vehicle cards with distinct powers from among them and add them to your hand. The remaining cards get placed back into your deck in a random order, starting from the bottom.
Shrewd Storyteller
One generic, one green, one white creature
In the start of your second main phase, if Shrewd Storyteller is not activated, add a strength and toughness bonus to one creature.
Rite Of The Moth
One generic, one white, two black sorcery
Bring back a creature card from your graveyard to the battlefield, adding a “permanence” token to it (and if this creature with the “permanence” token would be destroyed, it gets sent to the exile area instead).
3 cards of a generic nature, two being white and one black can be brought back from the graveyard by spending their flashback cost. Afterward, they should be exiled.
Victor, Valgavoth’s Seneschal
One generic, one white, one black legendary creature
Mysterious – Whenever a spell you have under your control enters the field and whenever you open a Room for the first, second or third time this turn, observe 2 if this ability is triggering for the first time. If it’s the second or third time, each opponent must discard a card from their hand, or place a creature card from a graveyard onto the battlefield under your control respectively.
Intruding Soulrager
One blue, one red creature
Vigilance
Tap, Sacrifice a Room: Intruding Soulrager deals 2 damage to each opponent. Draw a card.
Roaring Furnace // Steaming Sauna
Roaring Furnace
One generic, one red enchantment
As an enthusiast, I can choose to engage either side of the conflict. On the battlefield, that specific door remains sealed until activated by me, serving as a form of sorcery. By meeting its required mana cost, I have the power to unlock it.
When you open this door, it inflicts harm on a creature controlled by your adversary, with the amount of damage being equivalent to the number of cards currently in your possession.
Steaming Sauna
Three generic, two blue enchantment
On the battlefield, you have the option to unlock either half of the door by paying its required mana cost, which serves as a kind of magical lock. (Or, more casually: You can pay the mana cost to magically unlock one half of that door on the battlefield if needed.)
You have no maximum hand size.
At the beginning of your end step, draw a card.
Smoky Lounge // Misty Salon
Smoky Lounge
Two generic, one red enchantment – Room – Uncommon
On the battlefield, you have the option to unlock either half of a door. This spell requires the payment of its mana cost to perform the unlocking.
At the onset of your initial main phase, introduce two Red cards into play. Use this mana exclusively for casting Room spells and opening doors.
Misty Salon
Three generic, one blue enchantment – Room – Uncommon
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Whenever you open a door from your controlled rooms, a flying Spirit creature token of blue color will appear, with its power being equal to the number of unlocked doors you currently have under your control.
Broodspinner
One black, one green creature
Reach
As I draw from my deck, when Broodspinner appears, I’ll glance at the topmost pair of cards, decide which ones to discard into my graveyard, and then randomly rearrange the remaining cards on top of my deck.
By tapping four generic, one black, and one green card, sacrifice Sacrific Broodspinner to produce a certain amount of 1/1 black and green Flying Insect creature tokens. The quantity of tokens corresponds to the variety of card types found in your cemetery (graveyard).
Drag to the Roots
Two generic, one black, one green instant
Delirium – Casting this spell requires two fewer generic mana if there are four or more distinct card types in your graveyard.
Destroy target nonland permanent.
The Swarmweaver
Two generic, one black, one green legendary artifact creature
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium – If at least four distinct card types are present in your graveyard, any Insects or Spiders you control will gain a +1/+1 boost and acquire the deathtouch ability.
Arabella, Abandoned Doll
One red, one white legendary artifact creature
Every time Arabella, Abandoned Doll assaults, she inflicts X damage on each adversary, while simultaneously boosting your life total by X, with X representing the count of your creatures that possess power 2 or less.
Midnight Mayhem
Two generic, one red, one white sorcery
Produce three token creatures that resemble a 1/1 Red Gremlin. The Gremlins under your control will possess the abilities of Menace, Lifelink, and Haste until the end of this turn. (A creature with Menace can only be blocked by two or more creatures.)
The Jolly Balloon Man
One generic, one red, one white legendary creature
Haste
Duplicate one creature you currently control, making it a 1/1 Red Balloon creature with Flying and Haste, alongside its original colors and types. It will be sacrificed at the start of the following turn’s end step. This action can only be performed as a sorcery.
Growing Dread
One green, one blue enchantment
Flash
Whenever Dread Grows, create a 2/2 creature on the battlefield hidden from view (put it onto the field face down) and place the other card drawn from the top of your library into your graveyard. You can reveal this hidden creature by paying its mana cost if it’s a creature card.
Oblivious Bookworm
One green, one blue creature
In conclusion of your turn’s final phase, you have the option to pull a new card. However, if you decide to do so, you must then dispose of another card, unless a permanent was put into play facing down on your side during this turn or you flipped a permanent face-up during this turn.
Zimone, All-Questioning
One generic, one green, one blue legendary creature
If you’ve brought a land onto the battlefield using your control this turn and you currently have an odd number of lands under your command, at the end of your turn, create a legendary Fractal creature token named Primo, the Indivisible. This token will be colorless and has no power or toughness (0/0). Then, give Primo that many +1/+1 counters, where the number corresponds to the prime number of lands you control. Prime numbers are 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31.
Winter, Misanthropic Guide
One generic, one black, one red, one green legendary creature
Ward: two generic mana
At the beginning of your upkeep, each player draws two cards.
Delirium – If you have at least 4 distinct types of cards in your graveyard, then each opponent’s maximum hand size is adjusted to be seven less than the number of unique card types in your graveyard.
Marina Vendrell
One white, one blue, one black, one red, one green legendary creature
As soon as Marina Venderell arrives, show the top seven cards from your deck. Move all enchantment cards found among them into your hand, and place the remaining cards at the bottom of your deck in a mixed-up order.
Tap: Lock or unlock a door of target Room you control. Activate only as a sorcery.
In summary, that wraps up our guide about the upcoming multicolored cards in MTG Duskmourn. If you’re eager for additional Magic: The Gathering content, be sure to explore the complete reveal of MTG Death Toll!
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2024-09-18 07:09