Alright there, fellow card connoisseur! I’ve been trudging through the fiery planes of Red these days, and boy oh boy, have I found some spicy cards that’ll make your opponents sweat!
The upcoming Magic: The Gathering (MTG) collection, titled “Duskmourn: House of Horror,” is set for a worldwide launch on September 27, 2024. Although it’s a little ways off at the moment, MTG enthusiasts are already buzzing with excitement about what this new set will offer. Luckily, Wizards of the Coast has revealed the complete list of cards from the “Duskmourn” expansion.
In this article, we will list down all monored cards coming to MTG Duskmourn.
All MTG Duskmourn Monored Cards
Here’s a full list of all monored cards coming to MTG Duskmourn.
Bedhead Beastie
Four generic, two red creature – Beast – 5/6 – Common
Menace (This creature can’t be blocked except by two or more creatures.)
“Find a Mountain card hidden in your library, show it to everyone, take it into your hand, and mix up the rest of your cards.
Betrayer’s Bargain
One generic, one red instant – Uncommon
As an additional cost to cast this spell, sacrifice a creature or enchantment or pay two generic.
In the event that a creature is struck by Betrayer’s Bargain, it will suffer 5 points of damage. If, during this turn, the affected creature appears to be on the verge of death, it will be removed from the game and stored in an area known as exile, rather than being permanently destroyed.
Boilerbilges Ripper
Four generic, one red creature – Human Assassin – 4/4 – Common
Upon Boilerbilges Ripper’s entrance, you have the option to forfeit another creature or enchantment. In exchange, Boilerbilges Ripper will inflict 2 points of damage onto a target of your choice.
Chainsaw
One generic, one red artifact – Equipment – Rare
When Chainsaw enters, it deals 3 damage to up to one target creature.
Whenever one or more creatures die, put a rev counter on Chainsaw.
Equipped creature gets +X/+0, where X is the number of rev counters on Chainsaw.
Charred Foyer // Warped Space
Charred Foyer
Three generic, one red enchantment – Room – Mythic Rare
(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.)
At the beginning of your upkeep, exile the top card of your library. You may play it this turn.
Warped Space
Four generic, two red enchantment – Room – Mythic Rare
As a gamer, I can choose to unleash either half of my sorcery’s power. This spell will open a door on the battlefield that’s currently locked. By spending the required mana, I can unlock the door and gain an advantage in the game.
Every time you play a spell from exile, you have the option to pay no mana instead of the spell’s regular mana cost.
Clockwork Percussionist
One red artifact creature – Monkey Toy – 1/1 – Common
Haste
When the Clockwork Percussionist ceases functioning, move the top card from your deck into play, keeping it active until the end of your following turn.
Cursed Recording
Two generic, two red artifact – Rare
Every time you play an instant or sorcery card, place a time marker on the Cursed Recording. If there are six or more markers on it, take away the markers and suffer 20 points of damage.
Whenever you play an instant or sorcery spell during this turn, you can duplicate that spell. You have the option to select new targets for the duplicated spell.
Diversion Specialist
Three generic, one red creature – Human Warrior – 4/3 – Uncommon
Menace (This creature can’t be blocked except by two or more creatures.)
Trade one of your creatures or enchantments from the game area, causing it to leave (be exiled). Then, you have the option to play the top card from your deck that’s now exposed (exiled) during this very turn.
Enduring Courage
Two generic, two red enchantment creature – Dog Glimmer – 3/3 – Rare
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
If Enduring Courage leaves play, bring it back onto the battlefield controlled by its owner, as though it were a creature. (However, it’s important to note that it isn’t actually a creature.)
Fear of Being Hunted
One generic, two red enchantment creature – Nightmare – 4/2 – Uncommon
Haste
Fear of Being Hunted must be blocked if able.
Fear of Burning Alive
Four generic, two white, red enchantment creature – Nightmare – 4/4 – Uncommon
When Fear of Burning Alive enters, it deals 4 damage to each opponent.
In this scenario, when a resource under your management inflicts non-combat harm on an adversary, if you have at least four distinct card types in your graveyard, the card “Fear of Being Roasted Alive” will inflict the equivalent amount of damage onto a creature that the player is controlling.
Fear of Missing Out
One generic, one red enchantment creature – Nightmare – 2/3 – Rare
When Fear of Missing Out enters, discard a card, then draw a card.
Delirium – Triggers when the Anxiety of Missing Out occurs at the start of every round (your turn), if you have 4 or more different types of cards in your graveyard, it will make a chosen creature uncapped (undo any tapping effects on that creature). Furthermore, following this phase, an extra Combat phase is added.
Glassworks // Shattered Yard
Glassworks
Two generic, one red enchantment – Room – Common
As a game character, I can unleash my power and open an alternate path on the battlefield. This spell requires me to spend the required mana to unlock a previously locked door.
When you unlock this door, the Room deals 4 damage to target creature an opponent controls.
Shattered Yard
Four generic, one red enchantment – Room – Common
n option for paraphrasing your sentence:
At the beginning of your end step, this Room deals 1 damage to each opponent.
Grab the Prize
One generic, one red sorcery – Common
As an additional cost to cast this spell, discard a card.
Pull out two cards from the deck. If the card you set aside isn’t a land type, the “Grab the Prize” ability will inflict 2 points of damage on each of your opponents.
Hand That Feeds
One generic, one red creature – Mutant – 2/2 – Common
Delirium triggers a power boost for The Hand That Feeds when it assaults you if there are four or more distinct types of cards in your graveyard at that moment. During the same turn, it will acquire a +2/+0 enhancement and the Menace ability, meaning it can’t be blocked by a single creature, only two or more.
Impossible Inferno
Four generic, one red instant – Common
Impossible Inferno deals 6 damage to target creature.
If you have at least four distinct types of cards in your graveyard, take the top card from your deck and put it into an area called “exile”. You can then play this card until the end of your following turn.
Infernal Phantom
Three generic, one red creature – Spirit – 2/3 – Uncommon
Mysterious – When a spell under your control is placed or when you completely open a room, Infernal Phantom temporarily gains a strength bonus of 2 and no defense bonus until the end of the turn.
When Infernal Phantom dies, it deals damage equal to its power to any target.
Irreverent Gremlin
One generic, one red creature – Gremlin – 2/2 – Uncommon
Menace (This creature can’t be blocked except by two or more creatures.)
As a fervent enthusiast, whenever a fellow creature of mine with a power level of 2 or less joins the game, I have the option to discard one card from my hand. Should I choose to do so, I’ll be rewarded by drawing a new card. However, this special ability can only be activated once per turn.
Leyline of Resonance
Two generic, two red enchantment – Rare
If Leyline of Resonance is in your opening hand, you may begin the game with it on the battlefield.
Every time you play an instant or sorcery card that affects just one creature you own, make a duplicate of that spell. You have the option to select new targets for the duplicated spell.
Most Valuable Slayer
Three generic, one red creature – Human Warrior – 2/4 – Common
Whenever you attack, target attacking creature gets +1/+0 and gains first strike until end of turn.
Norin, Swift Survivalist
One red legendary creature – Human Coward – 2/1 – Uncommon
Norin, Swift Survivalist can’t block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
Overlord of the Boilerbilges
Four generic, two red enchantment creature – Avatar Horror – Mythic Rare
Upcoming Event – This spell has two generic and two red mana cost symbols. If you pay this spell’s escalating cost, it enters the battlefield with four timestamp markers and behaves as a non-creature until the last one is removed. At the end of your turn, remove one timestamp marker from it.
Whenever Overlord of the Boilerbilges enters or attacks, it deals 4 damage to any target.
Painter’s Studio // Defaced Gallery
Painter’s Studio
Two generic, one red enchantment – Room – Uncommon
On the battlefield, you have the option to unlock either half of a door. This door can be opened by spending the required mana as a spell.
When you open this door, move the topmost two cards from your deck to an excluded area. During your following turn, you can utilize those cards before they return to your deck.
Defaced Gallery
One generic, one red enchantment – Room – Uncommon
On the battlefield, you have the ability to choose to unlock either half of a door by spending the required mana. (As a sorcery, this means you can spend the specified amount of mana to unlock the locked door.)
Whenever you attack, attacking creatures you control get +1/+0 until end of turn.
Piggy Bank
One generic, one red artifact creature – Bear Toy – 3/2 – Uncommon
Upon the demise of the Piggy Bank, introduce a new artifact called Treasure Token. This artifact has the ability to be tapped and sacrificed, providing one mana of any color in return.
Pyroclasm
One generic, two red sorcery – Uncommon
Pyroclasm deals 2 damage to each creature.
Ragged Playmate
One generic, one red artifact creature – Toy – 2/2 – Common
One generic, tap: Target creature with power 2 or less can’t be blocked this turn.
Rampaging Soulrager
Two generic, one red creature – Spirit – 1/4 – Common
The ferocious SoulRager increases its power by three when there are at least two doors that are open among the rooms you manage.
Razorkin Hordecaller
Four generic, one red creature – Human Clown Berserker – 4/4 – Uncommon
Haste
Whenever you attack, create a 1/1 red Gremlin creature token.
Razorkin Needlehead
Two red creature – Human Assassin – 2/2 – Rare
Razorkin Needlehead has first strike during your turn.
Whenever an opponent draws a card, Razorkin Needlehead deals 1 damage to them.
Ripchain Razorkin
Three generic, one red creature – Human Berserker – 5/3 – Common
Reach
Two generic, one red, Sacrifice a land: Draw a card.
Scorching Dragonfire
One generic, one red instant – Common
Intense Dragon’s Flame inflicts 3 points of damage on the chosen creature or planeswalker. If doing so causes its death this turn, remove it from the game and place it in the exile zone instead.
Screaming Nemesis
Two generic, one red creature – Spirit – 3/3 – Mythic Rare
Haste
When the character ‘Screaming Nemesis’ receives damage, it inflicts the same amount of damage on another target immediately. However, if a player is injured through this method, they are unable to regain life points for the remainder of the game.
Ticket Booth // Tunnel of Hate
Ticket Booth
Two generic, one red enchantment – Room – Common
On the battlefield, you have the ability to unlock either half of a door by spending the required mana cost, if it’s currently locked. (This is similar to casting a spell in magic terms.)
When you unlock this door, manifest dread.
Tunnel of Hate
Four generic, two red enchantment – Room – Common
(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 attack, target attacking creature gains double strike until end of turn.
The Rollercrusher Ride
X generic, two generic, one red legendary enchantment – Mythic Rare
If a controlled source you possess inflicts non-combat damage upon a permanent or player when there are four or more distinct card types in your graveyard, it will cause twice the usual amount of damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
Trial of Agony
One red sorcery – Uncommon
As a passionate gamer, let me explain one of my favorite strategies: I select two creatures belonging to my adversary. The adversary then picks one of these creatures. The chosen creature will endure 5 points of damage from Trial of Agony, and the remaining creature won’t be able to block during this turn.
Turn Inside Out
One red instant – Common
The chosen being temporarily gains 3 extra points in attack power, but no change in defense, until the end of this turn. If it perishes during this turn, evoke a sense of dread by revealing the top two cards from your deck. Place one of them onto the battlefield as a hidden 2/2 creature and put the other into your graveyard. You can flip it face-up at any time for its mana cost, if it’s a creature card.
Untimely Malfunction
One generic, one red instant – Uncommon
Choose one —
Destroy target artifact.
Change the target of target spell or ability with a single target.
One or two target creatures can’t block this turn.
Vengeful Possession
Two generic, one red sorcery – Uncommon
For this turn, you take command over the chosen creature. Make it untapped. Until the end of this turn, it will move immediately if able (haste). If you decide to discard a card from your hand, you’ll receive another one in its place.
Vicious Clown
Two generic, one red creature – Human Clown – Common
When a creature under your control with power 2 or less is put into play, Vicious Clown temporarily gains +2 attack and no changes in defense until the end of this turn.
Violent Urge
One red instant – Uncommon
Target creature gets +1/+0 and gains first strike until end of turn.
Delirium – If there are four or more card types among cards in your graveyard, that creature gains double strike until end of turn.
Waltz of Rage
Three generic, two red sorcery – Rare
The creature you manage on the field inflicts damage on other creatures that are under your control, equivalent to its own power. For the remainder of this turn, any time a creature you command ceases to exist, exile the top card from your deck. You may utilize this card until your next turn.
In summary, here ends our comprehensive guide on the upcoming monowhite cards for MTG Duskmourn. If you’re looking for more MTG Duskmourn-related content, I recommend exploring our complete collection of monoblack cards from MTG Duskmourn.
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2024-09-23 06:39