As a seasoned Magic: The Gathering player who’s seen more than a few sunsets over the battlefield, let me tell you that the monowhite cards coming to MTG Duskmourn are a sight for sore eyes!
The forthcoming Magic: The Gathering set, Duskmourn: House of Horror, is all set for a worldwide launch on the 27th of September, 2024. Despite being a week away, enthusiasts of MTG are buzzing with excitement about what this set has in store. Luckily, Wizards of the Coast has revealed the complete list of cards that will be part of the set.
In this article, we will list down all monowhite cards coming to MTG Duskmourn.
All MTG Duskmourn Multicolored Cards
Here’s a full list of all monowhite cards coming to the set.
Acrobatic Cheerleader
One generic, one white creature – Human Survivor – 2/2 – Common
During the start of your second primary phase, if Acrobatic Cheerleader is tapped, you can place a “flying” token onto it. This special ability will activate just one time.
Cult Healer
Two generic, one white creature – Human Doctor – 3/3 – Common
Unsettling – When a spell under your enchantment’s effect enters the field, and each time you completely open a room, Cult Healer temporarily acquires lifelink until the end of the turn.
Dazzling Theater // Prop Room
Dazzling Theater
Three generic, one white enchantment – Room – Rare
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.
The spells you summon also benefit from the aid of your creatures. (In other words, when you’re casting a creature spell, each creature you tap will contribute to its cost by providing one generic or one mana of the creature’s corresponding color.)
Prop Room
Two generic, one white enchantment – Room – Rare
On the battlefield, you have the ability (to choose) to unlock either half of a door by spending the required mana. (This is considered a form of magic.)
Untap each creature you control during each other player’s untap step.
Dollmaker’s Shop // Porcelain Gallery
Dollmaker’s Shop
One generic, one white enchantment – Room – Mythic Rare
On the battlefield, you have the option to unlock either half of a door. This door can be opened by paying the required mana cost (the price to cast the spell) if it’s currently locked.
Here’s a simple rephrasing of the given text that aims for clarity and ease of understanding:
Porcelain Gallery
Four generic, two white 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.)
Creatures you control have base power and toughness equal to the number of creatures you control.
Emerge from the Cocoon
Four generic, one white sorcery – Common
Return target creature card from your graveyard to the battlefield. You gain 3 life.
Enduring Innocence
One generic, two white enchantment creature – Sheep Glimmer – 2/1 – Rare
Lifelink
When a creature you control with power 2 or less enters the battlefield, you get to draw a card, but this ability can trigger only once per turn.
If Enduring Innocence ceases to exist, imagine it as a being, place it back onto the battlefield controlled by its owner. It’s an enchantment, not a creature. (For clarity, it doesn’t have the characteristics of a creature.)
Ethereal Armor
One generic, one white, one black legendary creature – Human Warlock – 3/3 – Rare
Mysterious – When 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 it’s the first activation. If it’s the second, each opponent discards a card. If it’s the third, place a creature card from a graveyard onto the battlefield under your control.
Exorcise
One generic, one white sorcery – Uncommon
Exile target artifact, enchantment, or creature with power 4 or greater.
Fear of Abduction
Four generic, two white enchantment creature – Nightmare – 5/5 – Uncommon
As an additional cost to cast this spell, exile a creature you control.
Flying
When Fear of Abduction enters, exile target creature an opponent controls.
As Fear of Abduction enters the battlefield, exile target creature an opponent controls.
When Fear of Abduction leaves the battlefield, put each card exiled with it into its owner’s hand.
Fear of Immobility
Four generic, one white enchantment creature – Nightmare – 4/4 – Common
Whenever Fear of Inactivity takes hold, you can touch a single creature as your goal. If another player has control over this creature, place a “stunned” marker on it. (Should a permanent bearing a “stunned” counter be slated to become untapped, remove one such marker from it instead.)
Fear of Surveillance
One generic, one white enchantment creature – Nightmare – 2/2 – Common
Vigilance
When that bothersome feeling of being watched creeps up on me, I can opt to flip over the top card from my deck and send it straight to my discard pile.
Friendly Ghost
Three generic, one white creature – Spirit – 2/4 – Common
Flying
When Friendly Ghost enters, target creature gets +2/+4 until end of turn.
Ghostly Dancers
Three generic, two white creature – Spirit – 2/5 – Rare
Flying
When Ghostly Dancers appears, either put back one enchantment card from your graveyard into your hand, or free up a locked room that you’re controlling.
Unsettling – Whenever a spell under your control is cast or when a room is completely opened by you, produce a 3/1 white flying Spirit creature as a token.
Glimmer Seeker
Two generic, one white creature – Human Survivor – 3/3 – Uncommon
During the onset of your second primary turn phase, should the Glimmer Seeker be tapped, you’ll have an opportunity to draw a card if you possess a Glimmer creature. If, however, no Glimmer Creature is under your command at that time, a 1/1 white token representing a Glimmer enchantment creature will materialize instead.
Grand Entryway // Elegant Rotunda
Grand Entryway
One generic, one white enchantment – Room – Common
As a gamer, when I encounter a locked door on the battlefield, I have the option to use my sorcerous powers to bypass the lock. To do so, I need to pay the required mana cost specified for that particular door. Once paid, the door will be magically unlocked and I can proceed further.
When you unlock this door, create a 1/1 white Glimmer enchantment creature token.
Elegant Rotunda
Two generic, one white 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.)
When you unlock this door, put a +1/+1 counter on each of up to two target creatures.
Hardened Escort
Two generic, one white creature – Human Soldier – 2/4 – Common
Whenever Hardened Escort launches an attack, another creature under your control temporarily acquires a boost in power (+1) and toughness (no change), and becomes immune to being destroyed until the end of the turn (damages and effects intended to “destroy” it will have no effect).
Jump Scare
One white instant – Common
For the remainder of this turn, the chosen creature will be augmented with a +2/+2 boost in both power and toughness, acquire the ability to fly, and transform into a Horror type in conjunction with any existing ones it may already have.
Leyline of Hope
Two generic, two white enchantment – Rare
If Leyline of Hope is in your opening hand, you may begin the game with it on the battlefield.
If you would gain life, you gain that much life plus 1 instead.
If your current life total is at least 7 above your initial value, any creatures you control will gain a bonus of +2/+2 in power and toughness.
Lionheart Glimmer
Three generic, two white enchantment creature – Cat Glimmer – 2/5 – Uncommon
Whenever this creature is targeted by a spell or ability controlled by an opponent, you may cancel it. However, the opponent must pay two “wildcards” to prevent this from happening.
Whenever you attack, creatures you control get +1/+1 until end of turn.
Living Phone
Two generic, one white artifact creature – Toy – 2/1 – Common
If your Living Phone stops functioning, take a glance at the topmost five cards from your deck (library). You can then choose to unveil a creature card with power 2 or lower from among these and transfer it into your hand. The remaining cards should be shuffled and placed back at the bottom of your deck in a random sequence.
Optimistic Scavenger
One white creature – Human Scout – 1/1 – Uncommon
Mysterious – Whenever a spell under your control is cast and every time a room is completely opened by you, place a +1/+1 counter on a chosen creature.
Orphans of the Wheat
One generic, one white creature – Human – 2/1 – Uncommon
When Orphans of the Wheat launches an attack, you can tap any number of your unoccupied creatures. Orphans of the Wheat will temporarily gain a strength increase equal to the number of creatures tapped in this manner.
Overlord of the Mistmoors
Five generic, two white enchantment creature – Avatar Horror – 6/6 – Mythic Rare
Upcoming 4 – This spell becomes a non-creature with four timer markers when cast at an increased cost. At the start of your turn’s end step, one timer marker will be removed from it.
Every time the Ruler of the Mistmoors appears or assaults, generate two 2/1 flying White Creatures that are Insects as tokens.
Patched Plaything
Two generic, one white artifact creature – Toy – 4/3 – Uncommon
Double strike
Patched Plaything enters with two -1/-1 counters on it if you cast it from your hand.
Possessed Goat
One white creature – Goat – 1/1 – Common
Three generic tokens, discard one: Grant the goat, the Possessed Goat, with three +1/+1 counters and transform it into a demon of color black, along with any other colors or types it may have, but this ability can be activated only once.
Reluctant Role Model
One generic, one white creature – Human Survivor – 2/2 – Rare
In the start of your second major round, should Reluctant Role Model be activated, give it a wing ability, a link to its life total for every point of damage dealt to it, or an increase in both attack and defense values by 1.
When a Reluctant Role Model or another creature under your control passes away (dies), if that creature had any counters on it at the time, move those counters onto as many as one other creature you control.
Savior of the Small
Three generic, one white creature – Kor Survivor – 3/4 – Uncommon
Revival – At the onset of your second major turn, if Savior of the Small is activated, you may retrieve a creature card from your graveyard that has a mana cost of 3 or less and place it back into your hand.
Seized From Slumber
Four generic, one white instant – Common
This spell costs three generic less to cast if it targets a tapped creature.
Destroy target creature.
Shardmage’s Rescue
One white enchantment – Aura – Uncommon
Flash
Enchant creature you control
As long as Shardmage’s Rescue entered this turn, enchanted creature has hexproof.
Enchanted creature gets +1/+1.
Sheltered by Ghosts
One generic, one white enchantment – Aura – Uncommon
Enchant creature you control
When Sheltered by Ghosts is played, it forces an opponent to remove a non-land permanent they control from the game as long as Sheltered by Ghosts remains on the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward 2.
Shepherding Spirits
Four generic, two white creature – Spirit – 4/5 – Common
Flying
discard this card to search your deck for a plain lands card, show it, place it in your hand, and then reshuffle your deck.
Splitskin Doll
One generic, one white artifact creature – Toy – 2/1 – Common
Whenever Splitskin Doll appears, draw a new card. However, get rid of one card from your hand unless you currently have another creature that has 2 power or less under your control.
Split Up
One generic, two white sorcery – Rare
Choose one –
- Destroy all tapped creatures.
- Destroy all untapped creatures.
Surgical Suite // Hospital Room
Surgical Suite
One generic, one white 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.)
As a thrill runs through me, I eagerly watch as you flip the key in the lock. The moment that door creaks open, it’s like magic – summoning a beloved creature back from the dead, one with a mana value of 3 or less, right before my eyes!
Hospital Room
Three generic, one white enchantment – Room – Uncommon
On the battlefield, you can choose to open either half of the locked door by meeting its specified mana cost as a spell.
Whenever you attack, put a +1/+1 counter on target attacking creature.
The Wandering Rescuer
Three generic, two white legendary creature – Human Samurai Noble – 3/4 – Mythic Rare
Flash
Summon aid (This spell allows your creature to assist with the casting. When you cast this spell, each tapped creature contributes either one colorless mana or one mana of its own color.)
Double strike
Other tapped creatures you control have hexproof.
Toby, Beastie Befriender
Two generic, one white legendary creature – Human Wizard – 1/1 – Rare
As soon as Toby, the Friend of Beasts, arrives, let’s summon a 4/4 White Beast creature token. However, this creature won’t be able to attack or defend on its own.
As long as you control four or more creature tokens, creature tokens you control have flying.
Trapped in the Screen
Two generic, one white enchantment – Common
When a spell or ability controlled by your opponent targets this enchantment, you can stop it if they don’t pay for it using two generic resources.
When “Trapped in the Screen” appears on the battlefield, force your opponent to remove (exile) a permanent they control – an artifact, creature, or enchantment – as long as “Trapped in the Screen” remains there.
Unidentified Hovership
One generic, two white artifact – Vehicle – 2/2 – Rare
Flying
When Unindetified Hovership enters, exile up to one target creature with toughness 5 or less.
When Unidentified Hovership leaves the battlefield, the exiled card’s owner manifests dread.
Crew 1
Unsettling Twins
Three generic, one white creature – Human – 2/2 – Common
When the Troublesome Twins arrive, feel a chill of foreboding. (Look at the top two cards from your deck. Put one onto the battlefield as a 2/2 creature face down and put the other into your graveyard. You can turn it face up any time, if it’s a creature card, for its mana cost.)
Unwanted Remake
Eliminate the targeted creature. Its controller summons fear, allowing them to flip over the topmost two cards from their deck. One of these cards will enter the battlefield as a 2/2 face-down creature while the other goes into their graveyard. If the flipped card is a creature, it can be turned upright at any time for its mana cost.
Veteran Survivor
One white creature – Human Survivor – 2/1 – Uncommon
During the start of your second major round, if Veteran Survivor is flipped over, you can remove up to one card from any graveyard.
If at least three cards have been set aside (exiled) alongside Veteran Survivor, then it gains a strength bonus of +3/+3 and becomes immune to harmful spells and abilities controlled by your opponents. (It won’t be affected by such spells or abilities.)
Wrapping up our comprehensive guide on the upcoming monowhite cards in MTG: Duskmourn. If you’re seeking additional MTG Duskmourn content, don’t forget to explore the complete collection of its multicolored cards.
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2024-09-20 05:09