Now that Duskmourn: House of Horrors has officially been released, it's time to take a look at some decks featuring these new cards. I'll start off this week by looking at some mono-colored decks you can build. Let's get started.
Mono-White Life Gain
The first deck I have for you is a Mono-White deck that focuses on gaining life. Let's take a look at the deck.
Mono-White Life Gain | DSK Standard | powrdragn, aetherhub.com user
- Creatures (22)
- 2 Knight of Dawn's Light
- 4 Brightblade Stoat
- 4 Essence Channeler
- 4 Resplendent Angel
- 4 Ruin-Lurker Bat
- 4 Steel Seraph
- Planeswalkers (2)
- 2 Archangel Elspeth
- Instants (4)
- 4 Get Lost
- Sorceries (3)
- 3 Lay Down Arms
- Enchantments (6)
- 3 Case of the Uneaten Feast
- 3 Leyline of Hope
- Lands (24)
- 21 Plains
- 3 Fountainport
Leyline of Hope is one of the newest enchantments that you can start the game with in play, provided that it is in your opening hand. While it is in play, you'll gain one additional point of life whenever you would gain life. In a deck like this one, where gaining life is a focus, this extra life will help you reach the goal of hitting 27 life very quickly, which will then provide all of your creatures with a +2/+2 bonus.
If you have a copy of Brightblade Stoat on the battlefield, you can use Archangel Elspeth's -2 loyalty ability to give it two +1/+1 counters and flying, turning it into quite a threat. When you attack with it, you'll gain enough life to trigger Resplendent Angel, creating a 3/3 Angel creature token with flying and vigilance. If you can do this a couple of turns, you'll be set up to win the game in no time.
Mono-Black Control
Next, I have a Mono-Black control deck, which has the means of destroying any opposing creature. Let's take a look at the deck.
Mono-Black Control | DSK Standard | Sonio, aetherhub.com user
- Planeswalkers (4)
- 4 Liliana of the Veil
- Instants (3)
- 1 Bitter Triumph
- 1 Cut Down
- 1 Go for the Throat
- Sorceries (9)
- 1 Duress
- 2 Cruelclaw's Heist
- 2 Malicious Eclipse
- 4 Ruthless Negotiation
- Enchantments (14)
- 2 Unholy Annex // Ritual Chamber
- 4 Bandit's Talent
- 4 Hopeless Nightmare
- 4 Nowhere to Run
- Lands (26)
- 21 Swamp
- 2 Fountainport
- 3 Mirrex
- Sideboard (4)
- 1 Overlord of the Balemurk
- 1 Sheoldred's Edict
- 1 Withering Torment
- 1 Leyline of the Void
Nowhere to Run is a new enchantment that will negate the hexproof and ward abilities of your opponent's creatures. This allows you to target those creatures with targeted removal spells such as Bitter Triumph, Cut Down, and Go for the Throat. Nowhere to Run gives this deck an advantage over those heavily protected decks that you can find yourself up against all too often.
Once you have the battlefield under control, you can deploy your heavy hitters. And, in my opinion, there's no better finisher than Sheoldred, the Apocalypse. While Sheoldred, the Apocalypse is on the battlefield, your opponent will lose 2 life whenever they draw a card, making it possible to win the game simply by stalling. You also gain 2 life whenever you draw a card while Sheoldred is in play, making your demise that much more difficult.
Mono-Red Aggro
The next deck I have for you is so explosive, it's possible to win games as early as turn two. Let's check it out.
Mono-Red Aggro | DSK Standard | Redd_Cat_MTG, aetherhub.com user
- Creatures (21)
- 1 Slickshot Show-Off
- 4 Cacophony Scamp
- 4 Callous Sell-Sword
- 4 Clockwork Percussionist
- 4 Heartfire Hero
- 4 Monastery Swiftspear
- Instants (17)
- 1 Dreadmaw's Ire
- 2 Blazing Crescendo
- 2 Felonious Rage
- 4 Demand Answers
- 4 Monstrous Rage
- 4 Turn Inside Out
- Enchantments (4)
- 4 Leyline of Resonance
- Lands (18)
- 18 Mountain
Having a copy of Leyline of Resonance in your opening hand is what makes this deck so explosive. While this enchantment is on the battlefield, you'll be able to copy any instant or sorcery spell you cast that targets a single creature you control. Let's take a look at the creatures and spells that can allow you to win on turn two.
Cacophony Scamp is the creature you want to cast on turn one. With any luck, your opponent won't have any removal for it, and you'll be able to attack with it on your next turn. On turn two, you can cast a number of one-mana spells such as Felonious Rage, Monstrous Rage, and Turn Inside Out. By targeting Cacophony Scamp, you'll get to create copies of these spells, which you can also target Cacophony Scamp with. Once you've attacked and dealt combat damage to your opponent, you can choose to sacrifice it to deal damage equal to its power to your opponent, which will likely reduce their life total to zero or below.
Mono-Green Midrange
The final deck I have for you this week is a Mono-Green midrange deck, capable of holding off all but the most aggressive decks. Let's take a look at the deck.
Mono-Green Midrange | DSK Standard | MTGA-Assistant-Meta, aetherhub.com user
- Creatures (25)
- 1 Ojer Kaslem, Deepest Growth // Temple of Cultivation
- 1 Railway Brawler
- 1 Tender Wildguide
- 3 House Cartographer
- 3 Three Tree Rootweaver
- 4 Cenote Scout
- 4 Defiant Survivor
- 4 Flourishing Bloom-Kin
- 4 Kona, Rescue Beastie
- Planeswalkers (4)
- 4 Nissa, Ascended Animist
- Instants (6)
- 2 Gaea's Gift
- 4 Archdruid's Charm
- Sorceries (3)
- 3 Hard-Hitting Question
- Lands (22)
- 22 Forest
By starting things off with creatures like Tender Wildguide and Three Tree Rootweaver, you'll be able to create additional mana each turn to power out your bigger creatures more quickly. This can allow you to play Kona, Rescue Beastie early, before your opponent is able to defeat it in combat. This is important because having Kona tapped at the beginning of your second main phase will allow you to put a permanent card from your hand onto the battlefield for free.
Any time you can get something for free in Magic, there's usually a way to break things. In this deck, the best permanent to play for free is Nissa, Ascended Animist. By using Nissa's -7 loyalty ability, you can end games in a hurry, especially since the only lands in this deck are Forests, which is what the bonus this ability grants is based upon. More importantly, though, this ability also provides trample, allowing you to deal damage to your opponent even if blocked, much of the time.
Wrapping Up
That's a look at some mono-colored decks you can use early on in Duskmourn Standard. Unfortunately, I couldn't find a strong Mono-Blue deck that utilized cards from this new set, which leads me to believe that Blue is more of a supporting color. Join me here again next week when I start looking at some multicolored decks.
What do you think of these decks? Feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!
- Mike Likes