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Standard Decks Made Possible with Duskmourn

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Hello everyone. As we begin to discover the depths of decks that are possible with cards from Duskmourn: House of Horror, it is clear that the mana base can easily support three-color decks. This week, I have a few different three-color decks you can try out for yourself. Let's get started.

Naya Legend Survivors

The first deck I have for you utilizes the survival ability to great effect. Let's take a look at the deck.


The cards in this deck have a lot of synergy between them. By focusing on the survival ability on Kona, Rescue Beastie, you'll be able to put any permanent from your hand onto the battlefield as long as Kona is tapped at the beginning of your second main phase. Since this ability doesn't tap Kona directly, you can use it on the same turn you play Kona. With the help of cards like Relic of Legends, Unidentified Hovership, and Fortune, Loyal Steed, you'll have numerous ways to tap Kona to gain its powerful effect.

This deck has numerous cards that you'll want to cheat into play with Kona's Survival ability. Kogla and Yidaro offer the means to fight any opposing creature, likely destroying that creature in the process. Roxanne, Starfall Savant creates Meteorite tokens you can use to deal 2 damage to any target. Dragonhawk, Fate's Tempest offers you additional cards you can play, or extra damage you can deal to your opponent. Finally, Etali, Primal Conqueror provides you with additional free spells you can cast. Any of these cards can help you race to a quick victory over your opponent.

Jeskai Rooms

Next, I have a deck that showcases the power of Rooms. Let's take a look at it.


In this deck, you'll be using the effect of Room cards you play to control the battlefield. You can use the effects of Roaring Furnace // Steaming Sauna, Bottomless Pool // Locker Room, and Meat Locker // Drowned Diner to keep your opponent's side of the battlefield clear from big threats. There are also numerous instant and sorcery spells that will help with this, such as Get Lost, Not on My Watch, and Ill-Timed Explosion.

Once you have eight or more doors unlocked that have different names, Central Elevator // Promising Stairs can allow you to win the game during your next upkeep. Remember that when you cast a Room spell, you automatically unlock the Room you're casting. So you might be able to win simply by casting eight different Rooms, but it's more likely you'll need to unlock some Rooms on cards you've already played. You can get help with this from Ghostly Dancers and Mirror Room // Fractured Realm.

Temur Aggro

Next, I have an aggressive deck that uses Leylines to poison its opponents very quickly. Let's check it out.


It's not really a secret that Leyline of Resonance is a powerful card, especially when you find it in your opening hand. If you're able to play it for free, the value you'll get from it is amazing. While it's on the battlefield, whenever you cast an instant or sorcery that targets a single creature you control, you get to copy that spell. This effect works wonders with a certain Phyrexian Druid.

Of course, I'm talking about Venerated Rotpriest. With a copy of Venerated Rotpriest on the battlefield, whenever a creature you control becomes the target of a spell, your opponent will get a poison counter. Since a copy of a spell is considered to be a spell itself, the interaction between Venerated Rotpriest and Leyline of Resonance is quite impactful. You'll be able to give your opponent multiple poison counters for each spell you cast that boosts your creature. You might even be able to win without ever attacking.

Esper Enchantments

The final deck I have for you this week is an enchantment filled deck that loves to bounce things. Let's take a look at the deck.


This deck utilizes the Eerie ability for maximum effectiveness. Cards with Eerie trigger whenever an enchantment you control enters the battlefield, plus at other times as defined on the card. They also have a unique effect that will happen. For example, Optimistic Scavenger allows you to put a +1/+1 counter on a creature whenever an enchantment you control enters or whenever you fully unlock a room. Because of this ability, you'll want to be able to have enchantments enter play often, and there's no better way than by bouncing them.

To be able to bounce your enchantments with ease, this deck relies on a number of different cards. Nurturing Pixie allows you to bounce a non-Faerie, nonland permanent to your hand. As an additional cost to cast Fear of Isolation, you must return a permanent you control to its owner's hand. You can even use the Bottomless Pool side of Bottomless Pool // Locker Room to return either of these creatures to your hand, enabling you to bounce additional enchantments. Once you play those enchantments for a second time, you should have gained a lot of value from those cards with Eerie abilities.

Wrapping Up

When mana bases are as good as they currently are, you feel encouraged to play decks featuring three colors (or more). Since the consistency is there, you are able to shore up any weaknesses that each color may have, plus multi-colored cards are often more powerful than their mono-colored counterparts.

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

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