Sets [DMH] Duskmourn: House of Horror

Anyone have any anecdotal data from playing with rooms? How are they? I'm interested in them, but not sure if I want to add a card type that hurts my neck to read.
 
Anyone have any anecdotal data from playing with rooms? How are they? I'm interested in them, but not sure if I want to add a card type that hurts my neck to read.
I only played them on arena so far and they are fun and interesting to play with. The flexibility of playing either half first is neat and having them in play as permanents to pick them up or sacrifice them is also great.

Let's take
As an example. The reason you play the cards is for the removal half and Shattered yard is just a little bonus, that you might activate once every few games. Yesterday I played against a control deck with no creatures on board and two of these in my hand. Since they were at 8 life I just played them back to back and burned them out. It's like a more flexible adventure, you choose which side to play first.

The reason why I'm not including any in my cube, is that they have quite the rules baggage attached to them:
https://magic.wizards.com/en/news/feature/duskmourn-house-of-horror-release-notes
 
Yeah, they are really cool and in the vast majority of games play simple with no problems (you need something to cover unlocked sides but that can be anything, like a card from your sideboard).

I also don't play them because I would want 4+ before I include any and I can't find so many slots. Enchantment is the only card type (beside niche ones like pws and battles) that doesn't matter in my cube. Not being a creature, artifact, land instant or sorcery needs a very good reason.
 

Chris Taylor

Contributor
They're basically as complicated as aftermath cards:
fe3b32dc-f7e6-455c-b9d1-c7f8d6259179.jpg


(Look I know you can cast either half from your hand, but look at these, there's one you're casting first a lot of the time, and then one you're casting later.)

It's flashback, both halves are different, but this time they're fairly simple permanents. They're fine. We've had split cards before, I don't think these are that much worse, and barely different if you don't run flickerwisp.

Edit: coming back and thinking about it, you do kinda lose a little somethin if these are order locked. The two I'm running right now are
1728065385350.png
As basically Goblin Oriflame++, and yeah if you HAD to pay the 1R up front 100% of the time this card would lose some strategic depth, even if 2R reckless impulse isn't something you'd actually add to your cube.

and
1728065468249.png
And yeah, look we've all played with overrun before, and this doesn't even give trample. If you just couldn't pay 6 for the back half of this card, it would be noticeably worse.
Hell, if I made a version of this that was a 2 level class for eg, I could even switch the token type to servo. I'm not sure I will.
 
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