Precons › Duskmourn: House of Horror Commander

Miracle Worker

Commander precon · Duskmourn: House of Horror Commander · 2024 · led by Aminatou, Veil Piercer

Synergy 3.7/5 (connected) · Bracket 3 · Aminatou, Veil Piercer works with 29 of its cards

Upgrades at bracket 1–2

No Game Changers and no infinite combos: the level of an unchanged precon. Game Changers are cards on WotC's official list of cards that make a deck much stronger.It starts at bracket 3, so the first swap brings it down.

10 swaps, and after them the report reads the deck at bracket 1–2.

Its cards work together a little more: synergy 3.7 → 3.8 of 5, still connected. It is a little more consistent: Build 4.7 → 4.8 of 5, still on target; no longer short on interaction. That is what this page measures: how well the deck holds together, not how strong it is.

First, to reach bracket 1–2

  1. Take out Secret Arcade // Dusty Parlor: With Ondu Spiritdancer, Secret Arcade // Dusty Parlor makes an infinite combo, which bracket 1–2 doesn't allow. Put in Builder's Talent: When Builder's Talent enters, Fear of Sleep Paralysis taps a creature

Lands

  1. Take out Orzhov Basilica: Orzhov Basilica enters tapped. Put in Desolate Mire: Desolate Mire never enters tapped and makes white or black.
  2. Take out Temple of Silence: Temple of Silence enters tapped. Put in Fetid Heath: Fetid Heath never enters tapped and makes white or black.
  3. Take out Dimir Aqueduct: Dimir Aqueduct enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  4. Take out Temple of Deceit: Temple of Deceit enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  5. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  6. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.

Interaction

  1. Take out Terminus: Terminus is next on the report's cut list. It works with other cards only once, when it is played: with Shark Typhoon. Put in Agent of Erebos: Interaction: you were 2 short; Agent of Erebos counts as interaction. When Fear of Sleep Paralysis enters, Agent of Erebos hits a graveyard.
  2. Take out Verge Rangers: Verge Rangers is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Erebos, Bleak-Hearted: Interaction: you were 2 short; Erebos, Bleak-Hearted counts as interaction.

Cards that work together

  1. Take out Inkshield: Inkshield works with 1 card in this deck, 1 of it on its theme; Thassa's Devourer works with 17 cards, 14 of them on it, and with your commander. Put in Thassa's Devourer: When Fear of Sleep Paralysis enters, Thassa's Devourer mills a card

Upgrades at bracket 3

Up to three Game Changers, and no two-card infinite combo that costs 6 or less.

13 swaps, and after them the report reads the deck at bracket 3.

Its cards work together a little more: synergy 3.7 → 4.0 of 5, from connected to tight. It is a little more consistent: Build 4.7 → 4.8 of 5, still on target; no longer short on interaction. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Orzhov Basilica: Orzhov Basilica enters tapped. Put in Desolate Mire: Desolate Mire never enters tapped and makes white or black.
  2. Take out Temple of Silence: Temple of Silence enters tapped. Put in Fetid Heath: Fetid Heath never enters tapped and makes white or black.
  3. Take out Dimir Aqueduct: Dimir Aqueduct enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  4. Take out Temple of Deceit: Temple of Deceit enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  5. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  6. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.

Ramp

  1. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Azorius Signet: Azorius Signet is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  3. Take out Orzhov Signet: Orzhov Signet is weaker ramp than Mana Vault. Put in Mana Vault: Mana Vault is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Interaction

  1. Take out Terminus: Terminus is next on the report's cut list. It works with other cards only once, when it is played: with Shark Typhoon. Put in Agent of Erebos: Interaction: you were 2 short; Agent of Erebos counts as interaction. When Fear of Sleep Paralysis enters, Agent of Erebos hits a graveyard.
  2. Take out Verge Rangers: Verge Rangers is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Erebos, Bleak-Hearted: Interaction: you were 2 short; Erebos, Bleak-Hearted counts as interaction.

Cards that work together

  1. Take out Entreat the Angels: Entreat the Angels works with 1 card in this deck, 1 of it on its theme; Builder's Talent works with 26 cards, 9 of them on it, and with your commander. Put in Builder's Talent: When Builder's Talent enters, Fear of Sleep Paralysis taps a creature
  2. Take out Inkshield: Inkshield works with 1 card in this deck, 1 of it on its theme; Thassa's Devourer works with 17 cards, 14 of them on it, and with your commander. Put in Thassa's Devourer: When Fear of Sleep Paralysis enters, Thassa's Devourer mills a card

Upgrades at bracket 4–5

No limits on Game Changers or combos.

15 swaps, and after them the report reads the deck at bracket 4–5.

Its cards work together a little more: synergy 3.7 → 4.1 of 5, from connected to tight. It is a little more consistent: Build 4.7 → 4.8 of 5, still on target; no longer short on interaction. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Orzhov Basilica: Orzhov Basilica enters tapped. Put in Desolate Mire: Desolate Mire never enters tapped and makes white or black.
  2. Take out Temple of Silence: Temple of Silence enters tapped. Put in Fetid Heath: Fetid Heath never enters tapped and makes white or black.
  3. Take out Dimir Aqueduct: Dimir Aqueduct enters tapped. Put in Darkwater Catacombs: Darkwater Catacombs never enters tapped and makes blue or black.
  4. Take out Temple of Deceit: Temple of Deceit enters tapped. Put in Morphic Pool: Morphic Pool never enters tapped and makes blue or black.
  5. Take out Azorius Chancery: Azorius Chancery enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  6. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.

Ramp

  1. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Azorius Signet: Azorius Signet is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  3. Take out Orzhov Signet: Orzhov Signet is weaker ramp than Mana Vault. Put in Mana Vault: Mana Vault is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Card advantage

  1. Take out Brainstorm: Brainstorm is weaker card draw than Rhystic Study. Put in Rhystic Study: Rhystic Study is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Thirst for Meaning: Thirst for Meaning is weaker card draw than The One Ring. Put in The One Ring: The One Ring is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Interaction

  1. Take out Terminus: Terminus is next on the report's cut list. It works with other cards only once, when it is played: with Shark Typhoon. Put in Agent of Erebos: Interaction: you were 2 short; Agent of Erebos counts as interaction. When Fear of Sleep Paralysis enters, Agent of Erebos hits a graveyard.
  2. Take out Verge Rangers: Verge Rangers is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Erebos, Bleak-Hearted: Interaction: you were 2 short; Erebos, Bleak-Hearted counts as interaction.

Cards that work together

  1. Take out Entreat the Angels: Entreat the Angels works with 1 card in this deck, 1 of it on its theme; Builder's Talent works with 26 cards, 9 of them on it, and with your commander. Put in Builder's Talent: When Builder's Talent enters, Fear of Sleep Paralysis taps a creature
  2. Take out Inkshield: Inkshield works with 1 card in this deck, 1 of it on its theme; Thassa's Devourer works with 17 cards, 14 of them on it, and with your commander. Put in Thassa's Devourer: When Fear of Sleep Paralysis enters, Thassa's Devourer mills a card

Opens a route: Eye of Singularity. 46 of its cards reach Nightmare Shepherd through it.

Also short, against a typical Commander deck: interaction 10 of 12.

The decklist

Creatures

Ancient Cellarspawn · Archetype of Imagination · Arvinox, the Mind Flail · Athreos, Shroud-Veiled · Auramancer · Burnished Hart · Demon of Fate's Design · Doomwake Giant · Dream Eater · Fear of Sleep Paralysis · Mesa Enchantress · Metamorphosis Fanatic · Moon-Blessed Cleric · Nightmare Shepherd · Ondu Spiritdancer · Phenomenon Investigators · Prognostic Sphinx · Soaring Lightbringer · Solemn Simulacrum · Starfield Mystic · The Master of Keys · Verge Rangers

Instants and sorceries

Aminatou's Augury · Arcane Denial · Brainstorm · Diabolic Vision · Entreat the Angels · Inkshield · Otherworldly Gaze · Ponder · Portent · Read the Bones · Redress Fate · Return to Dust · Swords to Plowshares · Telling Time · Terminus · Thirst for Meaning · Time Wipe · Utter End

Artifacts and enchantments

Arcane Signet · Azorius Signet · Bottomless Pool // Locker Room · Brainstone · Cast Out · Commander's Sphere · Cramped Vents // Access Maze · Extravagant Replication · Life Insurance · Mind Stone · Mirrormade · Monologue Tax · One with the Multiverse · Orzhov Signet · Secret Arcade // Dusty Parlor · Shark Typhoon · Sigil of the Empty Throne · Sol Ring · Sphere of Safety · Spirit-Sister's Call · The Eldest Reborn · Timely Ward

Lands

Adarkar Wastes · Arcane Sanctum · Ash Barrens · Azorius Chancery · Bojuka Bog · Caves of Koilos · Command Tower · Dimir Aqueduct · Evolving Wilds · Halimar Depths · Hall of Heliod's Generosity · 4 Island · Obscura Storefront · Orzhov Basilica · 5 Plains · 5 Swamp · Tainted Field · Tainted Isle · Temple of Deceit · Temple of Enlightenment · Temple of Silence · Terramorphic Expanse · Thriving Heath · Thriving Isle · Thriving Moor · Underground River

Other Duskmourn: House of Horror Commander precons