Duskmantle, House of Shadow

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Duskmantle, House of Shadow

Land

: Gain .

, : Target player puts the top card of their library into their graveyard.

wilhuf on Shoot to Mill

10 months ago

Clearly needs better than just basic lands. For milling lands, how about:

Ipnu Rivulet

Nephalia Drownyard

Duskmantle, House of Shadow

ClockworkSwordfish on Criminally Underplayed EDH Gems

2 years ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

rdean14 on Card creation challenge

4 years ago

I took that to mean, referencing a specific non-Legendary Land, like Skophos Maze-Warden, not simply referencing like a basic land type, or even "basic Forest" like Nissa, Vastwood Seer  Flip.

I did this with both a land I think should be legendary and one that certainly isn't.

Szadek, Ameliorator of Knowledge

Legendary Creature - Vampire Wizard

Flying, Skulk

If a player would lose life, instead that player puts that many cards from the top of his or her library into his or her graveyard.

Whenever a card enter the graveyard from an opponent's graveyard, you may untap Duskmantle, House of Shadow.

1/4


Then a clearly non-legendary land:

Thalia, Savior of Gavony

Legendary Creature - Human Soldier

Double Strike, Vigilance

Players can only cast noncreature spells during their own turn.

Spells a your opponents cast cost for each land you control named Gavony Township.

2/4


I'd like a common which cares about either number of cards in exile or in a library.

MegaCereal on Zombie bois, the Jack Of All Trades.

4 years ago

Trying to accommodate so many mechanics in a deck can be a hindrance. In my opinion, mill is pretty weak in multiplayer EDH because there are a ton of cards that can recover cards from the yard or just shuffle back in. On top of that, most mill cards only target one player. If I were you I would tune the deck to be mostly mill or take out most of the mill cards aside from maybe Undead Alchemist. If you want to go into mill, it is a go big or don't go at all kind of thing. If you want to go mill you should add cards like Mindcrank, Mind Funeral, Sire of Stagnation, Jace, Memory Adept, Nephalia Drownyard, Duskmantle, House of Shadow, and Jin-Gitaxias, Core Augur as well as cards that can copy spells on the stack as to target multiple players similar to Naru Meha, Master Wizard, Echo Mage, and Meletis Charlatan.

I'm also not a big fan of Doubling Cube in this deck as I don't see it being very useful most of the time. I think it could be replaced by a better mana rock or mana multiplier like Chromatic Lantern, Thran Dynamo, Caged Sun, Gauntlet of Power or just a different card all together if mana isn't usually an issue. The same goes for Fabricate. It is definitely a good card, but you do not have enough targets to justify running it to me. I would run Diabolic Tutor over it as it only costs 1 more mana and can tutor for anything. I don't see a lot of recursion to be running Entomb. If you are just trying to thin your deck then run Buried Alive, though, again, none of your creatures benefit from sitting in your graveyard and you only a couple of ways to get them back out.

The land base looks pretty solid. I would suggest you try to pick up a Watery Grave.

Not sure how you or your play group feel about infinite combos, but adding Triskelion to the deck along side the Mikaeus, the Unhallowed you have is infinite damage to everyone provided no one has a way to interrupt it.

If running all these mechanics are fun for you then keep it as is; I'm not trying to tell you how to have fun. My suggestion to you is that you try to focus your deck to do only a few things because when you run all these mechanics you spread yourself pretty thin and maybe you are trying to get a bunch of zombies and you draw something you don't need as it is for a different mechanic. Running multiple cards that do the same thing is very advantageous in EDH for consistency. An example is if you want to run Animate Dead, you should also run Dance of the Dead and Necromancy. They do the same thing and increase your chance of getting a card that has that effect.

If you want, you can check out my UB Zombie deck, Zombies for days. It creates and recycles zombies. It might give you some ideas. There are also a lot of other decks you can find on this site or can google and take inspiration from.

KarnAgGolem on Circu Soleil

5 years ago

naturesnake420 I think your list is interesting. You took a different take on lantern control which is neat. My list is very honed on a specific play-style stemming from two thoughts.

  1. If it doesn't/won't affect me, I don't care (much like a multiplayer counterspell EDH deck)
  2. Manipulate the top card at all costs

From my experience Pyxis and ghoulcaller's end up not just being the MVPs of the deck, but are rather essential for my version. Cards that you see as dead in hand, end up doing a mass amount of work for my play-style.

I'm going to suggest at least to include Duskmantle, House of Shadow and Nephalia Drownyard as options to remove problem cards from the top of opponent's libraries. You should be able to fit these lands in your version.

As lantern control, your objective is to prevent opponent's from drawing things they want. in example, if they are mana flooded then only let them draw lands. While i feel you can achieve this, it may be difficult.

CryptonicNova on Card creation challenge

5 years ago

Militia Captain

Creature - Human Knight.

Vigilance.

Whenever a soldier you control attacks it gets +1/+1 and vigilance.

One good leader is all it takes to turn the weak into the strong.

3/3


Bloodrage Warlord

Creature - Human Barbarian

Haste.

Non-token warriors you control get +1/+0 and have haste

From the drive of battle he stirs his men into a truly terrifying force.

3/3


Create a series of lands similar to the Guild lands (Sunhome, Fortress of the Legion, Duskmantle, House of Shadow) for another plane.

ZorrosRage on Skullbriar Smack!

5 years ago

Random mill land that is possibly useful

Duskmantle, House of Shadow

Nephalia Drownyard

Also for flavorSvogthos, the Restless Tomb

ThallionDarkshine on Muldrotha, the Primally Surging Gravetide

6 years ago

This deck looks really sweet!

Since your commander is so expensive, I feel like you could benefit from a few more lands to ensure you can get it out more consistently. In addition, there are many powerful utility lands that would synergize well with Muldrotha, basically playing the same role as a spell. Mirrorpool could help copy powerful creatures, Blighted Woodland and Myriad Landscape could both help you ramp, Field of Ruin and Ghost Quarter could blow up troublesome lands, and there are plenty of cycle lands in your colors. In addition, there are some great lands that can mill you, letting you get your engine started. Nephalia Drownyard and Duskmantle, House of Shadow can both mill anyone, and Sequestered Stash lets you mill yourself and get back an artifact, though that part could actually be bad given Muldrotha's ability.

A higher land count could help support some powerful cards that give extra land drops, namely Exploration and Oracle of Mul Daya. Mox Diamond is a great piece of fast ramp that also synergizes well with your commander, since the discarded land can be replayed with its ability.

I feel like you may be running too many weak 2-cmc mana rocks and not enough actual gas. Ramping out your commander early is fine if it actually does something, but Muldrotha needs a self-mill outlet in order to do anything.

Finally, I think Eternal Witness should definitely find a place in the mainboard, since it can help recur things when you don't have access to your commander. I also really like Daedalus19876's suggestions of reanimation spells, since not only can they let you cheat out bombs early, they also give you the ability to play two creatures from your graveyard on a turn, opening up combo possibilities. Speaking of combos, Triskelion can kill the table together with Mikaeus, and given a lot of mana (which this decks looks like it can easily generate), you could cast your commander and both of them from your graveyard in a single turn.

Load more