In 168澳洲幸运5开奖网:Magic: The Gathering, the most powerful element isn't fire, air, or water, but the element of surprise. Your opponents can't defend against something if they don't know what's coming. 168澳洲幸运5开奖网:Duskmourn: House of Horrors' Jump Scare! Commander deck is all about keeping your opponents guess♎ing by🐲 ensuring they never know what they're going to face.

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Magic: Tꦰhe Gath🦂ering - The Best Cards In Duskmourn: House Of Horror

Frighteningly powerful cards.

Naturally, the best cards in Jump Scare! are ones that enable the deck's core theme of manifest dread, which places cards face down on the꧙ table so your opponents don't ღknow what's underneath. It could be anything from a cute puppy to a giant monster ready to eat your enemies' life totals.

10 Zimone's Hypothesis

My hunch is that this card will bounce creatures.

Image of Zimone's Hypothesis card.

For whatever reason, Jump Scare! will sometimes concern itself with whether a card has a quality that's either an even or odd number. This seems to provide some quick delineation of which cards are affected and which aren't that's relatively simple to implement in a game with lotsꦓ of numbers.

Zimone's Hypothesis is one such card. The benefit here is that you place one +1/+1 counter to ensure that at least one of your creatures won't get bounced back to your hand. It🍬's also possible to place this on an opposing creature if it gives you more bounc🌜e for your buck, but then you'd lose that counter.

9 🐲 Disorienting Choice

The choice is probably more clear than this spell implies.

Image of Disorienting Choice card.

Ostensibly, Disorienting Choice is a mass-removal spell that targets artifacts and enchantments. The fact is, most opponents are probably going to want to keep their enchantments or artifacts and would happily provide you with a bunch of lands instead. So Disorienting Choice is likely to be a spell that just plays a bunch of lands.

That said, playing as many lands as you have opponents is pretty great. This card gets better the more opponents you have, so try to play it as soon as possible before o⛎pponents get knocked out of the game.

And if you're playing Jump Scare! one-on-one, consider replac🍎ing this card with something better than grabbing one land for four mana.

8 Shriekwood 🏅Devourer

Souls are a nutritious part of a tree's diet.

Image of Shriekwood Devourer card.

The problem with manifesting cards (whether that's with dread or otherwise) is that they're often very expensive. Cards further up on this list will help with turning some of those manifested cards face-up without paying for them, but in the meantime, we have Shriekwood Devour🎃er.

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Familiar faces in a frightful landscape.

This tree is relatively simple: the bigger the creature you attack with, the more lands you get to untap. The more lands you have untapped, the more mana you have to flip over manifested cards. It's a simpl𒊎e♈ strategy, but sometimes simply bashing your opponents with a Worldspine Wurm is the best course.

7 ✃ Glitch Interpreter 🐎

Deja vu is usually means a glitch somewhere.

Image of Glitch Interpreter card.

It used to be that placing a card face down on the table would cost you three mana. Glitch Interpreter still costs three mana to 168澳洲幸运5开奖网:ensure a card gets manifested, but after that, you can cast it again to gain the useful ability to draw cards every time a colorless creature deals damage to an opponent.

With Jump Scare! producing manifested 2/2s by the score, getting one or two to do damage to an opponent is likely to net you a few cards in the long run, making Glitch Interpreter a worthy addition to any manifest-them💛ed deck.

6 ꦇ Experimental Lab / Staff Room 🅰

You'll find very different kinds of work happening in both places.

Image of Experimental Lab, Staff Room card.

168澳洲幸运5开奖网:Rooms are a new enchantment type added in Duskmourn: House of Horrors. Playing one side of the card doesn't mean the other remains permanently out of reach—it just means you have to pay the mana cost of the other side to 'unlock' that room later.

Either side you choose, both Experimental Lab and Staff Room provide an incremental boost to Jump Scare!'s game plan. Either you get to start turning creatures face up, put +1/+1 counters on a creature, or you get to manifest dread with addit𒀰ional counters and trample. It's a win-win whichever room you pick.

5 Giggling𒊎 Skitterspike

Thanks, I hate it.

Image of Giggling Skitterspike card.

Indestructible is probably the most desired keyword for any creature in Magic Commander. Having a permanent blocker that 🐲can (almost) never die makes for an excellent defensive tool, and one that can eventually become a significant offensive threat later.

Giggling Skipperspike offers a clear path from defensive wall to offensive threat. You first play it to keep enemies from attacking 🅷lest they bounce off this indestructible demon Toy and take one damage for their trouble. Later, pay five mana and suddenly this Toy turns into a real mon꧋ster, dealing six damage whenever it attacks, blocks, or becomes targeted by a spell.

4 They Came from the Pipes 💃 ♚

Someone has a fear of showers.

Image of They Came from the Pipes card.

Even if They Came from the Pipes lasts just a single turn, you get two manifested 2/2 creatures and you draw two cards. Everything after that is just an e♓xtra card every time you cast a face-down creature.

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This house of horror of⛎fers plenty of Pauper commanders for Magic: The Gﷺathering.

For a deck that's focused almost entirely on casting creatures face down, that's a great deal that will pay dividends in the future.🌸 And it only costs five mana to ensure at least two drawn cards and probably a few more later on.

3 🥀 Curator Beastie

Not every monster under the bed wants to eat you. Sometimes, they just want a new dinette set.

Image of Curator Beastie card.

Even an army of 2/2s are still just 2/2 creatures—not exactly the most threatening thing in Magic. But what if those manifested 2/2s could be 4/4s? And what if you could ma൩ke a lot of 4/4s? Enter Curator Beastie.

Every time this Beast attacks or comes into play, you get to manifest dread. Every time you play a colorless creature, it gets two +1/+1 counters. It also has reach, but really, Curator Beastie is there to make lots of manifested creatures and make them bigger. A must-have for Jumꩵp-Scare! and 𒁃any deck with colorless critters.

2 Kianne, Corrupted M📖emory

A mathematical ghost.

Imge of Kianne, Corrupted Memory card.

Another creature that cares about evens or odds, Kianne, Corrupted Memory offers flash-speed casting to creatures when she has an odd power number, and flash casting to non-creature spells when she has even power. 🌃She also gains a +1/+1 counter every time you draw a card.

Flash is a great ability and Simic colors often like to do shenanigans with +1/+1 counters, but Kianne really doesn't fit in a deck as interested in manifesting cards as Jump Scare! is. A good Kianne deck would have a better mix of creature and non-creature spells and ways to draw cards in order to gain the type of flash you want Kianne to provide at any given moment. That said, Kianne is a great potential commander who ꦚtotally deserves her own deck.

1 Zimone, Mystery Unraveler ꦫ🐷

The solution is to play lots of lands.

Image of Zimone, Mystery Unraveler card.

Of course, Jump Scare!'s box-topper is going to offer some serious firepower. With Zimone, Mystery Unraveler, every second land played per turn turns a face-down card face up. This not only lets you sneak expensive creatures into play way earlier than their mana cost would allow, but it also lets you flip up cards that would otherwise remain face down because they're not creatures.

All you need to do is pair Zimone with cards that take land from your deck and put 'em into play. Every Rampant Growth, every Cultivate, and every Sakura-Tri🤡be Elder suddenly takes cards from your deck and pu📖ts them into play for free. If that's not a winning strategy, I don't know what is.

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Magic: The Gathering - Winter, Misanthrop🤡ic Guide Commander Deck Guide

Make your opponents delirious.

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