Surprise can be a powerful thing both in 168澳洲幸运5开奖网:Magic: The Gathering and in horr𒐪or films. In both cases, surprise can elicit screams of terror from the audience, especially when your manifested card turns out to be a giant 15/15 wurm bearing down on them.

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You just have to get your teeth stuck in to Magic: The Gathering's Astarion C🗹ommander deck, darling.

That's the plan with Jump Scare!, 168澳洲幸运5开奖网:Duskmourn: House of Horror's surprise-themed Commander deck. This deck is all ✱about placing your cards face-down so your opponents never really know what they're in for. Your 𓄧foes will sense your victory with a growing sense of dread just before it leaps out of the darkness to strangle their life totals.

Jump Scare! Commander Deck List

Image of Citanul Hierophants art featuring three druids performing a ceremony.
Citanul Hierophants art by Zezhou Chen

Here's the full deck list for the Jump Scare! Commander deck.

Jump Scare! Commander Deck List

Commander (1)

Zimone, Mystery Unraveler

Creatures (32)

Kianne, Corrupted Memory

Glitch Interpreter

Curator Beastie

Shriekwood Devourer

Giggling Skitterspike

Citanul Hierophants

Body of Knowledge

Kefnet the Mindful

Kheru Spellsnatcher

Skaab Ruinator

Ashaya, Soul of the Wild

Augur of Autumn

Deathmist Raptor

Hydra Omnivore

Multani, Yavimaya's Avatar

Scute Swarm

Shigeki, Jukai Visionary

Temur War Shaman

Thunderfoot Baloth

Whisperwood Elemental

Worldspine Wurm

Aesi, Tyrant of Gyre Strait

Arixmethes, Slumbering Isle

Rashmi, Eternities Crafter

Overgrown Zealot

Beanstalk Giant

Greater Tanuki

Sakura-Tribe Elder

Yavimaya Elder

Yedora, Grave Gardener

Tatyova, Benthic Druid

Trygon Predator

Sorcery (8)

Disorienting Choice

Aether Gale

Ezuri's Predation

Overwhelming Stampede

Oversimplify

Cultivate

Explosive Vegetation

Rampant Growth

Instants (9)

Zimone's Hypothesis

Cackling Counterpart

Dig Through Time

Biomass Mutation

Beast Within

Growth Spiral

Counterspell

Reality Shift

Eureka Moment

Artifacts (4)

Scroll of Fate

Arcane Signet

Sol Ring

Simic Signet

Enchantments (8)

They Came from the Pipes

Experimental Lab / Staff Room

Primordial Mist

Sandwurm Convergence

Trail of Mystery

Growing Dread

Retreat to Coralhelm

Wilderness Reclamation

Lands (38)

Castle Vantress

Drownyard Temple

Flooded Grove

Hinterland Harbor

Mosswort Bridge

Overflowing Basin

Temple of Mystery

Vineglimmer Snarl

Yavimaya Coast

Terramorphic Expanse

Command Tower

Ash Barrens

Evolving Wilds

Myriad Landscape

Quandrix Campus

Reliquary Tower

Simic Growth Chamber

Tangled Islet

Temple of the False God

Thornwood Falls

Island (9)

Forest (9)

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Jump Scare! Commander Deck Themes

Image of Zimone, Mystery Unraveler card.

The biggest theme of Jump Scare! is leveraging the full power of 'manifest dread,' the new keyword ability from Duskmourn: House of Horror. Manifest dread is very similar to the earlier 'manifest,' but instead of placing the top card of your library face down, you look at the top two cards, place one of them face down as a 2/2 creature, and place the other in your gr꧑aveyard.

This allows manifest dread to also take advantage of graveyard recursion strategies, but Jump Scare! doesn't deal with the graveyard all that much. We'll fix that later.

Jump Scare! 168澳洲幸运5开奖网:wants to manifest dread as many cards as it can since many cards in it take advantage of the presence of colorless 2/2 creatures. Most notably the box topper commander (which we'll discuss more shortly), but there's also Glitch Interpreter, Growing Dread, Trail of My💫stery, Overgrown Zealot, and more.

Although Jump Scare! has many cards that concern themselves with either placing cards face down or flipping them face up, the commander that sets this strategy into overdrive is Zimone, Mystery Unraveler. With Zimone, every land played triggers manifest 𝐆dread, and every second (or more) land played flips over a previously manifested card.

With Zimone in play, every second land in a single turn becomes a free card played from the top two cards of your deck. That's incre๊dible value that can be enabled through something as si🙈mple as a Rampant Growth.

Don't overlook the surprise factor of manifest dread! A manifested creature can be flipped up at any time for its mana cost, so you can ambush opponents with something like a Hydra Omnivore if you've got th🍃e mana to spare.

Jump Scare! does have a few other potential commanders, but none of them have the same kind of synergy with the rest of the deck as Zimone. Kianne, Corrupted Memory is an incredible card that would shine in her own deck, but there's nothi𝓡ng in J♔ump Scare! that enables her (like instant-speed card draw to have the flash you'd want at any given moment).

Aesi, Tyrant of Gyre Straight is a great card for the deck, but simply drawing cards on la🧔ndfall isn't the same as playing them for free. Arixmethes, Slumbering Isle likewise needs Zimone to sneak into play, otherwise you're waiting for five turns. And Tatyova, Benthic Druid is just as disappointing in the cꦅommander slot as Aesi.

Jump Scare! works best with Zimone, so stick with Zimone as your commander.

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Magic: The Gathering - The Best Cards In Duskmourn's Jump Scare! Commander Deck

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1

Jump Scare! Commander Deck Analysis

Image of Multani, Yavimaya's Avatar art by Ryan Yee.
Multani, Yavimaya's Avatar (Dominaria) - art by Ryan Yee

With Zimone taking center stage, Jump Scare! wants to have lots of creatures to manifest and lots of land to trigger manifest dread. Thankfully, Jump Scare! has𓆏 plenty, with 32 creatures (besides Zimone herself) and 38 lands. The remaining 30 cards support the overall strategy of flipping cards up or down, tossing lands onto the table, or providing on-demand removal/card draw.

On the creature side, there's a cavalcade of threats and sneaky answers. Hydra Omnivore, Multani, Yavimaya's Avatar, Worldspine Wurm, and Ashaya, Soul of the Wild are big monsters that can be played the hard way but are much better to cast using Zimone and an extra land drop courtesy of some of the supporting spells, like Rampant Growth, Cultivate, or Explosive Vegetation.

Sneaky answers include things like Kheru Spellsnatcher, who can steal a spell for its morph cost, and Trygon Predator, who can conceal its tr꧙ue identity as a 2/2 face-down card until it's time to spring into action to destroy an artifact or enchant♑ment.

Removal is typically difficult to accomplish for blue/green decks, but Jump Scare! makes the most out of several spells. Beast Within and Reality Shift pair with Counterspell for some targeted answers, while Oversimplify, Aether Gale, Ezuri's Predation, and the new Zimone's Hypothesis provide mass removal.

Evolving Wilds, Terramorphic Expanse, and Myriad Landscape are all-star lands in Jump Scare! With Zimone on the table, playing one of them triggers mani🤪fest dread, and then cracking it to find another land to put into play tri෴ggers Zimone again to flip that manifested card over.

Jump Scare! is somewhat limited in terms of card draw. Glitch Interpreter, Body of Knowledge, They Came from the Pipes, and Aesi, Tyrant of Gyre Strait help, but the deck could use some extra sources of card draw to ensure your hand is full.

Jump Scare! could also use more ramping spells that search out more lands. Zimone's ability works best when you're playing two lands on a single turn, which is typically best enabled by cards like Cultivate. We'll be looking to enhance Jump Scare!'♌s land-planting abilities in the next section.

Cards To Replace

Kheru Spellsnatcher

Beanstalk Giant

Greater Tanuki

Kianne, Corrupted Memory

Cackling Counterpart

Biomass Mutation

Skaab Ruinator

Retreat to Coralhelm

Kefnet the Mindful

Giggling Skitterspike

Sandwurm Convergence

Rashmi, Eternities Crafter

To make room for some improvements, we're going to cut some underperforming cards. Kheru Spellsnatcher isn't a bad trick to play, but it's a tad expensive and doesn't play well with Zimone.

Beanstalk Giant and Greater Tanuki do some land-fetching, but there are better land-fetchers that also offer greater power. Biomass Mutation is a fine card, but the deck already has Ove🔴rwhelming Stampede and there are other game-ending spells we could add that better fit the overall them🌟e.

Cackling Counterpart, Retreat to Coralhelm, and Giggling Skitterspike don't really fit the overall theme of Jump Scare! now that we're focusing on Zimone. Skaab Ruinator isn't a bad card as we're certainly likely to have cards in the graveyard due to manifest dread, but we're not likely to have that many early on, risking Skaab Ruinator being a dead card if it's drawn in your opening hand.

Kiannt, Corrupted Memory is also a card that just doesn't really fit. Having flash is great, as well as an escalating threat, but Kianne would re💫ally thrive as the commander of a deck full of instant-speed card draw so you can have the flash you wa𝐆nt when you want it.

It's extremely unlikely that Kefnet the Mindful will ever be able to attack or block, making it an expeཧnsive option for card draw and bouncing your own land. Rashmi, Eternitiesౠ Crafter is likewise a convoluted source of card draw that could be replaced by something superior.

Finally, Sandwurm Convergence is a good way to generate a lot of pressure, but Zimone should be able to do that on her own with something that pl𝄹aces an extra land on the table every turn.

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Jump Scare! Commander Deck Budget Upgrades

The art from Oblivious Bookworm featuring a techy guy ignoring some terrifying monsters.
Oblivious Bookworm art by Josh Newton

Let's kick up Jump Scare! with some upgrades that improve the deck's ability to play more lands and draw more cards, while also adding some potent new tricks that work well with Zimone.

Image

Name

Reason

Image of Bonny Pall, Clearcutter card.

Bonny Pall, Clearcutter

Bonny Pall, Clearcutter is perhaps the the best card for Zimone and Jump Scare!. She comes alongside a giant bull to provide a huge amount of power, she draws cards, and she plays an extra land fr๊om either your hand or graveyard. Considering how often you'll be pitching lands into the graveyard via manifest dread, this is a perfect solution.

Image of Den Protector card.

Den Protector

As mentioned with Bonny Pall, Zimone's manifest dread ability will mean cards a💧re going to wind up in your graveyard. Den Protector allows you to retriev🎉e at least one of those cards. It'll even work if it enters as a face-down 2/2 courtesy of Zimone.

Image of Ixidron card.

Ixidron

Ixidron is a potential game-ender that also serves as an unlikely answer to some of Magic's most powerful threats. Akroma or an Eldrazi got you down? Just flip 'em over with Ixidron! Now you've got a giant monster, and༒ you can even use Zimone (provided you weren't forced to flip her over) to help fli🌄p your cards back up.

Image of Kodama's Reach card.

Kodama's Reach

It's another Cultivate, but that's great. Cultivate guarantees a manifest dread ge♔ts flipped with Zimone, and you get two lands 𒐪out of the deal.

Image of Oblivious Bookworm card.

Oblivious Bookworm

Oblivious Bookworm provides all-upside c🌊ard draw so long as you manifest a card or flip one up every turn. Even if you can't, drawing a card and discarding a card every turn isn't the worst thinꦇg in the world.

Image of Omenpath Journey card.

Omenpath Journey

Omenpℱath Journey gaurantees Zimone triggers every turn for five turns. It works best when you've already got lands in hand to flip over the cards Zimone manifests, but even if you can't, it's fre෴e manifests for five turns.

Image of Paranormal Analyst card.

Paranormal Analyst

The downside to manifest dread is putting cards in your graveyard. It'd be better if those cards w🤡ere in your hand, right? Paranormal Analyst agrees.

Image of Ramunap Excavator card.

Ramunap Excavator

Again, it's highly likely you'll be pitching land into your g🌜raveyard via Zimone's manifest dread triggers (unless Paranormal Analyst arrives first), so Ramunap 🦋Excavator

Image of Secret Plans card.

Secret Plans

Secret Plans isn't so hard to understand. Your 2/2 manifested cards get a little tougher, and whenever they flip u🅷p, you draw a card. For a deck that's likely to have a bunch of face-down critters, it's a win-win.

Image of Threats Around Every Corner card.

Threats Around Every Corner

Threats Around Every Corne🐓r can really enable some Zimone shenanigans. Play this card to manifest dread, then search a land card to play, then Zimone triggers to manifest another card, which then triggers another search for a basic land, which then Triggers Zimone to flip over a manifested card. You then get to repeat this process every turn.

Image of Uro, Titan of Nature's Wrath card.

Uro, Titan of Nature's Wrath

Even without escaping, Uro draws a card, gains three𒐪 life, and plays a land from your hand to trigger Zimone. If you don't draw Uro until later in the game, then you can use its escape ability to gain a 6/6 in addition to all those other good things. Either way, Uro is a ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚwinner.

Image of Vannifar, Evolved Enigma card.

Vannifar, Evolved Enigma

Cloaking a card is similar to manifest dread, but you get to choose a card from your hand rather than between two cards from your library. That's great to pair with Zimone, but you could also just make all your 2/2 manifested cards bigger by giving them a +1/+1 counter. Thus, even if you never flip up a card, you can havꦯe an escalating army to take over the game with.

Other Budget Upgrades To Consider

  • Dig Through Time only draws two cards, whereas Treasure Cruise could draw three. Or you could just play Harmonize or Concentrate and not have to worry about removing cards from your graveyard.
  • Reality Shift isn't bad, but Pongify or Rapid Hybridization might be preferable if you don't want to risk manifesting an even worse threat.
  • Don't like Aether Gale or Oversimplify? Curse of the Swine provides excellent mass-removal in blue.
  • If you want even more land-fetching (in place of Disorienting Choice or Wilderness Reclamation), consider Entish Restoration, Harrow, Wayfarer's Bauble, and Crop Rotation.
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Frighteningly powerful cards.