Cockatrice/Magic-Spoiler 2024-09-12 16:13:49 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/DSC.xml DSC Duskmourn: House of Horror Commander (Spoiler) Commander 2024-09-27 A Premonition of Your Demise When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target. Scheme 0 DSC 1 Aminatou's Augury Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost. U Sorcery Sorcery 8 6UU DSC 3 Aminatou, Veil Piercer At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by {4}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) BUW Legendary Creature — Human Wizard Creature 4 1WUB 2/4 DSC 2 Ancient Cellarspawn Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. B Enchantment Creature — Horror Creature 3 1BB 3/3 DSC 2 Ancient Cellarspawn Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. B Enchantment Creature — Horror Creature 3 1BB 3/3 DSC 2 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 DSC 1 Archon of Cruelty Flying Whenever Archon of Cruelty enters or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life. B Creature — Archon Creature 8 6BB 6/6 DSC 2 Ash Barrens {T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Land Land 0 DSC 0 Beast Within Destroy target permanent. Its controller creates a 3/3 green Beast creature token. G Instant Instant 3 2G DSC 3 Behold the Power of Destruction When you set this scheme in motion, destroy all nonland permanents target opponent controls. Scheme 0 DSC 1 Cackling Counterpart Create a token that's a copy of target creature you control. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 3 1UU DSC 3 Choose Your Demise When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order. Scheme 0 DSC 1 Citanul Hierophants Creatures you control have "{T}: Add {G}." G Creature — Human Druid Creature 4 3G 3/2 DSC 2 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 DSC 0 Cramped Vents (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. B Enchantment — Room Enchantment 11 3B DSC 1 Access Maze (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost. B Enchantment — Room Enchantment 11 5BB DSC 1 Crypt Ghast Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you tap a Swamp for mana, add an additional {B}. B Creature — Spirit Creature 4 3B 2/2 DSC 2 Curator Beastie Reach Colorless creatures you control enter with two additional +1/+1 counters on them. Whenever Curator Beastie enters or attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) G Creature — Beast Creature 6 4GG 6/6 DSC 2 Damn Destroy target creature. A creature destroyed this way can't be regenerated. Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") B Sorcery Sorcery 2 BB DSC 3 Diabolic Vision Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order. BU Sorcery Sorcery 2 UB DSC 3 Disorienting Choice For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. G Sorcery Sorcery 4 3G DSC 3 Exhume Each player puts a creature card from their graveyard onto the battlefield. B Sorcery Sorcery 2 1B DSC 3 Experimental Lab (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature. G Enchantment — Room Enchantment 7 3G DSC 1 Staff Room (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it. G Enchantment — Room Enchantment 7 2G DSC 1 Fear of Sleep Paralysis Flying Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) U Enchantment Creature — Nightmare Creature 6 5U 6/6 DSC 2 Fear of Sleep Paralysis Flying Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) U Enchantment Creature — Nightmare Creature 6 5U 6/6 DSC 2 Giggling Skitterspike Indestructible Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. {5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) Artifact Creature — Toy Creature 4 4 1/1 DSC 2 Glitch Interpreter When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread. Whenever one or more colorless creatures you control deal combat damage to a player, draw a card. U Creature — Human Wizard Creature 3 2U 2/3 DSC 2 Goryo's Vengeance Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Splice onto Arcane {2}{B} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) B Instant — Arcane Instant 2 1B DSC 3 Growth Spiral Draw a card. You may put a land card from your hand onto the battlefield. GU Instant Instant 2 GU DSC 3 I Am Duskmourn (An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme. Ongoing Scheme 0 DSC 1 I Am Untouchable (An ongoing scheme remains face up until it's abandoned.) You and permanents you control have hexproof. When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme. Ongoing Scheme 0 DSC 1 I Will Savor Your Agony When you set this scheme in motion, choose three. You may choose the same mode more than once. • Destroy target creature. • Target player draws a card. • Target player gains 5 life. Scheme 0 DSC 1 Kianne, Corrupted Memory As long as Kianne's power is even, you may cast noncreature spells as though they had flash. As long as Kianne's power is odd, you may cast creature spells as though they had flash. Whenever you draw a card, put a +1/+1 counter on Kianne. GU Legendary Creature — Illusion Creature 4 2GU 2/2 DSC 2 Kneel Before My Legions When you set this scheme in motion, choose one — • Create a 4/4 colorless Scarecrow artifact creature token with vigilance. • Creatures you control get +3/+3 and gain vigilance and trample until end of turn. Scheme 0 DSC 1 Living Death Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield. B Sorcery Sorcery 5 3BB DSC 3 Mesa Enchantress Whenever you cast an enchantment spell, you may draw a card. W Creature — Human Druid Creature 3 1WW 0/2 DSC 2 Metamorphosis Fanatic Lifelink When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) B Creature — Human Cleric Creature 6 4BB 4/4 DSC 2 Metamorphosis Fanatic Lifelink When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) B Creature — Human Cleric Creature 6 4BB 4/4 DSC 2 Mine Is the Only Truth (An ongoing scheme remains face up until it's abandoned.) Whenever a player casts a spell, you draw a card. At the beginning of your upkeep, if you drew a card last turn, abandon this scheme. Ongoing Scheme 0 DSC 1 Moon-Blessed Cleric Divine Intervention — When Moon-Blessed Cleric enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top. W Creature — Human Elf Cleric Creature 3 2W 3/2 DSC 2 My Champion Stands Supreme (An ongoing scheme remains face up until it's abandoned.) Your commander has ward {2}. Whenever your commander attacks, put two +1/+1 counters on it. When your commander leaves the battlefield, abandon this scheme. Ongoing Scheme 0 DSC 1 My Followers Ascend When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance. Scheme 0 DSC 1 My Laughter Echoes (An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again. Ongoing Scheme 0 DSC 1 My Wealth Will Bury You When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.") Scheme 0 DSC 1 Only I Know What Awaits When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield. Scheme 0 DSC 1 Phenomenon Investigators As Phenomenon Investigators enters, choose Believe or Doubt. • Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. • Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. BU Creature — Human Detective Creature 4 2UB 3/4 DSC 2 Phenomenon Investigators As Phenomenon Investigators enters, choose Believe or Doubt. • Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. • Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. BU Creature — Human Detective Creature 4 2UB 3/4 DSC 2 Ponder Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card. U Sorcery Sorcery 1 U DSC 3 Portent Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. Draw a card at the beginning of the next turn's upkeep. U Sorcery Sorcery 1 U DSC 3 Power Without Equal When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs. Scheme 0 DSC 1 Redress Fate Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) W Sorcery Sorcery 8 6WW DSC 3 Redress Fate Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) W Sorcery Sorcery 8 6WW DSC 3 Secret Arcade (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. W Enchantment — Room Enchantment 8 4W DSC 1 Dusty Parlor (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature. W Enchantment — Room Enchantment 8 2W DSC 1 Shriekwood Devourer Trample Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures. G Creature — Treefolk Creature 7 5GG 7/5 DSC 2 Soaring Lightbringer Flying Other enchantment creatures you control have flying. Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. W Enchantment Creature — Bird Glimmer Creature 5 4W 4/5 DSC 2 Soaring Lightbringer Flying Other enchantment creatures you control have flying. Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. W Enchantment Creature — Bird Glimmer Creature 5 4W 4/5 DSC 2 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 DSC 1 Telling Time Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library. U Instant Instant 2 1U DSC 3 Terminus Put all creatures on the bottom of their owners' libraries. Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) W Sorcery Sorcery 6 4WW DSC 3 The Master of Keys Flying When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) BUW Legendary Enchantment Creature — Horror Creature 3 XWUB 3/3 DSC 2 They Came from the Pipes When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Whenever a face-down creature you control enters, draw a card. U Enchantment Enchantment 5 4U DSC 1 Time Bends to My Will When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn. Scheme 0 DSC 1 Utter End Exile target nonland permanent. BW Instant Instant 4 2WB DSC 3 Valgavoth, Harrower of Souls Flying Ward—Pay 2 life. Whenever an opponent loses life for the first time during each of their turns, put a +1/+1 counter on Valgavoth, Harrower of Souls and draw a card. BR Legendary Creature — Elder Demon Creature 4 2BR 4/4 DSC 2 Winter, Cynical Opportunist Deathtouch Whenever Winter attacks, mill three cards. Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it. BG Legendary Creature — Human Warlock Creature 4 2BG 2/5 DSC 2 You Cannot Hide from Me (An ongoing scheme remains face up until it's abandoned.) At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme. Ongoing Scheme 0 DSC 1 You Will Know True Suffering When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control. Scheme 0 DSC 1 Your Own Face Mocks You When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference. Scheme 0 DSC 1 Your Plans Mean Nothing When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards. Scheme 0 DSC 1 Zimone's Hypothesis You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.) U Instant Instant 5 3UU DSC 3 Zimone, Mystery Unraveler Landfall — Whenever a land you control enters, manifest dread if this is the first time this ability has resolved this turn. Otherwise, you may turn a permanent you control face up. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) GU Legendary Creature — Human Wizard Creature 4 2GU 3/3 DSC 2