Best MTG Duskmourn removal spells for Draft and Standard

Destroy your opponent's board state.

Large monster with four long fingers getting attacked by human with spear in MTG Duskmourn set
Image via WotC

Removal spells play an integral role in any Magic: The Gathering deck, especially in the Limited Duskmourn: House of Horrors Draft and Sealed formats. Here are the best removal spells to watch for and include in your main deck for Prerelease.

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The Duskmourn: House of Horrors set is packed with removal spells in all MTG colors. Most are best within Limited play for Draft and Prerelease, while a few are worthy of being included in a Constructed main deck. Listed alphabetically, here are some of the best Duskmourn removal spells. Additional spells may be added after I participate in MTG Arena early access.

Beastie Beatdown Duskmourn Uncommon

A toy monster with human riding it destroying anohter monster in house of horrors through MTG Duskmourn set
Bite and gain counters with Delirium activated. Image via WotC

Beastie Beatdown is a two-drop removal spell you probably won’t play during the early stages of a match. It’s a bite spell at Sorcery speed, which is a slight downside. But if you have Delirium activated, the creature biting gains two +1/+1 counters, making up for Sorcery speed.

Betrayer’s Bargain Duskmourn Uncommon

Man with long hari and grey sleeveless jacket standing in front of man on knees in MTG Duskmourn set
Exile pesky creatures. Image via WotC

Slotting right into the RB Duskmourn Draft archetype is Betrayer’s Bargain. The two-drop Instant requires additional payment to cast, sacrificing either a creature, Enchantment, or paying two mana. Sacrificing is the main theme of the RB archetype, allowing you to exile a creature with five or less toughness for two mana.

Coordinated Clobbering Duskmourn Uncommon

Two Legendaries fighting evil spirits with blue and green magic in Duskmourn MTG set
Good synergy with the Survival mechanic. Image via WotC

Coordinated Clobbering is a MTG card we’ve seen before that performed well in Limited Draft and Sealed. I like the one-drop in Green, despite it having Sorcery speed, because it synergizes well with the Survival mechanic, gaining you additional effects in addition to removing a creature from the board.

Drag to the Roots Duskmourn Uncommon

Wizard in blue and red surrounded by magicians and wrapped in yellow and black magic throgh Duskmourn MTG set
Two-drop removal. Image via WotC

Drag to the Roots is the signpost card for the BG Draft archetype that synergizes with Delirium. Having four or more types of MTG cards in your graveyard isn’t hard to accomplish, especially by the mid-game stages of a match. With Delirium activated, Drag to the Roots only costs two mana and destroys any nonland permanent. Now, that’s value!

Exorcise Duskmourn Uncommon

Artifact vaporizing surroundings with white shadowns and an outline of monster in MTG Duskmourn set
Don’t sleep on exile spells in Duskmourn. Image via WotC

With Delirium being a prominent mechanic within the Duskmourn Limited meta, exile spells like Exorcise rise in value. The two-drop’s Sorcery speed. But, it will exile a creature with power four or greater, or any Artifact or Enchantment. Enchantments are also prominent in Duskmourn, which is why I recommend main decking Exorcise during Draft and Prerelease events.

Final Vengeance Duskmourn Common

Large monster with four long fingers getting attacked by human with spear in MTG Duskmourn set
Another powerhouse removal for the BR archetype. Image via WotC

RB is looking like a strong archetype based on removal. Final Vengeance is a Sorcery speed card, but it only costs one mana. You exile any target creature when Final Vengeance is cast as long as you sacrifice a creature or Enchantment.

Get Out Duskmourn Uncommon

Large door in blue room with magical light shining on it showing an outline of human shape in MTG Duskmourn set
Flexible two-drop Instant. Image via WotC

Two Blue pips is a slight downside in Limited on the Instant Get Out spell. Having two modes to choose from makes up for it, though. The spell counters creatures and Enchantments, or you can use it to return up to two creatures and/or Enchantments to your hand. For Tempo and Control builds, Get Out is a high-value piece of removal.

Insidious Fungus Duskmourn Uncommon

Fungal growth colored reddish brown growing on walls in Duskmourn MTG set
A creature with modal removal options. Image via WotC

Insidious Fungus is technically a creature that has an activated ability to remove Artifacts or Enchantments. The ability is only two mana of any color, in which you can choose one of three options. Don’t sleep on Artifact removal that is on the same card as Enchantment removal, especially in a set like Duskmourn. And if you don’t need either, you can draw a card and put a Land card from hand onto the battlefield tapped instead.

Live or Die Duskmourn Uncommon

Stairwell in an infinity symbol colored red with doors on either side leading into haunted house or outside in MTG Duskmourn set
Versatile Mono-Black five-drop. Image via WotC

Live or Die is an expensive five-drop removal for a creature. Having Instant speed provides value, along with the modal options. Being able to either destroy a creature or return one to the battlefield is good value in Black. Live or Die isn’t strong enough for Standard but should perform well in Duskmourn Draft.

Nowhere to Run Duskmourn Uncommon

Human in black clothes with hands over eyes and head as magical red spots float around them in MTG Duskmourn set
Big creature hater removal in Black. image via WotC

Nowhere to Run is one of my favorite Duskmourn Uncommon removal cards. It has Enchantment synergy, preventing opponent creatures from using Ward or protection spells. It has Flash, giving it Instant speed, and removes creatures with a power of three or less. Opponent non-creature permanents still have Ward.

Pyroclasm Duskmourn Uncommon

Large flame of fire from human wizard buring spiders in MTG Duskmourn set
Solid Aggro hate. Image via WotC

Aggro decks, be warned: Pyroclasm wants to destroy your board before it can ramp up. Pyroclasm is a great Uncommon removal spell in Standard and should be fine in Limited. But I expect it to see more Standard play to counter Selesnia Rabbit and Mono-Red Aggro decks.

Scorching Dragonfire Duskmourn Common

Kaito dodging fire burst of flame from monster in Duskmourn MTG set
You have to love the exile clause. Image via WotC

Dealing three damage to any creature or Planeswalker is Scorching Dragonfire. The Common is at Instant speed, but can only target a creature or Planeswalker. What makes up for the lack of targeting on the card is the ability to exile the creature or Planeswalker should they die from Scorching Dragonfire’s damage.

Seized from Slumber Duskmourn Common

hum,an unraveling like string in Duskmourn MTG set
Removal versatility in White. Image via WotC

White removal cards typically target tapped creatures for two-mana, which Seized from Slumber does. But the Instant can also be cast as a five-drop if targeting a creature that isn’t tapped. Seized from Slumber is a solid Limited card, but it won’t see Standard play.

Sheltered by Ghosts Duskmourn Uncommon

Child with hands over ears and gold ghosts on eihter side in MTG Duskmourn set
An Enchantment Aura and removal spell in one. Image via WotC

The design of Sheltered by Ghosts is neat, and I think it will do well in both Limited and other MTG formats. The versatile Aura enchants your creature, giving it +1/+0 and Ward Two. But it also exiles a nonland permanent upon entering the battlefield. All for only two mana. Don’t sleep on Sheltered by Ghosts.

Trapped in the Screen Duskmourn Common

Hunam trapped in gold tv screen with blue and white lines for MTG Duskmourn set
Staple White removal with Ward. Image via WotC

Trapped in the Screen is a staple White removal design at three mana as an Enchantment. But Trapped in the Screen is different in that it has Ward Two, buying you more time before an opponent can attempt to remove the MTG Enchantment.

You can test out the Duskmourn: House of Horror removal cards during Prerelease events that start on Sept. 20.

Author
Image of Danny Forster
Danny Forster
Danny has been writing for Dot Esports for over five years, first as a freelancer and now as a staff writer. He is the lead beat writer for Magic: The Gathering and Teamfight Tactics. Danny is also a solid Monopoly GO player, having beaten every main event without spending a dime. When Danny isn't writing or gaming, he's chilling by the water in Spacecoast Florida with his family and friends. He's always got a tan, because touching grass is important, and loves playing strategic digital and tabletop games. Past outlets Danny has written for include TheGamer and ScreenRant.