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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.