Summary

Legendary creatures are aplenty inMagic: The Gathering’sDuskmourn: House of Horror. Between the base set and the very fun Commander decks, there are some absolute terrors to face on the battlefield.

If you’re looking for something to scare your opponents with, or just need a few fun ideas for what to build around for your next deck, we scoured all the rooms we could find in Duskmourn for the absolute best legendary creatures from the set.

Magic The Gathering Cover

10The Mindskinner

Mill Your Opponents Out 10 At A Time

A very silly mill commander that would be a blast to build around, The Mindskinner is a monstrous 10/1 Nightmare creature that can’t be blocked. All that for just three blue mana. While dealing ten commander damage in one hit is huge, that’s not quite what makes The Mindskinner good.

All damage you would deal to an opponent is prevented, rendering that huge ten power kind of useless. Instead, that damage is converted into milling for that amount.All your opponents have to mill that many cards, not just the opponent you’re attacking, making The Mindskinner a milling machine.

9Nashi, Searcher In The Dark

A Triple Threat

A solid pick for anyone looking to do some shenanigans with their commander, Nashi, Searcher in the Dark is a Rat, Ninja, and Wizard creature, sitting with a fair 2/2 power and toughness for just two mana. When you connect with Nashi to a player, you get to mill as many cards as you’ve done damage with him. When you do, you can take as many legendary or enchantment cards from among those milled cards and put them in your hand, if you don’t, Nashi gets a little bigger with a +1/+1 counter. Fueling your next swing.

This type of self-mill effectively turns your graveyard into a second hand, especially when you throw in some reanimator effects and ways to shuffle cards back into your deck. While Nashi comes with menace you’ll probably want to throw in some more evasion for him, as making him unblockable or using Helm of the Host to make multiple non-legendary tokens of him can really fuel your milling and in turn, your draw power.

8Marvin, Murderous Mimic

Get The Combos Flowing

There are a lot of options with this little Toy commander, and none of them are going to be fun for your opponents. Marvin, Murderous Mimic gains all activated abilities of your other creatures so long as they don’t share the same name. That’s to make sure you don’t have two Marvins who eternally gain all these abilities forever.

It is incredibly easy to get all sorts of combos ready with this Commander. All you really need is Pili-Pala and Palladium Myr to get infinite mana. You can also use Marvin with cards like Triskelion and Phyrexian Devourer to generate tons of damage to just ping all your opponents to death.

7Niko, Light Of Hope

Niko hates being told what to do, so why not give him plenty of options as your commander? When Niko, Light of Hope enters the battlefield you get two Shard tokens. Sure, you can use them to scry and draw cards, but there’s a much better way to use them.

For two mana you’re able to tap Niko to exile a nonlegendary creature you control to make your Shards become copies of that creature. All you have to do is blink Niko a few times, giving yourself a few extra Shards, and then pick a powerful creature to exile with his ability like Agent of Treachery or Palinchron, and you have tons of potential for shenanigans.

6Zimone, All-Questioning

Brush Up On Those Math Skills

There’s a lot of math in Magic, having to total up the damage you deal, your life total over the course of the game, the number of cards you have in a deck, and more. With Zimone, All-Questioning, you get to make the game even more complicated.

At the start of your end step, if you had a land enter the battlefield under your control and you have a prime number of lands, you get to make a token of Primo, the Indivisible, a legendary 0/0 Fractal token. You then put +1/+1 counters on it equal to that prime number.

For a refresher, a prime number is any number that is not divisible by two smaller numbers without rounding. So 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31 and so on, are all prime.

5The Jolly Balloon Man

He’s So Happy!

Hasty Commanders are always a solid choice, and one that comes with a fascinating ability goes pretty far too. The Jolly Balloon Man is a three-mana Human Clown, which is pretty silly on its own, and can make tokens that are copies of other creatures you control, except it is not a Balloon creature along with its other types, also giving it flying and haste.

Like most balloons, the tokens don’t stick around long, forcing you to sacrifice it at the start of your next end step. If the JBM looks familiar, it’s because he’s like a nerfed Kiki-Jiki, and as such, there are plenty of combos that still work with him. One super easy combo is to combine The Jolly Balloon Man with an Umbral Mantle and a Dockside Extortionist, and the ability to make at least four Treasure tokens, and you have an infinite supply of untaps, 1/1 attackers, and very likely a win with very little workk.

4Tyvar, The Pummeler

The Elvish Fist

After all that math you might just want a more straightforward Commander, where the only counting you have to do is counting your opponent’s life total down from 40. Tyvar is more than happy to step in, though you still will probably have to calculate your damage before swinging.

While you don’t have to play Tyvaras a kindred Elf deck, it makes sense to. You can pay five mana to give all your creatures +X/+X for the turn, with X equalling the highest power among all creatures you control. If you have a 5/5, you get to give all your creatures +5/+5, effectively having your own little Overrun on your Commander.

3Marina Vendrell

Five-color Enchantress

Five-color decks are both a blessing and a curse. On the one hand, you have access to all cards ever printed in Magic’s history. On the other, you have to make a lot of tough choices on what to play and what to cut. Marina Vendrell helps narrow those choices down a bit by being an enchantment-based commander. When she enters the battlefield, you get to take a look at the top seven cards of your deck, taking all enchantments from among them and putting them into your hand.

She also has a Room focus, letting you tap Marina to lock or unlock a Room you control, which does allow you to repeat Room effects. There is likely more fun to be had with repeatedly blinking Marina over and over again, constantly running through the top seven cards of your deck so you always have an enchantment card in hand.

2Kona, Rescue Beastie

Beastie Friends Forever

Who can say no to a free card? Well, with Kona, Rescue Beastie, you never have to again. With its survival ability, on your second main phase, you can take a permanent card from your hand and put it into play for free, so long as Kona is tapped.

There are some massive green cards you can cheat into play this way, like:

And it’s not just creatures you put into play either, letting you do practically anything you want for free.

You don’t have to attack with Kona either, you can tap it to crew vehicles or mount creatures, or to activate abilities of other cards, you just need tap Kona.

1Valgavoth, Terror Eater

The Source Of Nightmares

The cause of all problems in Duskmourn, Valgavoth is a monstrous deem that is a monster on the battlefield. For nine mana, you get a 9/9 Elder Demon with flying, lifelink, and a brutal ward effect.

The power comes from Valgavoth’s two abilities, where if any card you don’t control is put into an opponent’s graveyard, it gets exiled instead. Then, on your turn, you’re able to play cards that are exiled with Valgavoth, forcing you to pay life equal to the mana cost instead of the actual mana. This is great for spells you won’t have access to colors for, but terrible if you’re running low on life.