Summary

The horrifying world of Duskmourn takesMagic: The Gatheringplayers to a whole plane filled to the brim by a malevolent house, one with endless rooms, with monsters behind each terrible door.

Room enchantments are a way to depict the maze-like expanse that has taken over the plane in a Magic card.These special enchantmentsare split into two halves, with each side called a door. When playing one of these cards you pick which one to cast, with that door unlocking and giving you access to it once it’s on the battlefield. If these curious enchantments look like fun, we took a peek through each door to let you know what the best are from Duskmourn.

Image of the Magic The Gathering card Greenhouse and Rickety Gazebo by John Di Giovanni.

10Greenhouse / Rickety Gazebo

Fix Your Mana

Greenhouse does exactly what you would expect it to do, it helps your lands tap for any color you want it to. While it doesn’t add extra mana, it does ensure you’ll have access to all colors at all times.

Once you open the door to the Rickety Gazebo, you’ll mill yourself four cards and bring two permanents from among them back from your graveyard to your hand. In a deck with a heavy concentration of creatures, lands, and other permanents, you’ll all but be guaranteed to hit those two targets.

Image of the Magic The Gathering card Expermental Lab and Staff Room by Arthur Yuan.

9Experimental Lab / Staff Room

Time For Your Lessons

For four mana, it might not seem like Experimental Lab does a ton for you, and you’re not far off. You get to manifest a card from the top of your deck, putting two +1/+1 counters on it and a trample token to boot, giving you a 4/4 for four mana, which is a fair exchange.

The real power comes from the Lecture Hall, a three-mana Room that rewards you for dealing damage to your opponent by putting a +1/+1 counter on a creature when they deal combat damage to a player. If that card is manifested, you’re able to turn it face up instead, which is solid, especially if the manifested creature costs a ton of mana.

Image of the Magic The Gathering card Central Elevator and Promising Stiars by Cristi Balenscu

8Central Elevator / Promising Stairs

Win By Any Means

Alternate win conditions are a blast for players looking for something new to do with their decks or if they want a true challenge in their games. Central Elevator and Promising Stairs provide this in a silly way.

Promising Stairs lets you surveil one card at the start of your upkeep. You then win the game if you have eight or more different names among unlocked doors of Rooms you control. Realistically, all you have to do is have four different Room enchantments out with both sides unlocked to win.

Image of the Magic The Gathering card Restricted Office and Lecture hall by Antonio Jose Manzanedo.

you may unlock the other side of each Room card by paying that side’s mana cost.

7Restricted Office / Lecture Hall

Make Sure You’re Paying Attention

With a board wipe on one side and a huge protection spell on the other, Restricted Office and Lecture Hall is a fairly powerful Room enchantment, though one side is a lot more relevant than the other. Restricted Office destroys all creatures with power three or greater when it unlocks, so not as good as a hard board wipe, but more often than not it’ll deal with any problems you might be facing.

If you want to unlock the Lecture Hall you’ll have to spend a huge seven mana, so that won’t happen until late in the game. Once you do, all your permanents gain hexproof, locking your opponents out from being able to target them with spells or abilities.

Image of the Magic The Gathering card Dazzling Theater and Prop Room by Henry Peters.

6Dazzling Theater / Prop Room

Time To Put On A Show

Dazzling Theater might not do much on its own, but can give you some powerful advantages later in the game. With this Room outall your creature spells cast gain convoke, letting you tap your creatures in play to help pay for spells.

To help make sure you’re not put in a vulnerable position after tapping your creatures, the Prop Room side lets you untap all your creatures during each other player’s untap step. This way also gives you a functional form of vigilance, letting you attack on your turn while still having those creatures open to block.

Image of the Magic The Gathering card Dollmaker’s Shop and Procelain Gallery by Chris Cold.

5Funeral Room / Awakening Hall

If you’re up for playing the long game, Funeral Room is the way to go. Any time one of your creatures dies, Funeral Room makes each opponent lose a life and you gain one life back. This can trigger multiple times each turn and for each creature,so you’re able to burn through tokensand other creatures while draining your opponents.

For a huge eight-mana, you can unlock Awakening Hall, which has a one-time effect of letting you return all creature cards from your graveyard to the battlefield. This mass reanimation can help you recover from a board wipe late in the game, or a can be a combo machine after you have filled your graveyard up with powerful creatures.

Image of the Magic The Gathering card Charred Foyer and Warped Space by Andrew Mar.

Want To Play A Game?

A very strong Room enchantment, Dollmaker’s Shop is a two-mana card that lets you make a 1/1 Toy token anytime you attack with a non-Toy creature. It doesn’t take much to verify you have a non-Toy creature attacking and it’ll continuously grow your battlefield with each attack.

Once you hit six mana, you can open the door to Porcelain Gallery, which gives all your creatures a base power and toughness equal to the total number of creatures you control. If you’ve been able to attack regularly since you played Dollmaker’s Shop, you’ll have at least six creatures total out, turning all your creatures, including those little 1/1 Toys, into 6/6 monsters.

Image of the Magic The Gathering card Walk In Closet and Forgotten Cellar by Miklos Ligeti.

3Charred Foyer / Warped Space

Free Spells Every Turn

Red has access to quite a few ways to get some extra cards per turn, even if it is just a temporary draw. Charred Foyer gives you a repeatable version of this for four mana, exiling the top card of your deck each turn and letting you play it.

If you’re able to open the door to Warped Space, you get an incredibly powerful effect, letting you pay zero mana for a single spell you cast from exile each turn. This combos wonderfully with the Charred Foyer, and can give you a huge advantage by keeping all your mana open for more spells.

Image of the Magic The Gathering card Mirror Room and Fractured Realm by Helge C Balzer.

2Walk-In Closet / Forgotten Cellar

It Is Bigger On The Inside

Walk-In Closet does one thing and does it well. With this Room enchantment, you can play lands from your graveyard. You still only get one land drop per turn, but much like other cards that have the same effect, there are plenty of ways to put it to good use.

Opening the door gets you Forgotten Cellar, a five-mana Room that is effectively a Yawgmoth’s Will, letting you cast spells from your graveyard for just one turn. While it is only effective for one turn, it has the potential to cause some havoc for your opponents by giving you access to a whole ton of cards.

mixcollage-05-dec-2024-01-42-pm-222.jpg

1Mirror Room / Fractured Realm

Two Is Better Than One

Some of the best cards in Magic are ones that do some wild things and with Mirror Room and Fractured Realm, you can get into some shenanigans with either one of this Room’s effects. Mirror Room lets you make a token of another creature you control, making it a Reflection creature as well as its other types. You can double up on ETB effects, or just get two punishing creatures out.

The Fractured Realm side then lets you copy your triggered abilities, all of them. So that’s all your enter the battlefield effects, death triggers, and anytime you see the words “when”, “whenever”, and “at” on a card.