MagicField guides

Mechanics

The set’s mechanics with worked examples, then every word on the cards.

Rooms and unlocking doors

A Room is one enchantment card with two doors. Cast either door for its own mana cost; that door becomes unlocked when the Room enters.

How it works

  1. To unlock a locked door already on the battlefield, pay that door's cost during your main phase with an empty stack. This is a special action, not casting a spell or an activated ability.
  2. Opponents cannot respond to the unlock payment itself. Resulting unlock triggers use the stack and can be answered. A Room put onto the battlefield without casting enters with both doors locked.
  3. Mana value uses the chosen door on the stack, the unlocked door or doors on the battlefield, and both printed costs combined elsewhere.

On the card

Watch out

  • Central Elevator excludes a Room sharing a currently unlocked name. Promising Stairs requires eight different unlocked names; duplicate names do not add to that count.
Rules detail & sourcesWizards · Duskmourn: House of Horror mechanics · Wizards · Duskmourn: House of Horror release notes

Eerie

Eerie triggers when an enchantment enters under your control or when you fully unlock a Room. Fully unlocked means both doors are unlocked.

How it works

  1. Casting a Room normally causes one enchantment-entry event. Unlocking its remaining door later causes a separate full-unlock event.
  2. An enchantment creature token entering also qualifies. Making an existing creature into an enchantment does not make it enter again.

On the card

Gremlin Tamer
Gremlin Tamer
Uncommon · Creature — Human Scout · At the table

Grand Entryway enters and then makes a Glimmer enchantment creature, supplying two separate entry events for an existing Gremlin Tamer. Unlocking Elegant Rotunda later can give another eerie event.

Watch out

  • Unlocking only one door of a Room with both doors locked is not a full unlock and does not itself trigger eerie.
Rules detail & sourcesWizards · Duskmourn: House of Horror mechanics · Wizards · Duskmourn: House of Horror release notes

Manifest dread

Look at your top two cards, put one onto the battlefield face down as a colorless 2/2 creature, and put the other into your graveyard.

How it works

  1. A manifested creature has no inherent ward. If its underlying card is a creature card, you may pay its mana cost to turn it face up as a special action.
  2. Turning face up is not casting or entering again. Reveal the card when it leaves the battlefield or the game ends.
  3. Valgavoth's Onslaught and Weight Room finish placing their counters during resolution; there is no response window between manifesting and those counters.

On the card

Manifest Dread
Manifest Dread
Common · Sorcery · At the table

Growing Dread supplies a face-down body; turning a creature card face up later triggers its counter ability but does not repeat that creature's entry trigger.

Watch out

  • A manifested noncreature card cannot use the normal creature-mana-cost turn-up action, and you cannot respond to the special action itself.
Rules detail & sourcesWizards · Duskmourn: House of Horror mechanics · Wizards · Duskmourn: House of Horror release notes

Survival

Survival rewards a creature that is tapped as your second main phase begins. The tapped condition is checked again when its trigger resolves.

How it works

  1. Attack safely or tap the creature with another effect before the phase begins. Tapping it after the phase starts is too late to create the trigger.
  2. Untapping the creature while it remains on the battlefield stops that trigger's reward. If it has left, use its last battlefield tapped status.

On the card

Cautious Survivor
Cautious Survivor
Common · Creature — Elf Survivor · At the table

Use Clobbering before the second main phase to tap a Survivor while removing a threat. It can collect survival without being sent into an unfavorable attack.

Watch out

  • Destroying an already-tapped Cautious Survivor after its trigger exists does not stop the life gain; its last tapped status still satisfies the condition.
Rules detail & sourcesWizards · Duskmourn: House of Horror mechanics · Wizards · Duskmourn: House of Horror release notes

Impending

Casting an Overlord for its impending cost still casts an enchantment creature spell. It enters with time counters and is a noncreature enchantment while those counters remain.

How it works

  1. Its entry trigger still works. Remove a time counter at the beginning of each of your end steps; when the last is gone, it is a creature again.
  2. During the waiting period, enchantment removal can answer it even though creature-only removal cannot.

On the card

Overlord of the Mistmoors
Overlord of the Mistmoors
Mythic · Enchantment Creature — Avatar Horror · At the table

An impending Mistmoors gives two flying Insects immediately. The Overlord itself waits for its counters to run out before it can attack or block.

Watch out

  • An impending spell is still a creature spell on the stack, so it does not trigger prowess merely because it will enter as a noncreature.
Rules detail & sourcesWizards · Duskmourn: House of Horror mechanics · Wizards · Duskmourn: House of Horror release notes

Delirium

Delirium requires at least four card types among cards in your graveyard. Several cards of one type still provide only that type.

How it works

  1. An enchantment creature contributes two types; an artifact creature likewise contributes two. Creature subtypes such as Horror and Toy are not card types.
  2. Continuous bonuses disappear immediately if the type count falls. Triggered abilities with an intervening condition check again on resolution.

On the card

Wildfire Wickerfolk
Wildfire Wickerfolk
Uncommon · Artifact Creature — Scarecrow · At the table

A creature, instant and enchantment artifact can provide four types across three cards. Drag to the Roots still requires black and green after its generic discount.

Watch out

  • Returning or exiling the only card of one type can turn delirium off, even when many cards remain in the graveyard.
Rules detail & sourcesWizards · Duskmourn: House of Horror mechanics · Wizards · Duskmourn: House of Horror release notes

Glossary

Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.

56 terms · A–ZComprehensive Rules effective Sep 25 · checked Oct 29

Symbols

C

Council’s dilemma

Ability word

An ability word that introduces voting. Follow the printed choices and resolve the effects for every vote, rather than only a winning majority. Expropriate gives an extra turn for each time vote and takes a permanent for each money vote.

Crew

Keyword ability

Tap other untapped creatures you control with enough total power to turn this Vehicle into an artifact creature until the turn ends.

Watch out: The crew creatures do not become the Vehicle’s attackers. A newly played Vehicle still needs haste to attack that turn.

Curve

Strategy

Enough useful low-cost plays to act before your expensive threats.

D

E

Equip

Keyword ability

Pay the equip cost to attach this Equipment to a target creature you control. Normally, activate equip only in your main phase when the stack is empty.

Watch out: The Equipment usually stays on the battlefield when the creature leaves. Moving it to another creature normally costs another equip activation.

F

Flashback

Keyword ability

You may cast this instant or sorcery from your graveyard by paying its flashback cost.

Watch out: Follow its normal timing. A spell cast with flashback is exiled when it leaves the stack, even if it is countered.

Forestcycling

Keyword ability

Pay the stated cost and discard this card to find a Forest card in your library, reveal it, put it into your hand, then shuffle. The found land goes to your hand, not directly onto the battlefield.

H

I

Islandcycling

Keyword ability

Pay the stated cost and discard this card to find a Island card in your library, reveal it, put it into your hand, then shuffle. The found land goes to your hand, not directly onto the battlefield.

K

L

M

N

Ninjutsu

Keyword ability

Pay the ability cost, reveal this card from your hand and return an unblocked attacker you control to hand. Put the ninjutsu card onto the battlefield tapped and attacking; this is an activated ability, not casting a spell.

P

Plainscycling

Keyword ability

Pay the stated cost and discard this card to find a Plains card in your library, reveal it, put it into your hand, then shuffle. The found land goes to your hand, not directly onto the battlefield.

R

S

Saga & lore counters

Card mechanic

A Saga normally enters with a lore counter and gains another as your first main phase begins. Reaching chapter numbers triggers those chapter abilities.

Watch out: The new lore counter is not added during upkeep. When its final chapter ability is no longer on the stack, you normally sacrifice the Saga.

Scry

Keyword action

Look at the stated number of cards from the top of your library. Put any number on the bottom and the rest back on top, choosing their order.

Watch out: Scry does not draw a card. Cards you move to the bottom do not go to the graveyard.

Signal

Strategy · Draft

Repeated useful late cards may suggest an open color; one card is weak evidence.

Support

Strategy

The actual cards and mana that let a payoff work.

Swampcycling

Keyword ability

Pay the stated cost and discard this card to find a Swamp card in your library, reveal it, put it into your hand, then shuffle. The found land goes to your hand, not directly onto the battlefield.

T

Treasure

Token

A standard Treasure token is an artifact you can tap and sacrifice to add one mana of any color.

Watch out: A Treasure is not a land. Using it spends the token; it does not remain for another turn.

V

W

Terms shared across sets: Learn glossary →