With the release of the new set Duskmourn: House of Horror, we are back again. But something doesn't feel quite right. This plane is top down designed based on the 70s and 80s slasher films. With the previous set being Bloomburrow, it also has Shadowmore vibes as Shadowmore followed Lorwyn after the Great Aurora set in a haunted house. Previously, the plane used to be more expansive but has now been consumed by the House. So the House is the plane and the plane is the House. This reminds me of the board game Betrayal at House on the Hill, as the rooms shift and change, even more so when the inhabitants aren't looking. Wizards has even referred other horror villains like Pennywise from IT, with The Jolly Balloon Man. But coming back to this blog. We are looking at the Duskmourn Commander decks.
All of the recent preconstructed decks have been good out of the box. These look to be the same. Although if you're looking for some budget upgrades, you have found the right place. It's 10 upgrades for £10. I will state that I try to avoid cards released in the set. The prices of these cards can fluctuate wildly.
But for this blog, I will be going over Endless Punishment with the commander of Valgavoth, Harrower of Souls. Although it feels less like Endless Punishment as Valgavoth needs to take constant breaks after the damage. Although, from a mechanic balancing standpoint, it needs to be; otherwise, you would end up with so many cards and too much value. This also fits lore wise. Valgavoth is the main villain for the set and the sets logo, who goes through cycles of harrowing and quiescences. Quiescences occur just before a moulting of Valgavoth where he focuses inward on new growth. This is the safest time for the inhabitants of Duskmourn. This is offset with the Harrowings, where Valgavoth emerges with a fresh body. Causing new monsters to appear.
From a gameplay perspective, this deck will be similar to Mogis, God of Slaughter, which happens to be in the deck, and Ob Nixilis, Captive Kingpin. It’s a ‘Group Slug’ deck. This is the opposite of a Group Hug deck like Peace Offering, aiming to hurt everyone instead. Valgavoth differs from the other commanders by wanting the triggers to be repeatable for each of your opponents on their turn to gain maximum value. It is also a card draw engine in the command zone and can turn into a serious clock if you get the triggers. It is potentially being a 7/7 flying commander. This is giving me Wise Mothman vibes. Speaking of triggers, even if your opponents kill Valgavoth in response to the trigger, you will still draw the card. This is because the trigger doesn't target, so it will try to resolve as much as possible. Only if a spell or ability has no more legal targets will it fail to resolve, or it tries to resolve as much as possible. If the trigger was changed to ‘target creature gets the counter, and you draw a card', it's countered. But, if it targets a creature and targets a player to draw then it would still allow it to draw. But enough with the rules. It's time to explore Duskmourn and the wider multiverse for these upgrades.
Table of Contents
Budget Upgrades
Upgrade 1
My first addition is a new card from Outlaws of Thunder Junction - Magebane Lizard. It's just a little lizard dealing a little damage, but initial damage is all Valgavoth needs. As much as this sucks against creature centric decks, even those decks still use non creature spells, so you are almost guaranteed to get triggers. Also, as the name suggests, it absolutely ruins spellslinger decks, as the damage soon ramps up. It completely shuts down any storm based deck trying to amass a critical density of spells on a turn. At least until they find a way to remove the pesky Lizard. But at least then the removal spell is pointed here, not killing Valgavoth.
A recurring theme in my blogs is cutting a land from the decks. This will continue until Wizards learns to stop adding so many Lands. Spoiler: if you have read any of my other blogs they all cut one. For me I start out with a base of 34/35 lands. Adjusting from there depends on ramp/mana rocks and mana curve. So to have 38 lands and 7 rocks is way too many. So my land to cut is a Mountain. Someday wizards might give us more value in these decks by adding more cards over basics.
Upgrade 2/3
Spellshock and Rug of Smothering are the types of cards that are the bread and butter of this deck. They deal incremental damage for your opponents in their turn. Just a couple of notes for Spellshock. First, this also affects you so be careful as you are probably going to be targets playing this deck. Who knew that people didn't like constant damage. The second part is the Oracle text for the card. The original and only printing has the word successfully cast a card. This could be interpreted as a non countered spell. Old Magic wording was weird. This just means actually casting a spell, which is reflected in the oracle text “Whenever a player casts a spell, Spellshock deals 2 damage to that player.” Rug of Smothering works exactly as expected. It also only hurts opponents. The main downside is it's also a creature, so it's easier to remove.
My two cuts are also similar cards. Both to themselves and the two additions. They are Enchanter’s Bane and Harsh Mentor. I'll start with Harsh Mentor. I remember when this came out and people thought it would be a good red Hate bear. That term refers to a low CMC card, usually 2 mana. Hence the name ‘bear’ in further reference to a 2 mana 2/2 being bears from Grizzly Bear. The hate part comes from its annoying effects. The epitome of this for Commander is Drannith Magistrate. Harsh Mentor never really took off. It has a bit more relevance in Commander. As it has more opportunities to be able to trigger. But it doesn't hit mana abilities and gives your opponents the choice. How much do they need that ability? Is it worth 2 damage and a possible Valgavoth, Harrower of Souls trigger?
Enchanter’s Bane is even more narrow. While it’s okay in the group, as Miracle Worker is enchantment focused, you are unlikely to have an enchantress deck in your pod. Although other decks do run enchantments, you would need to draw this card while they have an enchantment worth keeping around. I prefer the constant and non conditional damage from Spellshock and Rug of Smothering.
Upgrade 4
Psychosis Crawler isn’t a card that will cause the triggers from Valgavoth, Harrower of Souls, but will double down on them. It helps speed up the clock by providing an extra ping while being a decent sized body, providing you with a full hand. But that shouldn't be too hard with Valgavoth drawing you cards.
I’m sure that Barbflare Gremlin is referencing Manabarbs. The name and even the artwork are similar. There is another card that makes up the name and the ability - Mana Flare. Barbflare Gremlin is a mashup of both of these as a creature. The key difference is that the ability is conditional, only working while it's tapped. The Manabarbs half, like the original card, deals damage whenever a land is tapped for mana. I think Manabarbs is a good addition to the deck. I didn't include it because it's a very salty card, drawing a lot of hate due to how much damage it can do. It will make you an archenemy. Although you probably already are with this deck. Back to the reason for cutting Barbflare Gremlin. It's the Mana Flare part. Barbflare Gremlin is better as you can control when the double mana happens, meaning you can get the first use of double mana. But it's super risky. Any green player loves double mana, as they can play their significant threats even earlier after ramping. I would only play the Barbflare Gremlin in a sacrifice deck so that you can use the double mana. Then sacrifice Barbflare Gremlin and deny anyone else the use.
Upgrade 5
My next one is similar to Psychosis Crawler, but instead, it triggers off your opponent's draws, getting you Valgavoth triggers. This is Underworld Dreams. This has two close comparison cards already in the deck. Kederekt Parasite is the first and costs a third the mana cost, but it needs a red permanent to work. But that isn't that hard in this deck. The other card is Spiteful Visions. This one is way more risky, as this also affects you. This means every card drawn off Valgavoth will also deal you extra damage. That’s something you don't want. I was 50/50 on if this card was going to be in the deck as punishing yourself for getting the triggers off Valgavoth mechanical is a little weird. But, it is very Rakdos (see the flavour text on Bond of Agony). My main concern is you are likely to be targeted already for playing Endless Punishment so dealing yourself damage isn't great. You don't have to worry about this with Underworld Dreams, as it only affects your opponents.
I am cutting Stormfist Crusader. While this does work with ‘draw hate’ cards, the problem comes with the timing of the trigger. This happens on your upkeep, meaning you can't get any Valgavoth triggers. Also, unless I'm killing my opponent quickly by stacking the effects of damage, I don't like giving my opponents extra cards. It gives them more options to win the game or answer any of my cards.
Upgrade 6
There is a similar problem with Braids, Arisen Nightmare - the trigger is on your end step. It’s a powerful effect, either causing your opponents to sacrifice the same type of card or taking damage and giving you a card. But this is where it falls, at least in this deck. It doesn't make a lot of tokens, so sacrificing any card is tricky. Also, I don't think the deck needs the additional card draw. Hopefully, Valgavoth can carry us on that front.
My next addition is Citadel of Pain - the bane of any blue player. While not guaranteed to deal any damage, it will cause players a tough decision. Do you take damage to keep up interaction and signal it? Or do you go shields down and tap all your lands to avoid damage? While this might not be the best option, it highlights an interesting older card. One that players might not know about. Also, I think the name is a slam dunk flavour win for the deck.
Upgrade 7
On a similar note, we have Painful Quandary. Although, this one is far less optional. It lets you discard a card or lose 5 life. It's a serious choice! Especially when your other cards are dealing with additional damage. Most people will probably choose to discard a card. That puts a squeeze on what cards they are casting. Every card cast will have to be impactful and far more meaningful. I have played this card in the past, and, as a warning, this draws some salt. If this delivers, you will likely become archenemy, so you best have a board to hold up to that. Although, with a group slug deck, you kind of already are.
The card I am cutting is Kaervek the Merciless. While undoubtedly a powerful card and effect, it is also an older card, meaning it doesn't have built in protection, unlike many newer high CMC legends. It could mean that you spend 7 mana and get nothing. This is likely the case if your opponents have any amount of removal in their decks. On the flip side, if you manage to protect Kaervek and force your opponents to play through it, the game will end fast due to the high damage output. But that's the problem: this deck isn't built around protecting your stuff. It just deals out the damage. So, without further changes, I don't think Kaervek the Merciless is worth it.
Upgrade 8
Tectonic Giant has a problem similar to that of both Braids and Stormfist Crusader. It deals the damage on your turn. While having the flexibility to draw cards impulsively is nice, this isn't true card draw, and you are limited to playing them that turn. The bigger benefit to Tectonic Giant over the others is it can deal damage on your opponent's turn. Although this will only be once as your opponents remove it, as it requires it to be targeted. I would much rather have consistent damage like my next card of Roiling Vortex or the honourable mention of Sulfuric Vortex.
Roiling Vortex is similar to Sulfuric Vortex but is easier to cast while doing 1 less damage. I am surprised not to see either of these in the deck. Roiling Vortex also has a big clause for all the free spells we have been getting recently, with the flare cycle from Modern Horizons 3 starting to make their ways into decks. It can also shut off lifegain for your opponents if you need to. With it being optional you can even make some deals, rather than the hard 'no' Sulfuric Vortex has.
Upgrade 9
My next card doesn’t exactly gain you triggers for Valgavoth. But it will help speed up the game and help all your other incremental damage finish off players. That card is Dire Fleet Ravager. This also comes with my final honourable mention, Heartless Hidetsugu.
I went with Dire Fleet Ravager over Heartless Hidetsugu because it's an enters trigger. While it is less damaging, it is only a third, not half. It also triggers for everyone. While the downside of hitting yourself is a big one it also gets everyone else simultaneously. Hidetsugu is slower, needing to stay on the table for a turn cycle before being able to get 1 player. Dire Fleet Ravager is a risky one to add, but I feel like if you're playing this deck. You aren’t here to make friends. Win fast or die the villain.
I am cutting Light up the Stage. This is where I was struggling to make cuts, as Light up the Stage is a great card. While it’s perfectly acceptable in an EDH deck, I’m only cutting it due to needing space. With the average higher mana cost of the deck you might leave cards stranded. Depending on when you cast it.
Upgrade 10
My final inclusion is a far safer pick - Sunspine Lynx from the recent Bloomburrow set. This is a call back to Price of Progress. Again, this one isn't be able to get you triggers but should be able to take a large chunk off your opponents. Even if you are playing against mono coloured decks, it is a good sized body. It’s a 5/4 for 4 mana with relevant static abilities that stops life gain as well as damage prevention. So, no more being stopped by Maze of Ith or Fogs. This also has a neat interaction with cards with protection - these no longer work to stop damage. While you still won't be able to target with a spell or ability, the damage will still happen if it is used to block. It's the same for untargeted damage from cards like the Blasphemous Act.
The Mask of Griselbrand is the last cut. This is kind of a cute card in the deck. Mostly there for the lifelink over the flying. The reason why I’m cutting it is because we already have Basilisk Collar. The lifelink is important to try and keep you alive despite all the hate and self inflicted damage. But I also think there are better options like Shadowspear or Loxodon Warhammer. This is because you can equip any of your creatures that deal damage and double dip, getting life not only from combat but also from triggers. You do need to be careful with the wording, though. It needs to be ‘damaged’ and not lifeless. Also, the creature needs to deal with the damage for lifelink to work. While having the redundancy for the card draw if your equipped creature dies, I’m hoping it isn’t needed. However, that is the problem with making these suggestions without being able to playtest the decks properly.
Final Thoughts
Wizards has been making a good step up in the quality of the deck. Card synergy is much better in the last couple of precons. Now, if they just dropped a land and put more value in the mana base, these would be even better products mainly because it doesn’t cost Wizards any more to print a £100 staple over a basic land. As much as Wizards says they don’t look at the secondary market, they very much do. They put in chase cards into products they know might not sell well otherwise. Look at the shocklands in Unfinity. The joke silverboarded set with desirable staples to pull in the otherwise uninterested players.
But back to Endless Punishment. This deck isn’t for everyone and probably should come with a warning. Group slug is very much an archetype that draws hate. Rightfully so, as you are dishing out repeated damage, either in large chunks or death by a thousand cuts, this deck has cards like Lord of Pain and Rampaging Ferocidon. I did consider adding cards like Polluted Bonds and Zo-Zu the Punisher. I didn’t because these are only really good in the early game, being able to punish ramp decks before they can get out of hand. But if you draw these later, then the effectiveness falls off. Zo-Zu is nasty if you use him as your commander, guaranteeing you always have him for turn 3, right on the curve for getting under the good ramp spells.
That's it for now. I hope to see you in the next blog or next time with the new set of Commander precons. And remember, good luck and have fun.
Non-Budget Upgrades
Looking more even more upgrades? Here are nine more that didn't fit our budget requirement but also work great in this deck:
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