Duskmourn: House of Horror

Malevolent Chandelier

Malevolent Chandelier {6}

Artifact Creature - Construct
Flying
{2}: Put target card from a graveyard on the bottom of its owner's library. Activate only as a sorcery.
"If you see a light moving toward you in the darkness, don't assume it's coming to help."
—Winter
4/4
Marvin, Murderous Mimic

Marvin, Murderous Mimic {2}

Legendary Artifact Creature - Toy
Marvin, Murderous Mimic has all activated abilities of creatures you control that don't have the same name as this creature.
In a moment of bloodthirsty whimsy, a razorkin once picked up a ventriloquist's puppet and used it to terrorize a survivor. Now it hunts on its own, with no one pulling its strings.
2/2
Saw

Saw {2}

Artifact - Equipment
Equipped creature gets +2/+0.
Whenever equipped creature attacks, you may sacrifice a permanent other than that creature or Saw. If you do, draw a card.
Equip {2}
Abandoned Campground

Abandoned Campground

Land
Abandoned Campground enters tapped unless a player has 13 or less life.
{T}: Add {W} or {U}.
They say every inhabitant vanished in a single night, leaving their belongings untouched but curiously covered in moths.
Blazemire Verge

Blazemire Verge

Land
{T}: Add {B}.
{T}: Add {R}. Activate only if you control a Swamp or a Mountain.
Here, the Balemurk spits and boils, the oppressive darkness pierced by scorching spears of fire.
Bleeding Woods

Bleeding Woods

Land
Bleeding Woods enters tapped unless a player has 13 or less life.
{T}: Add {R} or {G}.
They say if someone lies down to sleep beneath the trees, in the morning nothing will remain but a few scattered bones and a bed of blood-red lilies.
Etched Cornfield

Etched Cornfield

Land
Etched Cornfield enters tapped unless a player has 13 or less life.
{T}: Add {G} or {W}.
They say those who lose their way in the fields gradually wither and grow brittle, until at last they put down roots and anchor into the soil as a whispering stalk.
Floodfarm Verge

Floodfarm Verge

Land
{T}: Add {W}.
{T}: Add {U}. Activate only if you control a Plains or an Island.
Here, the Mistmoors slump like a grieving parent, the once-thriving fields drowned by the relentless deluge.
Gloomlake Verge

Gloomlake Verge

Land
{T}: Add {U}.
{T}: Add {B}. Activate only if you control an Island or a Swamp.
Here, the Floodpits languish like a corpse, the clear waters choked by the filthy hands of the bog.
Hushwood Verge

Hushwood Verge

Land
{T}: Add {G}.
{T}: Add {W}. Activate only if you control a Forest or a Plains.
Here, the Hauntwoods churn like a viper's nest, as monstrous creatures prowl hungrily toward the ghostly light.
Lakeside Shack

Lakeside Shack

Land
Lakeside Shack enters tapped unless a player has 13 or less life.
{T}: Add {G} or {U}.
They say that if you stay in the cabin until the mists reach it, something will slither from the water and knock at the door.
Murky Sewer

Murky Sewer

Land
Murky Sewer enters tapped unless a player has 13 or less life.
{T}: Add {U} or {B}.
They say dripping, hungry things writhe beyond the edge of the light, waiting to drag the unwary into the darkness.
Neglected Manor

Neglected Manor

Land
Neglected Manor enters tapped unless a player has 13 or less life.
{T}: Add {W} or {B}.
They say every family who resided there met a grisly end, and once in a while you'll hear their screams echoing through the moldering halls.
Peculiar Lighthouse

Peculiar Lighthouse

Land
Peculiar Lighthouse enters tapped unless a player has 13 or less life.
{T}: Add {U} or {R}.
They say its beckoning beacon leads not to safe harbor but into the arms of the drowned.
Raucous Carnival

Raucous Carnival

Land
Raucous Carnival enters tapped unless a player has 13 or less life.
{T}: Add {R} or {W}.
They say that those who enter the amusement park never come back, and their disembodied laughter joins the others on the wind.
Razortrap Gorge

Razortrap Gorge

Land
Razortrap Gorge enters tapped unless a player has 13 or less life.
{T}: Add {B} or {R}.
They say the blades wait to bite through your skin until you've climbed too far to turn back, leaving you to cling with blood-slick hands until gravity takes you.
Strangled Cemetery

Strangled Cemetery

Land
Strangled Cemetery enters tapped unless a player has 13 or less life.
{T}: Add {B} or {G}.
They say that with each new moon, the buried dead rise and dance from dusk to dawn, and witnesses to the revelry must join them for eternity.
Terramorphic Expanse

Terramorphic Expanse

Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The House's geography constantly warps and twists, fields melting into floorboards and walls opening into hungry maws.
Thornspire Verge

Thornspire Verge

Land
{T}: Add {R}.
{T}: Add {G}. Activate only if you control a Mountain or a Forest.
Here, the Boilerbilges twitch like a trapped animal, peaks straining against the grasping roots and vines.
Valgavoth's Lair

Valgavoth's Lair

Enchantment Land
Hexproof
Valgavoth's Lair enters tapped. As it enters, choose a color.
{T}: Add one mana of the chosen color.
It is the one chamber whose location never changes, the rotten, rancorous heart of Duskmourn itself.
Plains

Plains

Basic Land - Plains
({T}: Add {W}.)
Related card: Norn's Fetchling
Island

Island

Basic Land - Island
({T}: Add {U}.)
Swamp

Swamp

Basic Land - Swamp
({T}: Add {B}.)
Mountain

Mountain

Basic Land - Mountain
({T}: Add {R}.)
Forest

Forest

Basic Land - Forest
({T}: Add {G}.)
Related cards: Argothian Uprooting Kami of Bamboo Groves Nissa's Encouragement