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  1. You may play lands from your graveyard. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    8 Mana Value Enchantment — Room mythic Duskmourn: House of Horror
  2. You may play lands from your graveyard. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    8 Mana Value Enchantment — Room mythic Duskmourn: House of Horror
  3. When you unlock this door, search your library for a basic land card, put it onto the battlefield tapped, then shuffle. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    9 Mana Value Enchantment — Room common Duskmourn: House of Horror
  4. Bedhead Beastie Magic Cards

    Menace (This creature can't be blocked except by two or more creatures.) Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)

    6 Mana Value 5 Power 6 Toughness Creature — Beast common Duskmourn: House of Horror
  5. Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    5 Mana Value Enchantment — Room uncommon Duskmourn: House of Horror
  6. Cracked Skull Magic Cards

    Enchant creature When this Aura enters, look at target player's hand. You may choose a nonland card from it. That player discards that card. When enchanted creature is dealt damage, destroy it.

    3 Mana Value Enchantment — Aura common Duskmourn: House of Horror
  7. When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control.

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  8. When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead.

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  9. When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once.

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  10. When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  11. When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead.

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  12. (An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life.

    0 Mana Value Ongoing Scheme common Duskmourn: House of Horror Commander
  13. (An ongoing scheme remains face up until it's abandoned.) Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking. At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme.

    0 Mana Value Ongoing Scheme common Duskmourn: House of Horror Commander
  14. When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures.

    0 Mana Value Scheme common Duskmourn: House of Horror Commander
  15. Thriving Moor Magic Cards

    This land enters tapped. As it enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color.

    0 Mana Value Land common Duskmourn: House of Horror Commander
  16. Thriving Isle Magic Cards

    This land enters tapped. As it enters, choose a color other than blue. {T}: Add {U} or one mana of the chosen color.

    0 Mana Value Land common Duskmourn: House of Horror Commander
  17. Thriving Heath Magic Cards

    This land enters tapped. As it enters, choose a color other than white. {T}: Add {W} or one mana of the chosen color.

    0 Mana Value Land common Duskmourn: House of Horror Commander
  18. Tainted Isle Magic Cards

    {T}: Add {C}. {T}: Add {U} or {B}. Activate only if you control a Swamp.

    0 Mana Value Land uncommon Duskmourn: House of Horror Commander
  19. Tainted Field Magic Cards

    {T}: Add {C}. {T}: Add {W} or {B}. Activate only if you control a Swamp.

    0 Mana Value Land uncommon Duskmourn: House of Horror Commander
  20. This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.

    0 Mana Value Land uncommon Duskmourn: House of Horror Commander