Duskmourn Commander Precons: Decklists & Spoilers

Are you a Commander player who enjoys the horror genre? In that case, you might want to mark your calendar for September 27th, 2024. That’s the release date for Duskmourn Commander decks.

These ominous precons are the main focus of today’s article, in which we’ll discuss everything we know about them so far. What’s been revealed about them? First batch of info contained packaging, colors, and general themes. Additionally, there’s been a recent development.

UPDATE: On September 12th, the last teo decks were revealed. You can find all four decklists below.

Before we get to all that, here’s a quick overview of the four decks. Right afterwards, we’ll dive into exploring them further.

Deck nameColors
Miracle Worker Duskmourn Commander Decks IconMiracle Worker
  • White
  • Blue
  • Black
  • Jump Scare Duskmourn Commander Decks IconJump Scare!
  • Blue
  • Green
  • Endless Punishment Duskmourn Commander Decks IconEndless Punishment
  • Black
  • Red
  • Death Tool Duskmourn Commander Decks IconDeath Toll
  • Black
  • Green
  • Miracle Worker

    Miracle Worker Precon Duskmourn Commander Decks

    Draw your power from destiny. — Use fate-shifting powers to cast miracles and see a future where you’re the one winning the game

    If you’re a newer player, you might wonder what are miracles. These are cards with the miracle mechanic. When you draw your first card for the turn, if it has miracle, you may reveal it, and and can cast it for less mana.

    One example would be Temporal Mastery, an extra turn spell. It costs seven mana, but it can be cast for just two, if it’s the first card you draw in a turn. Now that’s a really big gap in power level. If you can guarantee to cast it for cheap, then it’s probably quite strong. If only there was a way to control the top of your deck.

    Thankfully, there are a bunch of those effects, whether with scry effects or with cards like Brainstorm. Since this deck can “see the future”, you can expect a lot of such effects, setting up the top of your deck in order to unleash powerful miracle spells.

    While the Aminatou, the Fateshifter was previously a planeswalker, duo to the desparking in March of the Machine, the Esper commander returns as a creature.

    Aminatou, Veil Piercer

    Aminatou, Veil Piercer Duskmourn Commander Decks

    This time, Aminatou will work with enchantments. It’ll give you a way to somewhat control the top of your deck with surveil, plus a cost reduction for enchantments by combining them with a miracle mechanic.

    The 4 generic mana cost reduction is a lot. If you can do the work, that’s an enormous discount. Nevertheless, there are certainly some deckbuilding challenges. Nothing wrong about that, as it’s another way that this deck will feel different from generic enchantment Commander decks.

    Miracle Worker Decklist

    Commander (1)
    Aminatou, Veil Piercer

    Creatures (16)
    Archetype of Imagination
    Arvinox, the Mind Flail
    Athreos, Shroud-Veiled
    Auramancer
    Burnished Hart
    Demon of Fate’s Design
    Doomwake Giant
    Dream Eater
    Nightmare Shepherd
    Mesa Enchantress
    Moon-Blessed Cleric
    Ondu Spiritdancer
    Prognostic Sphinx
    Solemn Simulacrum
    Starfield Mystic
    Verge Rangers

    Instants (9)
    Arcane Denial
    Brainstorm
    Inkshield
    Otherwordly Gaze
    Return to Dust
    Swords to Plowshares
    Thirst for Meaning
    Telling Time
    Utter End

    Sorceries (8)
    Aminatou’s Augury
    Diabolic Vision
    Entreat the Angels
    Ponder
    Portent
    Read the Bones
    Terminus
    Time Wipe

    Enchantments (12)
    Cast Out
    Extravagant Replication
    Life Insurance
    Mirrormade
    Monologue Tax
    One with the Multiverse
    Shark Typhoon
    Sigil of the Empty Throne
    Sphere of Safety
    Spirit-Sister’s Call
    The Eldest Reborn
    Timely Ward
    Lands (38)
    Adarkar Wastes
    Arcane Sanctum
    Ash Barrens
    Azorius Chancery
    Bojuka Bog
    Caves of Koilos
    Dimir Aqueduct
    Evolving Wilds
    Halimar Depths
    Hall of Heliod’s Generosity
    Obscura Storefront
    Orzhov Basilica
    Tainted Field
    Tainted Isle
    Temple of Deceit
    Temple of Enlightenment
    Temple of Silence
    Thriving Heath
    Thriving Isle
    Thriving Moor
    Underground River
    Command Tower
    Terramorphic Expanse
    Island
    Plains
    Swamp

    Artifacts (7)
    Arcane Signet
    Azorius Signet
    Brainstone
    Commander’s Sphere
    Mind Stone
    Orzhov Signet
    Sol Ring

    New Cards (9)
    Ancient Cellarspawn
    Cramped Vents // Access Maze
    Fear of Sleep Paralysis
    Metamorphosis Fanatic
    Phenomenon Investigators
    Redress Fate
    Secret Arcade // Dusty Parlor
    Soaring Lightbringer
    The Master of Keys

    The hover images for the new cards aren’t working yet. You can instead find them in our Miracle Worker Precon article.

    Jump Scare!

    Jump Scare! Duskmourn Commander Decks Precons

    Quick! Behind you! — Invite the element of surprise with tricky instants and lay out mysterious face-down cards to keep ‘em guessing, then flip them over to spring your traps

    Would you look at that? Here’s a Simic deck that isn’t all about drawing cards and ramping. (Although, there’s surely be some of that in the deck.) Instead, you’ll try to keep your opponents guessing, when you’re playing with Jump Scare! precon. How? Mostly with face-down creatures.

    These were somewhat under-powered in the previous years, but with disguise mechanic In Murder of Karlov Manor and manifest dread in Duskmourn it got much needed boost. Now, with another deck with face-down creatures, your opponents won’t know what to expect with multiple viable options in Commander.

    It certainly looks like Jump Scare! is a front-runner for everyone who likes playing mind games with their opponents.

    Zimone, Mystery Unraveler

    Zimone, Mystery Unraveler Duskmourn Commander Decks

    Zimone uses the landfall mechanic, which is certainly one of the more popular mechanics. It combines it with the new one, manifest dread, which can keep your opponents guessing.

    While Zimone certainly belongs into Simic colors (due to landfall), it’s refreshing to see these colors do something new with that. Not only do you get face-down creatures, you can also turn them face up for free, by playing additional lands. Pretty neat, and there are certainly some fun mini combos you could do with it.

    Jump Scare! Decklist

    Commander (1)
    Zimone, Mystery Unraveler

    Creatures (26)
    Aesi, Tyrant of Gyre Strait
    Arixmethes, Slumbering Isle
    Ashaya, Soul of the Wild
    Augur of Autumn
    Beanstalk Giant
    Body of Knowledge
    Citanul Hierophants
    Deathmist Raptor
    Greater Tanuki
    Hydra Omnivore
    Kefnet the Mindful
    Kheru Spellsnatcher
    Multani, Yavimaya’s Avatar
    Rashmi, Eternities Crafter
    Sakura-Tribe Elder
    Scute Swarm
    Shigeki, Jukai Visionary
    Skaab Ruinator
    Tatyova, Benthic Druid
    Temur War Shaman
    Thunderfoot Baloth
    Trygon Predator
    Whisperwood Elemental
    Worldspine Wurm
    Yavimaya Elder
    Yedora, Grave Gardener

    Instants (8)
    Beast Within
    Biomass Mutation
    Cackling Counterpart
    Counterspell
    Dig Through Time
    Eureka Moment
    Growth Spiral
    Reality Shift

    Sorceries (7)
    Aether Gale
    Cultivate
    Explosive Vegetation
    Ezuri’s Predation
    Oversimplify
    Overwhelming Stampede
    Rampant Growth

    Enchantments (5)
    Primordial Mist
    Retreat to Coralhelm
    Sandwurm Convergence
    Trail of Mystery
    Wilderness Reclamation
    Lands (38)
    Ash Barrens
    Castle Vantress
    Command Tower
    Drownyard Temple
    Evolving Wilds
    Flooded Grove
    Forest
    Hinterland Harbor
    Island
    Mosswort Bridge
    Myriad Landscape
    Overflowing Basin
    Quandrix Campus
    Reliquary Tower
    Simic Growth Chamber
    Tangled Islet
    Temple of Mystery
    Temple of the False God
    Terramorphic Expanse
    Thornwood Falls
    Vineglimmer Snarl
    Yavimaya Coast

    Artifacts (4)
    Arcane Signet
    Scroll of Fate
    Simic Signet
    Sol Ring

    New Cards (11)
    Curator Beastie
    Disorienting Choice
    Experimental Lab/Staff Room
    Giggling Skitterspike
    Glitch Interpreter
    Growing Dread
    Kianne, Corrupted Memory
    Overgrown Zealot
    Shriekwood Devourer
    They Came from the Pipes
    Zimone’s Hypothesis

    Schemes (10)
    Chaos Is My Plaything
    I Am Untouchable
    Kneel Before My Legions
    Mine Is the Only Truth
    My Laughter Echoes
    Power Without Equal
    You Are Unworthy of Mercy
    You Will Know True Suffering
    Your Own Face Mocks You
    Your Plans Mean Nothing

    Some cards might not be showing just yet, right now you can find them in our Jump Scare! spoilers article.

    Endless Punishment

    Endless Punishment Duskmourn Commander Decks Precons

    Abandon all hope, ye who enter here. — Become the House that always wins and dish out damage to all who enter your halls until you see your new tenants evicted . . . permanently

    First thing about this deck, the commander’s artwork looks absolutely metal. I can’t wait to see what this card will do, but hopefully, it’s something powerful and fun. However, it’s pretty hard to predict what that might be.

    Contrary to the other Duskmourn Commander precons, the description doesn’t tell us a whole lot about the deck. Punishing your opponents and making them pay, leaves a lot open to interpretation. The most likely thing is some kind of a punisher mechanic.

    Tyrannize Duskmourn Commander Precons Speculation

    That mechanic gives your opponents choices, but both choices are bad for them. Some examples of such cards include Tyrannize and Bellowing Mauler. Oh, and of course, there’s also the iconic Torment of Hailfire.

    Perhaps, there’ll be such effects in the Endless Punishment precon. But let’s be honest, for a second. If you’re a big Rakdos fan, you’re probably getting this deck no matter what its theme is.

    Valgavoth, Harvester Of Souls

    Valgavoth, Harrower of Souls Duskmourn Commander Precons

    Valgavoth doesn’t specifically work with the punisher type cards. However, most of them can make your opponents lose life, and if you can do that, you’ll trigger Valgavoth’s powerful ability.

    Its power level will depend on how likely you are to make opponents lose life on their turn.

    Endless Punishment Decklist

    Commander (1)
    Valgavoth, Harrower of Souls

    Creatures (32)
    Barbflare Gremlin
    Blood Artist
    Blood Seeker
    Braids, Arisen Nightmare
    Brash Taunter
    Combustible Gearhulk
    Falkenrath Noble
    Fate Unraveler
    Fear of Burning Alive
    Florian, Voldaren Scion
    Gleeful Arsonist
    Gray Merchant of Asphodel
    Harsh Mentor
    Kaervek the Merciless
    Kardur, Doomscourge
    Kederekt Parasite
    Massacre Girl
    Massacre Wurm
    Mayhem Devil
    Mogis, God of Slaughter
    Morbid Opportunist
    Nightshade Harvester
    Persistent Constrictor
    Rakdos, Lord of Riots
    Rampaging Ferocidon
    Solemn Simulacrum
    Star Athlete
    Stormfist Crusader
    Syr Konrad, the Grim
    Tectonic Giant
    The Lord of Pain
    Vial Smasher the Fierce

    Sorceries (7)
    Blasphemous Act
    Decree of Pain
    Feed the Swarm
    Grab the Prize
    Light Up the Stage
    Sadistic Shell Game
    Sign in Blood

    Instants (6)
    Bedevil
    Blood Pact
    Chaos Warp
    Infernal Grasp
    Rakdos Charm
    Suspended Sentence

    Enchantments (5)
    Bastion of Remembrance
    Enchanter’s Bane
    Spiked Corridor // Torture Pit
    Spiteful Visions
    Theater of Horrors
    Lands (38)
    Ash Barrens
    Blackcleave Cliffs
    Bloodfell Caves
    Canyon Slough
    Command Tower
    Dragonskull Summit
    Evolving Wilds
    Exotic Orchard
    Foreboding Ruins
    Geothermal Bog
    Graven Cairns
    Leechridden Swamp
    Shadowblood Ridge
    Shivan Gorge
    Smoldering Marsh
    Spinerock Knoll
    Sulfurous Springs
    Tainted Peak
    Temple of Malice
    Temple of the False God
    Terramorphic Expanse
    Witch’s Clinic
    Mountain
    Swamp

    Artifacts (11)
    Arcane Signet
    Basilisk Collar
    Fellwar Stone
    Lightning Greaves
    Mask of Griselbrand
    Mind Stone
    Rakdos Signet
    Séance Board
    Sol Ring
    Talisman of Indulgence
    Thought Vessel

    You can find the new cards from this precon in our Endless Punishment precon article.

    Death Toll

    Death Toll Precon Duskmourn Commander Decks

    Do what it takes to survive. — Send your cold dead cards into the graveyard, the return your heavy hitters from the great beyond and rise victorious!

    We’re wrapping up with what looks like a very traditional Golgari reanimator deck. You’ll fill your graveyard, probably by self-milling, or perhaps with some discard effects. Then, you’ll return your creatures directly to the battlefield.

    It’s going to be interesting to see what new twist Wizards will add to this theme. While they do tend to reuse some popular themes, they typically change some things. Perhaps the reanimation will be tied to some new mechanic that’ll appear in the Duskmourn main set.

    Coiling Rebirth Duskmourn Commander Decks

    For example, here’s Coiling Rebirth from the previous set, Bloomburrow. This one uses the new gift mechanic of the set, and pairs it with the reanimator theme.

    But what about a mechanic that makes a return in this set? That would be delirium, which would make a lot of sense for a graveyard based set. Plus, it’s also featured on the deck’s commander.

    Winter, Cynical Opportunist

    Winter, Cynical Opportunist Duskmourn Commander Precons

    The last commander looks like a really fun card for Golgari players. The delirium mechanic cares about having four or more different card types in your graveyard. So, you need to make some work for it.

    First, you need to include different card types in your deck. Second, you need to get them in your graveyard, either by milling, or some other way. Thankfully, the latter is already something you already wanted to do in a reanimator deck.

    The cool thing about Winter (pun unintended) is that you can get value from it, on the turn you play it. You just need to have 4+ different card types in your graveyard, including a juicy creature to bring back. That shouldn’t be too hard to do in a black-green deck.

    The finality counter is a bit annoying, but you can also play around with cards like Nesting Grounds and Power Conduit.

    Death Toll Decklist

    The new cards can be found in our Death Toll precon article.

    Commander (1)
    Winter, Cynical Opportunist

    Creatures (27)
    Burnished Hart
    Carrion Grub
    Deathcap Cultivator
    Demolisher Spawn
    Dryad Arbor
    Giant Adephage
    Gnarlwood Dryad
    Grim Flayer
    Haywire Mite
    Hornet Queen
    Ishkanah, Grafwidow
    Moldgraf Millipede
    Moldgraf Monstrosity
    Noxious Gearhulk
    Nyx Weaver
    Obsessive Skinner
    Old Stickfingers
    Rendmaw, Creaking Nest
    Sakura-Tribe Elder
    Scavenging Ooze
    Skola Grovedancer
    Solemn Simulacrum
    Stitcher’s Supplier
    Suspicious Bookcase
    Titania, Nature’s Force
    Ursine Monstrosity
    Vile Mutilator

    Sorceries (9)
    Convert to Slime
    Culling Ritual
    Deluge of Doom
    Formless Genesis
    Harmonize
    Mulch
    Night’s Whisper
    Rampant Growth
    Reanimate

    Enchantments (9)
    Binding the Old Gods
    Cemetery Tampering
    Crawling Sensation
    Deadbridge Chant
    Deathreap Ritual
    Demonic Covenant
    Into the Pit
    Polluted Cistern // Dim Oubliette
    Whip of Erebos

    Planeswalkers (4)
    Grist, the Hunger Tide
    Ob Nixilis Reignited
    Professor Onyx
    Wrenn and Seven

    Instants (6)
    Arachnogenesis
    Grapple with the Past
    Grisly Salvage
    Harrow
    Inscription of Abundance
    Putrefy
    Lands (37)
    Ash Barrens
    Barren Moor
    Bojuka Bog
    Command Tower
    Darkmoss Bridge
    Evolving Wilds
    Exotic Orchard
    Golgari Rot Farm
    Grim Backwoods
    Jungle Hollow
    Llanowar Wastes
    Necroblossom Snarl
    Reliquary Tower
    Tainted Wood
    Temple of Malady
    Temple of the False God
    Terramorphic Expanse
    Tranquil Thicket
    Tree of Tales
    Twilight Mire
    Vault of Whispers
    Viridescent Bog
    Woodland Cemetery
    Forest
    Swamp

    Artifacts (11)
    Arcane Signet
    Commander’s Sphere
    Darkmoss Bridge
    Golgari Signet
    Mind Stone
    Sol Ring
    Talisman of Resilience
    Tree of Tales
    Vault of Whispers
    Whip of Erebos
    Whispersilk Cloak

    Duskmourn Commander Decks: Contents

    That was it for the four Commander precons. But what exactly can you expect in them? Here’s an overview of their contents:

    • 100-card deck
    • 10 Archenemy cards
    • a Collector Booster Sample Pack (with two cards)
    • 10 double-sided tokens
    • a life tracker
    • a cardboard deck box (see a review here)

    Two of the 100 cards, the main and the secondary commander will come with foil borderless art. On top of that, you can expect a couple of cool cards in your Collector Booster Sample Pack.

    Additionally, these decks include 10 Archenemy cards, which isn’t the case for other Commander precons. This allows you to play a special three players versus one game mode. You can learn more about Archenemy here.

    4 Duskmourn Commander Decks Decklists

    Duskmourn Commander Precons: FAQ

    Before we wrap up, here are the answers to some questions players often ask about these decks. If there’s something that you want to know and we didn’t talk about, feel free to leave a comment below, and we’ll get back to you:

    How many different Duskmourn Commander decks will be released?

    There will be four different Duskmourn precons.

    Do Duskmourn Commander decks contain a booster?

    Yes, they do. Each one comes with a special 2-card Sample Collector Pack.

    What’s inside the Duskmourn Sample Collector Pack?

    Each one contains 2 cards. One will be a rare or a mythic with an alternate art and/or border. At least one of the two cards will be foil (shiny).

    How many new cards will be in each Duskmourn Commander deck?

    This hasn’t been confirmed yet, but based on previous releases, that number should be around 12, without counting the Archenemy cards.

    What are the Archenemy cards?

    Archenemy cards allow you to use an Archenemy deck and play a special 3 vs 1 game mode. With the lone player being the Archenemy and having access to the powerful Archenemy card.

    How many Archenemy cards will be released in Duskmourn Commander decks?

    Each deck contains 10 brand-new Archenemy cards. So in total, there will be 40 new Archenemy cards released. This number might be somewhat lower, if the four decks share some of them.

    Can you play Duskmourn Commander decks without Archenemy cards?

    Yes, you can. That’s just an additional game mode that you can play, but it’s entirely optional. You can ignore the Archenemy cards, if that isn’t your cup of tea.

    Are Duskmourn Commander decks worth buying?

    It’s too early to tell, but typically Commander precons are a fine buy. You do get a complete deck, and there’s no randomness to it. Even if you have bad luck, you know you’re getting the exact 100 cards as everyone else who bought the same deck. (The only exception is the added boosters, but that’s just a small bonus anyway.)

    Conclusion

    That’s everything about the Duskmourn Commander decks, at least for now. You can expect more information in the upcoming weeks. In the meantime, feel free to check Bloomburrow Commander decks, which were already released.

    Finally, don’t forget to share your predictions, hopes and opinions with our other readers in the comments below. I for one, can wait to see what the black-red deck will be all about. Perhaps I’ll get it for the artwork alone.

    Until next time, have fun, and may your starting seven always contain a Sol Ring.

    3 thoughts on “Duskmourn Commander Precons: Decklists & Spoilers”

    1. The death toll color allocation is wrong. :) The Green Blue colors were used instead of it’s Black Green Color that he should have.

      Reply
    2. I picked up the Valgavoth deck without knowing anything about it, and “always wins” is right. This deck is massively OP, most of the creatures have passive abilities that inflict damage to opponents whenever they take any action, its very easy to lay out a combo of creatures, enchantments, artifacts, etc., within the first half dozen turns that lock down all opponents to take damage for every action they perform (cast a creature, cast a spell, do damage to your creatures, etc.). Then this pumps up your commanders, one of whom has flying. You dont even have to attack very much yourself, just keeping your creatures alive on the battlefield ends up ping’ing your opponents non-stop. Most games have seen the opponents down to 25 health and below before I have even taken any damage and while many are still trying to ramp and get creatures on the board. I had to stop playing this deck because it stopped being fun to win so easily.

      Reply

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