The best commander of Duskmourn: House of Horrors

Key Takeaways

  • The Mindskinner kills ten opponents at a time with a unique blocking feature.
  • The Lord of Pain prevents life gain and punishes spells with damage.
  • Marvin, Murderous Mimic creates powerful combos with dynamic abilities.



Legendary creatures abound in Magic: The Gathering's Duskmourn: House of Horror. Between the basic setup and the really cool Commander decks, there is absolute terror to be faced on the battlefield.

If you're looking for something to scare your opponents with, or just want some cool ideas for what to build for your next deck, we've scoured every room we found in Duskmourn to find the best legendary creatures from the set.


10 The Mindskinner

Make your opponent 10 each turn

A really crazy mill commander that can be a blast to build, The Mindskinner is a horrible 10/1 Nightmare creature that is unstoppable. All this for just three blue mana. While doing ten commander damage in one shot is great, that's not what makes The Mindskinner good.


All the damage you do to the opponent is blocked, so that ten big power is useless. Instead, this damage is turned into a rice mill. All of your opponents have to draw a lot of cards, not just the opponent you're attacking, making Mindskinner a grinding machine.

9 Nashi, Explorer in the Dark

A triple threat

A solid choice for those looking to get up to some shenanigans with their commander, Nashi, Searcher in the Dark is a Rat, Ninja and Wizard, sitting with 2/2 power and only two mana toughness. When you connect Nashi to a player, you can grind as many cards as they dealt damage. When you do, you can draw a lot of legendary cards or spells from those shuffled cards and put them into your hand, otherwise Nashi gets a little boost with +1/+1 counters. Turn on the next swing.


This kind of grind effectively turns your graveyard into a second hand, especially when you throw in reanimator effects and how to shuffle cards back into your deck. Although Nashi comes with a threat you may want to leave him more, as making him unblockable or using Helm of the Host to make multiple non-legendary marks on him can really increase the grind. -your grain and your strength. .

8 Marvin, Killing Mimic

Get the combos flowing

There are a lot of options with this little toy controller, and none of them will please your opponent. Marvin, Murderous Mimic gains the abilities of all your other creatures as long as they don't have the same name. This is to make sure you don't have two Marvins that get all these abilities forever.


It is very easy to plan any kind of combo with this Commander. All you need is Pili-Pala and Palladium Myr for infinite mana. You can also use Marvin with cards like Triskelion and Phyrexian Devourer to generate tons of damage just by pinging your opponent to death.

7 Niko, Light Of Hope

Niko hates being told what to do, so why not give him plenty of options as your commander? When Niko enters the battlefield, Light of Hope earns you two Shard tokens. Sure, you can use them to write and draw cards, but there are better ways to use them.


For two mana, you can tap Niko to exile a non-legendary creature you control to make Shards a copy of that creature. All you have to do is flash Niko a few times, giving you a few extra Shards, and then choose a powerful creature to exile with abilities like Agent of Treachery or Palinchron, and have a lot of power in your shenanigans.

6 Zimone, Ask everyone

Apply these math skills

There's a lot of math in Magic, you have to factor in the damage you deal, your life total during the game, the number of cards you have in your deck, and more. With Zimone, All-Questioning, you can make the game more difficult.

At the start of the end phase, if you have a land entering the battlefield under your control and you have a lot of land, you can build a Primo token, the Indivisible, a legendary 0/0 Fractal token. You place a +1/+1 counter equal to that number one.


For updates, a prime number is a number that cannot be divided by two smaller numbers without rounding. Therefore, 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31 and so on, are all prime.

5 The Jolly Balloon Man

He is very happy!

Hasty Commanders are always a solid choice, and one goes a long way with impressive abilities. The Jolly Balloon Man is a three-mana Human Clown, who is crazy in his own right, and can make a sign that duplicates any other creature you control, except Balloon creatures with other types, giving him also fly. and quickly.


Like most balloons, the signal doesn't last long, forcing you to sacrifice it at the start of the next-to-last phase. If JBM is familiar, it's because he's like a Kiki-Jiki nerf, and so a lot of combos still work with him. A very easy combo is to combine The Jolly Balloon Man with Umbral Mantle and Dockside Extortionist, and the ability to make at least four Treasure tokens, and you have an infinite supply, a 1/1 attacker, and a chance to win. with a little work.

4 Tyvar, The Pummeler

The Elvish fist

After all that math, you probably want a more straightforward Commander, where the only math you have to do is count your opponent's life total down from 40. Tyvar is more than happy to step in, although you still need to do the math. before the swing.


While you don't need to play Tyvar as a Right Elf, it makes sense. You can pay five mana to give all your creatures +X / +X for the turn, with X equal to the maximum power of any creature you control. If you have a 5/5 you get to give all your creatures +5/+5, you have your own little Overrun on your Commander.

3 Marina Vendrell

Five color enchantress

The five-color deck is both a blessing and a curse. On the other hand, you have access to every card printed in the history of Magic. On the other hand, you have to make tough choices about what to play and what to cut. Marina Vendrell helps narrow down those options a bit as an enchant-based commander. When he enters battle, you can look at the top seven cards of your deck, draw all the spells from them and put them in your hand.


It also has Room focus, allowing you to touch Marina to lock or unlock the Room you control, which allows you to repeat the effects of the room. There is probably more fun in casting Marina over and over again, constantly running through the top seven cards of your deck to have a spell card in your hand.

2 Kona, Rescue Beastie

Beastie Friends Forever

Who can say no to a free card? Well, with Kona, Rescue Beastie, you don't have to. With his survival, in the second main phase, you can take a permanent card from your hand and place it for free, as long as Kona is assigned.

There are huge green cards that you can cheat this way, such as:


  • Nyxbloom Ancient
  • Void Winnower
  • Vorinclex, Voice of Hunger

And it's not just the creatures you add, it lets you do whatever you want for free.

You don't need to attack with Kona either, you can tap it to staff vehicles or attach creatures, or activate other card abilities, you just need to tap Kona.

1 Valgavoth, eater of terror

The source of nightmares

The cause of all the trouble in Duskmourn, Valgavoth is considered a monster of war. For nine mana, you get a 9/9 Elder Demon with flight, life chain, and a powerful ward effect.


The power comes from two of Valgavoth's abilities, where if a card you don't control is put into the opponent's graveyard, it is exiled instead. Then, on your turn you can play a card that was exiled with Valgavoth, forcing you to pay life equal to the mana cost instead of the actual mana. This is great for spells where you can't get into color, but terrible if you run out of life.

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