MV anecdotes
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Les vingt cartes Gremlin Tamer, Inquisitive Glimmer, Fear of Infinity, Skullsnap Nuisance, Sawblade Skinripper, Disturbing Mirth, Wildfire Wickerfolk, Beastie Beatdown, Shrewd Storyteller, Baseball Bat, Shroudstomper, Rite of the Moth, Intruding Soulrager, Smoky Lounge / Misty Salon, Broodspinner, Drag to the Roots, Arabella, Abandoned Doll, Midnight Mayhem, Oblivious Bookworm et Growing Dread, de l'édition Duskmourn: House of Horrors, forment un cycle de sorts bicolores peu communs soutenant chacun un archétype de formats limités.

Source 1 ("I Feel a Draft") - Source 2 (Duskmourn Draft Archetypes) - Source 3 (vidéo "Prepare for the Duskmourn Prerelease! Sealed/Draft Archetypes & Primer") - Source 4 ("Draft, as an example, had a big influence on the uncommon gold cards that model Draft archetypes")

Source 1 a écrit :
Finally, let's take a look at the ten draft archetypes.

Eerie Tempo (White-Blue)
The white and blue archetype is built around the eerie mechanic, encouraging you to play various enchantments, including Rooms, that can trigger eerie a second time. While white-blue is often a control deck, it leans more towards tempo in this set, meaning it uses its effects to get damage through to win the game more quickly. This deck is a fast to medium deck.

Eerie Control (Blue-Black)
The reason white-blue isn't the eerie control deck is because blue-black is. This deck uses similar tools to white-blue, those being lots of enchantments, but more as a means to lock down the opponent before gaining long-term control of the game. Since this archetype involves black, there's a bunch of creature removal and discard involved. This deck is a slow deck.

Sacrifice (Black-Red)
The black-red archetype in Duskmourn treads in familiar space for black-red. It creates a lot of resources and uses them as sacrifice fodder to strengthen its creatures and spells. The theme of sacrifice felt so at home in a modern horror set that it felt wrong not to have black-red return to its roots. This deck is a medium to slow deck.

Delirium Aggro (Red-Green)
The red-green archetype uses cheap creatures, many of which are artifact creatures and enchantment creatures, and attacks. A lot of them will die, as is the case in an aggro deck. The red-green archetype makes use of the delirium mechanic, fueled by your many dead creatures, to upgrade the next batch of attackers and overwhelm your opponent. This deck is a fast deck.

Survival (Green-White)
The green-white archetype plays into the survival mechanic. You'll activate your survival creatures by attacking, but when the board gets clogged, the deck has many other ways to tap your creatures, slowly whittling down your opponent. This deck is a medium to slow deck.

Reanimator (White-Black)
The black-white archetype is focused on reanimation. The deck stalls the opponent in the early-to-mid game as it gets giant creatures into the graveyard, which it then reanimates to win the game. This deck is a slow deck.

Room Control (Blue-Red)
The blue-red archetype leans the furthest into the Room subtype as opposed to some of the other archetypes that focus more on enchantments in general. This deck is a medium to slow deck.

Delirium Slow Grind (Black-Green)
The black-green archetype plays a lot of different card types to gum up the board, eventually reaching delirium. It then uses its graveyard as a resource to grind out a win. This deck is a slow deck.

Power 2 or Less Aggro (Red-White)
The red-white archetype, as usual, is an aggro deck. This deck plays a lot of small creatures and takes advantage of effects that specifically care about creatures with power 2 or less. This is a fast deck.

Manifest Dread (Green-Blue)
The green-blue archetype takes advantage of the manifest dread mechanic. It makes a lot of face-down 2/2 creatures, some of which grow into larger, nastier monsters. This deck is a medium deck.
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