Removal spells play an integral role within a Magic: The Gathering deck, especially within the Limited Duskmourn: House of Horrors Draft and Sealed formats. Here are the best removal spells to watch for and include in your main deck for Prerelease.
The Duskmourn: House of Horrors set is packed with removal spells in all MTG colors. Most are best within Limited play for Draft and Prerelease, while a few are worthy of being included in a Constructed main deck. Listed alphabetically, here are some of the best Duskmourn removal spells. Additional spells may be added after I participate in the MTG Arena Early Access event.
Beastie Beatdown
Beastie Beatdown is a two-drop removal spell you probably won’t play during the early stages of a match. It’s a bite spell at Sorcery speed, which is a slight downside. But if you have Delirium activated, the creature biting gains two +1/+1 counters, making up for Sorcery speed.
Betrayer’s Bargain
Slotting right into the RB Duskmourn Draft archetype is Betrayer’s Bargain. The two-drop Instant requires additional payment to cast, sacrificing either a creature, Enchantment, or paying two mana. Sacrificing is the main theme of the RB archetype, allowing you to exile a creature with five or less toughness for two mana.
Drag to the Roots
Drag to the Roots is the signpost card for the BG Draft archetype that synergizes with Delirium. Having four or more types of MTG cards in your graveyard isn’t hard to accomplish, especially by the mid-game stages of a match. With Delirium activated, Drag to the Roots only costs two mana and destroys any nonland permanent. Now, that’s value!
Exorcise
With Delirium being a prominent mechanic within the Duskmourn Limited meta, exile spells like Exorcise rise in value. The two-drop is at Sorcery speed. But it will exile a creature with power four or greater, or any Artifact or Enchantment. Enchantments are also prominent in Duskmourn, which is why I recommend main decking Exorcise during Draft and Prerelease events.
Final Vengeance
RB is looking like a strong archetype based on removal. Final Vengeance is a Sorcery speed card, but it only costs one mana. You exile any target creature when Final Vengeance is cast as long as you sacrifice a creature or Enchantment.
Get Out
Two Blue pips is a slight downside in Limited on the Instant Get Out spell. Having two modes to choose from makes up for it, though. The spell counters creatures and Enchantments, or you can use it to return up to two creatures and/or Enchantments to your hand. For Tempo and Control builds, Get Out is a high-value piece of removal.
Live or Die
Live or Die is an expensive five-drop removal for a creature. Having Instant speed provides value, along with the modal options. Being able to either destroy a creature or return one to the battlefield is good value in Black. Live or Die isn’t strong enough for Standard but should perform well in Duskmourn Draft.
Nowhere to Run
Nowhere to Run is one of my favorite Duskmourn Uncommon removal cards. It has Enchantment synergy, preventing opponent creatures from using Ward or protection spells. It has Flash, giving it Instant speed, and removes creatures with a power of three or less. Opponent non-creature permanents still have Ward.
Pyroclasm
Aggro decks, be warned: Pyroclasm wants to destroy your board before it can ramp up. Pyroclasm is a great Uncommon removal spell in Standard and should be fine in Limited. But I expect it to see more Standard play to counter Selesnia Rabbit and Mono-Red Aggro decks.
Seized from Slumber
White removal cards typically target tapped creatures for two-mana, which Seized from Slumber does. But the Instant can also be cast as a five-drop if targeting a creature that isn’t tapped. Seized from Slumber is a solid Limited card, but it won’t see Standard play.
Sheltered by Ghosts
The design of Sheltered by Ghosts is neat, and I think it will do well in both Limited and other MTG formats. The versatile Aura enchants your creature, giving it +1/+0 and Ward Two. But it also exiles a nonland permanent upon entering the battlefield. All for only two mana. Don’t sleep on Sheltered by Ghosts.
Trapped in the Screen
Trapped in the Screen is a staple White removal design at three mana as an Enchantment. But Trapped in the Screen is different in that it has Ward Two, buying you more time before an opponent can attempt to remove the MTG Enchantment.
You can test out the Duskmourn: House of Horror removal cards during Prerelease events that start on Sept. 20.