Duskmourn: The Late Show
REC
Set DSK · September 2024 · 288 cards including the Special Guests

Duskmourn

The Late Show

Ten decks, six mechanics, and every ranking measured against 1,011,949 recorded games, the first million game set in this series. Two of the house's mechanics pay. Two of them do not. The videos told you to draft green, and green finished fourth.

What The House Recorded

The tape does not lie 17Lands archive

Every other chapter here is expert judgment, recorded before or during the format. This one is the account of what followed. Card tiles throughout carry a win-rate chip: the games-in-hand win rate, meaning how often the player won when that card was in hand or on the battlefield. Set median is 54.8 percent.

Games analyzed
1,011,949
Premier draft, whole format
Average game
8.99
turns. A fast format.
On the play
56.9%
vs 52.1 on the draw
Spread, best to worst
5.3
points across the ten pairs
ColorsDeckWin rateGames
WRAggro, power two or less56.9%140,873
WUEerie tempo aggro56.5%151,906
UGManifest dread55.5%117,510
RGDelirium aggro55.3%116,043
BRSacrifice54.9%83,146
BGDelirium graveyard54.3%81,880
WGSurvival52.6%48,718
URRooms52.1%52,177
WBReanimator52.0%54,755
UBEerie control51.7%40,863
The two Eerie decks finished second and last. White blue Eerie tempo is near the top at 56.5 percent. Blue black Eerie control is dead last at 51.7. Same mechanic, a five point gap, and the difference is entirely whether you are attacking with it or sitting behind it. In a format that ends on turn nine, the grindy version of a value engine never gets paid.

Which Mechanic Actually Pays

Measured, not guessed Median win rate vs the set baseline

Every card with at least two thousand recorded games, bucketed by the mechanic printed on it and compared against the set median of 54.9 percent. Duskmourn gives you six mechanics and they do not point the same way.

Delirium
+2.12

The best of the six. Four card types is easier than it looks here, because manifest dread and self mill are everywhere. 19 cards.

Manifest dread
+1.85

Card selection, graveyard fill, and a body, all on one keyword. It feeds delirium too, which is why the two best mechanics are the two that work together. 25 cards.

Rooms
+0.26

Neutral on the median and the highest variance card type in the set. See below. 22 cards.

Survival
-0.55

Asks your creatures to be tapped in your second main phase, which means attacking into a format full of cheap removal. 13 cards.

Eerie
-1.81

The worst of the six on median, though the split is dramatic: it built the second best deck and the worst one. 15 cards.

Draft the pair that works together. Manifest dread fills your graveyard with different card types, which is precisely what delirium needs. They are the two highest scoring mechanics in the set and they are natural partners. Blue green manifest and red green delirium both finished above the format average on the back of it.

The Rooms Are A Coin Flip

Highest variance in the set 23 Rooms with data

Rooms sit almost exactly on the median as a group, which makes them look unremarkable. They are not. Their standard deviation is 4.79 against 3.45 for every other card in the set, roughly forty percent wider, and they hold both the third best card in the format and the single worst.

Unholy Annex is a 64.7 percent rare at the 99th percentile. Dazzling Theater is a 39.9 percent rare at the 1st, fifteen points below the median and the worst card in Duskmourn by a clear margin. Both are Rooms. Both are rares. The card type tells you nothing.

So evaluate the doors, never the type. Ask what the cheap half actually does on turn two, and whether you will realistically ever pay for the expensive half. A Room whose first door is filler is just an expensive card you will unlock once and lose to.
Unholy Annex // Ritual Chamber
Unholy Annex64.7%99th percentile. The best Room by a distance.
Dollmaker's Shop // Porcelain Gallery
Dollmaker's Shop62.3%96th percentile.
Roaring Furnace // Steaming Sauna
Roaring Furnace60.0%91st percentile. Both halves do real work.
Glassworks // Shattered Yard
Glassworks56.8%The best common Room, 73rd percentile.
Walk-In Closet // Forgotten Cellar
Walk-In Closet49.8%7th percentile, and a mythic.
Dazzling Theater // Prop Room
Dazzling Theater39.9%1st percentile. The worst card in the set.

Six Mechanics

Learn these before you sit down

Manifest dread

Look at the top two cards, put one in the graveyard and the other onto the battlefield face down as a 2/2. Turn it up later for its mana cost if it is a creature.

Far better than old manifest. Selection, graveyard fill, and a body at once.

Delirium

Turns on when there are four or more card types among cards in your graveyard.

The biggest payoffs in the set. Manifest dread, surveil, and looting all feed it, so it is much easier to switch on than it reads.

Rooms

Split enchantments. Cast either half and that half unlocks. Later, at sorcery speed, pay to unlock the other door.

A two for one if you live long enough to unlock both. Judge the cheap half on its own merits first.

Eerie

Triggers when an enchantment enters under your control, and also when you fully unlock a Room.

There are 78 enchantments in the set, so it is easy to turn on. Whether it pays depends entirely on whether your deck is attacking.

Survival

Triggers at the beginning of your second main phase if that creature is tapped.

Rewards attacking, or tapping your own creatures. Almost every Survival creature is white or green.

Impending

On the five Overlord mythics. Cast for less and it enters as a non-creature enchantment, shedding a counter each of your upkeeps until it becomes a creature.

Deploy the enters-the-battlefield effect early, collect the body later, and dodge sorcery speed removal in between.

The Overlords

The best cycle in the set And the one exception

All five Overlords are mythics with Impending. Four of them are among the twelve best cards in the format. The fifth is not, and that gap is worth knowing before you first pick one on faith.

1Overlord of the Mistmoors
Overlord of the Mistmoors68.1%68.1 percent. The best card in the set, full stop.
2Overlord of the Boilerbilges
Overlord of the Boilerbilges64.0%98th percentile. The best red card in the format.
3Overlord of the Floodpits
Overlord of the Floodpits63.1%98th percentile. Evasion plus repeat card draw.
4Overlord of the Balemurk
Overlord of the Balemurk61.8%96th percentile. Grindy value the black decks want.
5Overlord of the Hauntwoods
Overlord of the Hauntwoods56.6%Only the 69th percentile. Good, not a first pick.
Four bombs and a solid card. Overlord of the Hauntwoods is the green one, and at the 69th percentile it is roughly a strong uncommon rather than a format warping mythic. If you open it, take it, but do not treat it as a reason to be in green the way the other four are reasons to be in their colors.

The Ten Decks

Every pair, in finishing order Plans from the guides, results from the archive
Aggro, Power Two Or Less White red56.9%

Curve out and attack, using tricks and removal to force damage through with small creatures. The best deck in a format that ends on turn nine.

Arabella, Abandoned Doll
Arabella, Abandoned Doll59.6%
Irreverent Gremlin
Irreverent Gremlin57.3%
Midnight Mayhem
Midnight Mayhem60.8%
Eerie Tempo Aggro White blue56.5%

Cheap creatures plus a high enchantment count, growing the team and attacking. The most drafted deck in the set and nearly the best.

Gremlin Tamer
Gremlin Tamer59.7%
Optimistic Scavenger
Optimistic Scavenger60.5%
Inquisitive Glimmer
Inquisitive Glimmer57.4%
Manifest Dread Blue green55.5%

Manifest repeatedly and convert face down 2/2s into card advantage and bigger bodies. Built on the set's second best mechanic.

Growing Dread
Growing Dread57.6%
Oblivious Bookworm
Oblivious Bookworm59.9%
Paranormal Analyst
Paranormal Analyst56.4%
Delirium Aggro Red green55.3%

Curve out and attack, with delirium in the mid game pushing the last damage through. The aggressive way to use the best mechanic.

Wildfire Wickerfolk
Wildfire Wickerfolk58.6%
Fear of Burning Alive
Fear of Burning Alive57.5%
Beastie Beatdown
Beastie Beatdown57.6%
Sacrifice Black red54.9%

Free sacrifice outlets plus bodies that want to die. Drain and grind, and the only black deck to finish above the format average.

Sawblade Skinripper
Sawblade Skinripper55.5%
Disturbing Mirth
Disturbing Mirth58.4%
Diversion Specialist
Diversion Specialist53.4%
Delirium Graveyard Black green54.3%

Self mill card types early, then turn on delirium so removal and bodies overperform. Fine, just slower than the red green version.

Broodspinner
Broodspinner59.0%
Drag to the Roots
Drag to the Roots56.7%
Patchwork Beastie
Patchwork Beastie57.6%
Survival Green white52.6%

Get creatures tapped by attacking, or tap them yourself, to bank survival triggers. The mechanic scores below the median and so does the deck.

Shrewd Storyteller
Shrewd Storyteller51.5%
Coordinated Clobbering
Coordinated Clobbering55.6%
Baseball Bat
Baseball Bat51.2%
Rooms Blue red52.1%

Play cheap room halves and unlock the expensive ones later. Asks you to spend mana on doors while the aggressive decks spend it on damage.

Smoky Lounge // Misty Salon
Smoky Lounge52.2%
Ghostly Keybearer
Ghostly Keybearer53.1%
Intruding Soulrager
Intruding Soulrager53.0%
Reanimator White black52.0%

Mill or discard something huge and cheat it back early. When it works it is a blowout, and it does not work often enough.

Rite of the Moth
Rite of the Moth54.5%
Shroudstomper
Shroudstomper54.6%
Live or Die
Live or Die55.1%
Eerie Control Blue black51.7%

Survive with cheap fliers and interaction, grind Eerie value into a late finisher. Last of ten. The format ends before the grind pays.

Skullsnap Nuisance
Skullsnap Nuisance52.2%
Duskmourn's Domination
Duskmourn's Domination54.9%
Fear of Infinity
Fear of Infinity53.3%

The Scorecard

Four videos vs the archive
10 of 10 correct

The always-draft list

Every card finished above the set median, from the 71st to the 95th percentile, median 89th. A very strong list, and the creator even walked back the word "always" himself.

8 of 10 correct

The never-draft list

Eight land in the bottom quarter, median 15th percentile. Two do not: Commune with Evil is actually the 65th, and Grab the Prize the 28th.

The big miss

The colour ranking

Called green the deepest colour and the best to be in. Green finished fourth of five. White, ranked third, actually finished first.

Called correctly

Black is worst

The one part of the colour ranking that held. Black was placed fifth and finished fifth, and it is the only colour meaningfully off the pace.

Read the colour miss carefully, because it cuts both ways. The whole colour spread is 1.56 points, from white at 55.19 to black at 53.63. Green being "fourth" is not a disaster, it is nearly a tie with second. The real lesson is that colour depth rankings carry almost no signal in this set, while the archetype spread is 5.3 points. Pick the deck, not the colour.

Always Draft These

10 of 10 above the median Commons and uncommons
Sheltered by Ghosts
Sheltered by Ghosts61.6%95th percentile, the best of the list. Wants an aggressive deck.
Optimistic Scavenger
Optimistic Scavenger60.5%93rd percentile. Best in white blue.
Unnerving Grasp
Unnerving Grasp60.3%92nd percentile.
Oblivious Bookworm
Oblivious Bookworm59.9%90th percentile. Pulls you toward manifest dread.
Gremlin Tamer
Gremlin Tamer59.7%89th percentile, but inflexible and white blue only.
Under the Skin
Under the Skin59.6%89th percentile. Pulls you into green.
Betrayer's Bargain
Betrayer's Bargain57.9%83rd percentile.
Scorching Dragonfire
Scorching Dragonfire57.4%78th percentile. The best common in the set.
Spineseeker Centipede
Spineseeker Centipede57.0%74th percentile.
Unable to Scream
Unable to Scream56.7%71st percentile. Wants a slower deck.

Never Draft These

Eight of ten confirmed In the order the video gave them
Cackling Slasher
Cackling Slasher46.5%4th percentile. The worst call on the list, correctly.
Unwanted Remake
Unwanted Remake48.0%5th percentile.
Rampaging Soulrager
Rampaging Soulrager49.6%6th percentile.
Enter the Enigma
Enter the Enigma50.6%10th percentile.
Scrabbling Skullcrab
Scrabbling Skullcrab50.8%11th percentile.
Clammy Prowler
Clammy Prowler51.4%15th percentile.
Living Phone
Living Phone51.5%16th percentile.
Erratic Apparition
Erratic Apparition52.7%24th percentile.
Grab the Prize
Grab the Prize53.1%28th percentile. Below average, but not unplayable.
Commune with Evil
Commune with Evil56.3%65th percentile. The clear miss on this list.
Where the list overreached. Commune with Evil finished above the median at the 65th percentile, so calling it unplayable was wrong. Grab the Prize at the 28th is weak rather than unplayable, and the video itself allowed a copy if it comes late. The other eight are all bottom quarter and the advice holds.

The Short Version

If you read nothing else