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.



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.
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.
| Colors | Deck | Win rate | Games | |
|---|---|---|---|---|
| WR | Aggro, power two or less | 56.9% | 140,873 | |
| WU | Eerie tempo aggro | 56.5% | 151,906 | |
| UG | Manifest dread | 55.5% | 117,510 | |
| RG | Delirium aggro | 55.3% | 116,043 | |
| BR | Sacrifice | 54.9% | 83,146 | |
| BG | Delirium graveyard | 54.3% | 81,880 | |
| WG | Survival | 52.6% | 48,718 | |
| UR | Rooms | 52.1% | 52,177 | |
| WB | Reanimator | 52.0% | 54,755 | |
| UB | Eerie control | 51.7% | 40,863 |
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.
The best of the six. Four card types is easier than it looks here, because manifest dread and self mill are everywhere. 19 cards.
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.
Neutral on the median and the highest variance card type in the set. See below. 22 cards.
Asks your creatures to be tapped in your second main phase, which means attacking into a format full of cheap removal. 13 cards.
The worst of the six on median, though the split is dramatic: it built the second best deck and the worst one. 15 cards.
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.






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.
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.
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.
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.
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.
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.
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.





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.



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



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



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



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



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



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



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.



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



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



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



















