There are very few things better in Magic: the Gathering than free spells. Slamming an Emrakul on your opening turn is a great way to end a game quickly. Although, if everyone were able to do this, Magic wouldn’t be much of a game. That’s why, when opportunities arise for players to play free spells, people notice.
The newest red MTG Duskmourn Mythic offers players a Room that can provide both card advantage and free spells. The card seems a bit expensive for two-player constructed, but the new Room seems absolutely fantastic for any red deck in Commander.
Stairs, Stairs Everywhere
- Mana Value: 3R/4RR
- Rarity: Mythic
- Card Type: Enchantment- Room
- MTG Sets: Duskmourn
- Card Text:
- (3R): At the beginning of your upkeep, exile the top card of your library. You may play that card this turn. (4RR): Once each turn, you may pay {0} rather than pay the mana cost for a spell you cast from exile.
We’re not entirely sure what the name of this red Room enchantment is yet since it’s currently in German. Despite this missing information, we still know this Room is capable of granting Commander players two things that they direly need: huge tempo swings and card advantage. The four mana Room offers an Impulse draw during your upkeep, while the other Room can play one free card from exile on each turn. Notably, this isn’t just your turns, but your opponent’s as well.
It’s not uncommon to see the effect of the first Room in a variety of different red Commander decks, especially in decks that have synergies with exile. Consistent card advantage is significant in Commander thanks to how long games can go. Outpost Seige, for example, is a common card to see in Commander, and this card is almost strictly better.
As a reminder of how Rooms work, you cast one half of the Room to have it enter play. That side of the Room is immediately active. Similar to leveling up a Class, you can pay the mana value of the other half of the Room at sorcery speed to turn it on. This means that, once you have both Rooms unlocked, You can Impulse draw once AND cast the Impulse draw card for free.
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Best Commanders for this Card
Obviously, this red enchantment will overperform in strategies that care about your exile. While this could be a good addition for any red deck that wants some card advantage, the card will perform much better in decks where the more expensive Room can do more work. The Impulse drawing Room should have some additional synergies in those decks, as well.
The most obvious Commander for this enchantment is Faldorn, Dread Wolf Herald. This card is the face Commander for a Gruul Precon from Adventures of the Forgotten Realms that completely focuses on Exile. If you’re looking for a Precon to pick up and play, this is one of the stronger ones that Wizards of the Coast has created. Not only would this Room work as an upgrade to the preconstructed deck, but it also works well with any deck that wants to run this Commander.
Prosper, Tome-Bound is another obvious Commander where this Room can do some work. Not only will you get Treasure Tokens from casting cards from exile, but because Prosper exiles cards each turn, the larger Room has a better chance of casting some nasty things for free.
Perhaps this Room can be the most explosive in a Loot, the Key to Everything deck. Loot exiles a ton of cards at the start of your turn, allowing your larger Room to cast one of many nasty things for free. Rooms are also enchantments, which will allow Loot to exile an extra card.
Otherwise, this card could be strong in a deck that utilizes Adventure spells. Casting something, putting it on an Adventure, and then casting the creature for free is a good amount of value. Of course, the deck that best utilizes this card is one that casts something from exile each turn, as four free spells per turn cycle are much better than one.
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