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Moxonomy

Duskmantle, House of Shadow

Land

Among the guildhall lands of the original Ravnica cycle, this is the one whose ability does the least to win a game and the most to declare a plan. The mill is symbolic more than functional: one card per activation, at a steep cost, on a land that taps for the colorless mana you would rather spend on a counterspell or a removal spell. No Dimir deck has ever assembled a clock out of it. What it does instead is signal: it announces that the deck intends to grind, to play the long attrition mirror where incremental advantages compound, the kind of game where a single card off the top, repeated across a dozen turns, matters only at the margins. That is the design honesty of the whole guildhall cycle. Each land taps for colorless rather than fixing, then bolts on a slow, expensive, guild-flavored activation you will almost never want to pay for. The trade is real: you spend a dual-land slot on a source that produces a single colorless and an ability you mostly ignore. Duskmantle's version of that bargain is the most thematically pure and the least practical, a house of shadow that promises to bury you slowly, in a way that rarely arrives before the game has already been decided by other means.

Duskmantle, House of Shadow (rav)
RAV · #277uncommon
Pricing
Normal: $0.19
Foil: $2.86
Oracle Text

Rules text

Tap: Add Colorless mana. Blue manaBlack mana, Tap: Target player mills a card.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

1 set
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