I think its just likely Magiccon Vegas will have modern play events and they wanna highlight the new modern focused set.
And far as canon only Jace, maybe, has been to Lorwyn, the lorwyn 5 iirc haven't.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
-Main story is about Nashi being trapped on the plane and a group forms to come rescue him; The Wanderer, Tyvar, Kaito (from art he looks like
still sparked), Zimone, Niko (whose art looks like they are desparked) and native Winter
-"Winter is a new character native to Duskmourn. He has cunning and smarts in spades. He acts as a guide to our heroes."
-"While Duskmourn once was a plane full of people and places, an ancient horror has transformed it into a singular House, filled with terrors. "
-New cards called Room (will be listing them in OP to help flesh out the mansion
-"Strange phenomena exist across Duskmourn, bringing magic to an otherwise dark and hidden world. This ethereal magic takes the form of a "static" effect observed across the plane."
-There is an UFO card, could connect for the Folmori and/or space set up coming or just horror trope of alien abduction.
-"Spirits manifest on Duskmourn in the form of static of all types. You'll see technology that may look familiar, but serves a very different purpose." - Related seems like tvs are used in this world to trap ghosts or ghosts use them as portals
-"Spirits come in both Benevolent and Malevolent varieties in Duskmourn".
-Overload cycle show overloads of certain parts of the house and the glimmer cycles are "glimmers of hope" left in the house that can't die.
-"Even toys... have come to life. They were quick to… adapt to the horrors."
-"The House is constantly reconfiguring itself in its never-ending game of terror."
-"Beasties used to be the pets in Duskmourn."
-From the commander decks we learn Valvagoth is the big bad (and the butterfly like thing fused into the house in the main promo art for the set) and Aminatou is here (likely to play into creepy kid trope she was based on).
-Story goes from 8/26-8/30
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
-The plane was once a magically and technology advanced and even might have been on the verge of discovering other planes. This where the lost tech the modern say survivors came from.
-The demon Valgavoth was trapped in Duskmourn but found away to collaspe the whole plane into the house in an event called Ascension.
-Valgavoth's consciousness lies through out the house, can track anyone within, command monsters and twist the house how he wants.
-Pre-Ascension there was the physical world, the demon world and the spirit world. The house aborded the demon world and physical world and the spirit world was pushed out to the "edges".
-Valgavoth uses the house to feed on the pain and terror of those in it. To keep a populartion of people to terrorize in the past he would force open temporary door to other planes to draw in people. This used to take a lot of effort and could only do one door every few years but with the omen paths weaking planar barrirers he can open door more often where they are now starting to become know thing on other planes.
-Valgavoth has a butterfly/moth theme, and times he will molt into a new physical body. In the weeks before called Quiescences the house will be at its safest before having a few days of the Harrowing when Valgavoth emerges out and everything will be at max violace and havoc.
-Marina Vendrell is the last of the Vendrell who seem owned Duskmourn and trapped Valgavoth and the house around her changes to to a normal home to her and its unknown how much shes aware this is fake.
-The house is loose made of "rooms" that can range from bedrooms to forests. It changes structure all the time with or without Valgavoth directly controlling it. Rooms are connected by doors/window/ect
-The rooms and house loosely have 5 zones (and based on the color pie). These zones are lose and can bleed into each other;
W- The Mistmoors- wide open and empty rooms, def feels like it plays into the fear of place normally full and suddenly empty.
U- The Floodpits- the most physics defying places that often have water, liquid, ice or gas in some form
B- The Balemurk- the most haunted house/old house falling apart zone of the house with rotting floors and darkness that darker then other parts of the house
R- The Boilerbilges has rooms of fire, glowing red rips in walls and often has earthquakes and natural disasters.
G- The Hauntwoods the "out doors" like parts of the house where often living plants make up the house or are taking over it
-The below is Valgavoths lair and the only fixed point in the house.
Being of the house;
Manifestations
-Nightmares are physical manifestions of peoples fears who trap victums within them to endless relive the fear. Their weakenss is the person over coming their fears as well as nightmares having that stop that fear. Nightmares are made of one kind of fear, can be made from mutiple people who share that fear and people can feed into multiple nightmares. Def based on nightamre on elm street and other nightmare folklore and bogeyman fear entities.
-Cellarspawn (im guessing are horrors) are daydreams of Valgavoths who stalk victums filling them with fear and reducing them into stripped down husks of themselves. Def based on slenderman and other similar internet horrors and general stalking fear many horror movies use.
-Glimmers are manifestations of hope that aid survivors.
OTHERS
-Ghosts manifest as static like being, distorted as they are the dead of before the ascension and have to "push" into the cracks of the house to manifest. Based on Poltergeist and other tropes of ghosts being related to static electricity and trapped in ghost buster like tech.
-Razorkin are slasher movie killers, people warpered into being sadistic serial killers. I believe the Saw inspired card Lets Play a Game shows Lord of Pain, the leader and maybe first razorkin.
-Wickerfolk I'm guessing scarecrows made born from people trying to escape fear but cursed into unfeeling wooden bodies and clearly based on the Wickerman and other folk horror like figures.
-Quickened toys are living killer toys based on Chucky and other tropes of living killer toys.
-Demons are demons, shattered from the power they once had to keep them under Valgavoth. Play into horror movie and magic tropes of making deals and trying to gain power.
-Beasties are beasts that can be allied to survivors but can turn against them if their turn face are seen. I think these are meant to be muppets/puppets like in labyrinth and other movies of that era.
-Gremlins are chaotic being who mess with the house monsters and survivors alike. Clear here due to the movie Gremlins.
-Small note there are other misc being in the house
Survivors
-The remains of the people of the plane as well as any travelers brought from other planes.
-Three main groups of survivors; The House Institute who studies the house, the Benefactors who are the best at getting around and will restock places with supplies and weapons and the Doorblades who fight back against the house.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Artist of Katios card confirmed hes the planswalker of the set, while I'm willing to wait I'm gonna guess Niko is de-sparked. Aminatou might be a maybe as it looks like she is getting card outside the set.
On that note, I'm guessing Aminatou might be here more then just a nod to be being the based on the trope of "creepy little child with reality bending powers". The three other commander are major story character seemly and her magic being expressed with moths is very notable with Valgavoths moth/butterfly theme.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Wow, they did it. They outdid themselves. After we got a couple planes that didn't really work worldbuilding wise we're now getting a plane that doesn't even pretend.
What do they eat? What do they friggin eat?! *assumes fetal position*
Also where do they get their clearly manufactured items from? Their equipment and clothing at least necessitates a settled society with specialists for manufacturing items: Wood workers, metal workers, tailors, electricians (or whatever the magical equivalent is for their ghost TV tech)...
None of it makes sense and it doesn't even begin to answer any worldbuilding questions. Ikoria's worldbuilding was confused and non-functional but you could say at least it was there. Here though?
Okay, fine, MtG has abandoned worldbuilding function, what about worldbuilding form? After they managed to make worlds interesting by not aligning the regions by colors, they regressed back into Mirrodin/Kamigawa style of worldbuilding with a white lcoation, a blue location, a black location etc. Why didn't they divide the House into wings that aren't directly tied to the colors 1 to 1, like they did with Zendikar? Urgh. The red location doesn't even make sense OR is based on any particular trope.
I had low expectations for Duskmourn because I kind of wasn't convinced they could make it work as an actual functioning plane, but I was curious how they're gonna at least try.
Well, turns out they didn't. Duskmourn isn't just boring from a worldbuilding perspective. It's just boring. Period.
Also, why did we get the planeswalker's guide for Duskmourn before we get the one for Bloomburrow?
Wow, they did it. They outdid themselves. After we got a couple planes that didn't really work worldbuilding wise we're now getting a plane that doesn't even pretend.
What do they eat? What do they friggin eat?! *assumes fetal position*
The plane has green houses and woods people can grow and scavage food from and depending the non-beastie monster animals likely can be eaten.
The Cult has a semi-stable village where they likely also have their own food they use to lure other people in with and likely other survivors steal from.
While not spelled out, Valgavoth also likely provides some foods and needs as he want to feed on their fear for as long as he can.
EDIT: also kitchens would be around for food storage.
Also where do they get their clearly manufactured items from? Their equipment and clothing at least necessitates a settled society with specialists for manufacturing items: Wood workers, metal workers, tailors, electricians (or whatever the magical equivalent is for their ghost TV tech)...
Magic on the plane takes the form electricity, so they likely don't need to plug stuff in.
The tech and such are the remains of plane before it got swallowed into the house and most of the weapons are cobbled from this tech and or stuff like planks of wood with nails in it.
The House Institute has a permeant base where they likely also make supplies as well as likely the cult making use of stuff.
The red location doesn't even make sense OR is based on any particular trope.
Disaster horror movies, burned ghosts stories and boilers room are all tropes within horror (but I'll give you red is stretched the most)
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Wow, they did it. They outdid themselves. After we got a couple planes that didn't really work worldbuilding wise we're now getting a plane that doesn't even pretend.
What do they eat? What do they friggin eat?! *assumes fetal position*
Also where do they get their clearly manufactured items from? Their equipment and clothing at least necessitates a settled society with specialists for manufacturing items: Wood workers, metal workers, tailors, electricians (or whatever the magical equivalent is for their ghost TV tech)...
None of it makes sense and it doesn't even begin to answer any worldbuilding questions. Ikoria's worldbuilding was confused and non-functional but you could say at least it was there. Here though?
Okay, fine, MtG has abandoned worldbuilding function, what about worldbuilding form? After they managed to make worlds interesting by not aligning the regions by colors, they regressed back into Mirrodin/Kamigawa style of worldbuilding with a white lcoation, a blue location, a black location etc. Why didn't they divide the House into wings that aren't directly tied to the colors 1 to 1, like they did with Zendikar? Urgh. The red location doesn't even make sense OR is based on any particular trope.
I had low expectations for Duskmourn because I kind of wasn't convinced they could make it work as an actual functioning plane, but I was curious how they're gonna at least try.
Well, turns out they didn't. Duskmourn isn't just boring from a worldbuilding perspective. It's just boring. Period.
Also, why did we get the planeswalker's guide for Duskmourn before we get the one for Bloomburrow?
Ok, I don't get you anymore at all. This plane is WAY more well-built than Thunder Junction, with a well thought out background and interesting concept, and you are obviously letting your own biases run wild and don't even pretend to try and find merit in it. All of these points are easy to explain just by looking at the Planeswalker Guide alone. I find it extremely fascinating and way more interesting than the admittedly strained Thunder Junction worldbuilding. You don't like it, fine, but this has NOTHING to do with objective criticism anymore and more with hysterics.
Wow, they did it. They outdid themselves. After we got a couple planes that didn't really work worldbuilding wise we're now getting a plane that doesn't even pretend.
<snip>
Also, why did we get the planeswalker's guide for Duskmourn before we get the one for Bloomburrow?
I also get the feeling that Duskmourn's entire world-building premise was always going to be flimsy, so Wizards had to glue story sticks together with prayers fast. At least the backstory of the demon expanding the mansion it was sealed in to the entire plane since it cannot get out sounds really plausible (and reminds me of Jevil in Deltarune, who is similarly sealed in a building but insists he's the free one, to the point that he can join your party as equipment after you defeat him and thus get out of the building anytime he wants).
In the meantime, I still believe that Wizards is hiding meaty secrets in Bloomburrow's storyline that releasing the planeswalker's guide for will ruin. My current bets for Bloomburrow's storyline are that the Calamity Beasts are actually Bloomburrow's protectors from outside invaders who have terrible social skills but are aware that Bloomburrow got invaded by Phyrexians, so they're currently assaulting Bloomburrow's residents just to check for unusual, Phyrexian behaviour. The problem is that, just like Ral Zarek becomes an otter when he enters Bloomburrow, Phyrexians also turn into normal-looking talking animals while in Bloomburrow. The previewed Calamity's Augur is a go-between between the Calamity Beasts and everyone else but currently has trouble tracking the Calamity Beasts accurately.
In the meantime, I still believe that Wizards is hiding meaty secrets in Bloomburrow's storyline that releasing the planeswalker's guide for will ruin. My current bets for Bloomburrow's storyline are that the Calamity Beasts are actually Bloomburrow's protectors from outside invaders who have terrible social skills but are aware that Bloomburrow got invaded by Phyrexians, so they're currently assaulting Bloomburrow's residents just to check for unusual, Phyrexian behaviour. The problem is that, just like Ral Zarek becomes an otter when he enters Bloomburrow, Phyrexians also turn into normal-looking talking animals while in Bloomburrow. The previewed Calamity's Augur is a go-between between the Calamity Beasts and everyone else but currently has trouble tracking the Calamity Beasts accurately.
I will tell you I left something in the Bloomburrow lore thread for one clue
In the meantime, I still believe that Wizards is hiding meaty secrets in Bloomburrow's storyline that releasing the planeswalker's guide for will ruin.
Nope, Maro has said they did cause they knew hype was down about Duskmourn and hype was at max with Bloomsburrow they decided to give more info on Duskmourn to help sell it better and they found a lot of people where confused on what "a plane inside a haunted house" meant.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Ok a little foreshadow of something that might happen in the story
episode 1 of Bloomburrow seemed to have given a hint that Dragonlord Kolaghan is on Bloomburrow so that might be the key of why it’s called the Dragonstorm arc is there’s gonna be dragons from tarkir roaming around
so Through out sets just like the praetors roaming the planes during the op realmbreaker arc they are probably doing that type of cycle again but it’s the Dragonlords this time
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Even as a "Cynical Opportunist", I expect Winter to be an antihero and not a villain. Sure, he'll scrape the mansion and grab his allies' stuff out of their bags (or grab his allies' bags) to swing them at monsters, but he's just as uninterested in dying to the mansion's dangers as everyone else.
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Fourm is some reason not letting post but new stories, author is Mira Grant also written as Seanan McGuire
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
1. We get a origin story of Marina and her family moving into Duskmourn before valgorath turned the whole plane into the house (place looked similar to a regular old neighborhood like in our world)
2. Kaito is working on taking a scroll that was made be tamiyo that was confiscated by moonfolk and give it to nashi, and the wanderer coming in along with……YOSHIMARU! (the wanderers dog) she tells kaito ge the scroll and Nashi might be in danger
3. After the wanderer explains kaito what happened to nashi iniitally he was hesitated because the new phyrexia was a complete disaster but he to kaldheim to ask tyvar to help again and tyvar ask niko to help out as well (niko lost “their/them” spark)
4. Niv mizzet is the lead of this rescue mission for Nashi so it means Nashi might be involved of Niv mizzets omenpath path project which is to turn Ravnica into a MTG version of D&D Sigil/City of doors (make every single Omenpath to every plane stay in ravnica), also etrata and proft are there part of this mission as well
5. Zimone went through a Omenpath to ranvnica to study in Izzet and work with Niv-mizzet. (For card spoiler that might mean her card in the main set might be a GUR legend simic from Quandrix and gaining red from Izzet guild) also part of the help.
6. Aminatou is also part of the rescue team and we finally learn some of her powers she tells the team she must stay on ravnica to be able to help them and she hands them some tokens that gives them “Extra lives” for Duskmourn (they give a 1 minute vision to redeem a mistake they made that leads to death and have one use, for video game reference kind of like shulks visions in xenoblade)
7. One of the duskmourn doors is there on ravnica and has a whole bunch of signs of different languages for “DANGER, DO NOT ENTER!” Likely niv mizzets Omenpath path project to his advantage to prevent this Duskmourn door to disapear (valgorath can't make it disapear)
8. The wander, kaito + Himoto, tyvar, niko, and zimone enter the door and niv-mizzet, proft, etrata, and Aminatou to dog sit Yoshimaru (yoshimaru likes Aminatou by the way) stay put to monitor them.
bonus: light paws is still the regent of kamigawa (the wanderers substitute emperor)
I hope we get legendary glimmers that resemble yoshimaru for the wanderer and one that looks like tamiyo for Nashi)
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
I don't know what to make of the timing of the Duskmourn stories and whether that affects card preview dates. On the one hand, new stories now are great! On the other hand, story time has blatantly started earlier than the First Look at Duskmourn: House of Horror article says they will (Aug. 26). Does that mean that the card preview start date there is now wrong, too?
At any rate, I missed posting about this from the first side story: the people of the plane that would become Duskmourn originally summoned demons significantly earlier, and Valgavoth was initially summoned to protect Duskmourn Manor.
On the current story, I have no clue where Winter got the "BE QUIET" sign in several languages from. Is he from Ravnica or another plane that knows these other planes' languages? Did he scavenge the sign from such a plane? Was Winter taught these languages?
Already, Winter looks like a Cynical Opportunist: he's cynical about anyone's chances of escaping Duskmourn, and he's made weapons and clothing out of collected scrapings, including hair and blood. He might even have also made a deal with a demon (I can't eliminate this possibility yet), but I don't think he's going to betray the party.
And far as canon only Jace, maybe, has been to Lorwyn, the lorwyn 5 iirc haven't.
"You can tell how dumb someone is by how they use Mary Sue"
https://twitter.com/wizards_magic/status/1806648358557385104
Flavor note;
-Main story is about Nashi being trapped on the plane and a group forms to come rescue him; The Wanderer, Tyvar, Kaito (from art he looks like
still sparked), Zimone, Niko (whose art looks like they are desparked) and native Winter
-"Winter is a new character native to Duskmourn. He has cunning and smarts in spades. He acts as a guide to our heroes."
-"While Duskmourn once was a plane full of people and places, an ancient horror has transformed it into a singular House, filled with terrors. "
-New cards called Room (will be listing them in OP to help flesh out the mansion
-"Strange phenomena exist across Duskmourn, bringing magic to an otherwise dark and hidden world. This ethereal magic takes the form of a "static" effect observed across the plane."
-There is an UFO card, could connect for the Folmori and/or space set up coming or just horror trope of alien abduction.
-"Spirits manifest on Duskmourn in the form of static of all types. You'll see technology that may look familiar, but serves a very different purpose." - Related seems like tvs are used in this world to trap ghosts or ghosts use them as portals
-"Spirits come in both Benevolent and Malevolent varieties in Duskmourn".
-Overload cycle show overloads of certain parts of the house and the glimmer cycles are "glimmers of hope" left in the house that can't die.
-"Even toys... have come to life. They were quick to… adapt to the horrors."
-"The House is constantly reconfiguring itself in its never-ending game of terror."
-"Beasties used to be the pets in Duskmourn."
-From the commander decks we learn Valvagoth is the big bad (and the butterfly like thing fused into the house in the main promo art for the set) and Aminatou is here (likely to play into creepy kid trope she was based on).
-Story goes from 8/26-8/30
"You can tell how dumb someone is by how they use Mary Sue"
https://magic.wizards.com/en/news/announcements/first-look-at-duskmourn-house-of-horror
Planeswalker guide (!?)
https://magic.wizards.com/en/news/feature/planeswalkers-guide-to-duskmourn (ill post anything i find interesting later)
"You can tell how dumb someone is by how they use Mary Sue"
-Duskmourn is the name of the house.
-The plane was once a magically and technology advanced and even might have been on the verge of discovering other planes. This where the lost tech the modern say survivors came from.
-The demon Valgavoth was trapped in Duskmourn but found away to collaspe the whole plane into the house in an event called Ascension.
-Valgavoth's consciousness lies through out the house, can track anyone within, command monsters and twist the house how he wants.
-Pre-Ascension there was the physical world, the demon world and the spirit world. The house aborded the demon world and physical world and the spirit world was pushed out to the "edges".
-Valgavoth uses the house to feed on the pain and terror of those in it. To keep a populartion of people to terrorize in the past he would force open temporary door to other planes to draw in people. This used to take a lot of effort and could only do one door every few years but with the omen paths weaking planar barrirers he can open door more often where they are now starting to become know thing on other planes.
-Valgavoth has a butterfly/moth theme, and times he will molt into a new physical body. In the weeks before called Quiescences the house will be at its safest before having a few days of the Harrowing when Valgavoth emerges out and everything will be at max violace and havoc.
-Marina Vendrell is the last of the Vendrell who seem owned Duskmourn and trapped Valgavoth and the house around her changes to to a normal home to her and its unknown how much shes aware this is fake.
-The house is loose made of "rooms" that can range from bedrooms to forests. It changes structure all the time with or without Valgavoth directly controlling it. Rooms are connected by doors/window/ect
-The rooms and house loosely have 5 zones (and based on the color pie). These zones are lose and can bleed into each other;
W- The Mistmoors- wide open and empty rooms, def feels like it plays into the fear of place normally full and suddenly empty.
U- The Floodpits- the most physics defying places that often have water, liquid, ice or gas in some form
B- The Balemurk- the most haunted house/old house falling apart zone of the house with rotting floors and darkness that darker then other parts of the house
R- The Boilerbilges has rooms of fire, glowing red rips in walls and often has earthquakes and natural disasters.
G- The Hauntwoods the "out doors" like parts of the house where often living plants make up the house or are taking over it
-The below is Valgavoths lair and the only fixed point in the house.
Being of the house;
Manifestations
-Nightmares are physical manifestions of peoples fears who trap victums within them to endless relive the fear. Their weakenss is the person over coming their fears as well as nightmares having that stop that fear. Nightmares are made of one kind of fear, can be made from mutiple people who share that fear and people can feed into multiple nightmares. Def based on nightamre on elm street and other nightmare folklore and bogeyman fear entities.
-Cellarspawn (im guessing are horrors) are daydreams of Valgavoths who stalk victums filling them with fear and reducing them into stripped down husks of themselves. Def based on slenderman and other similar internet horrors and general stalking fear many horror movies use.
-Glimmers are manifestations of hope that aid survivors.
OTHERS
-Ghosts manifest as static like being, distorted as they are the dead of before the ascension and have to "push" into the cracks of the house to manifest. Based on Poltergeist and other tropes of ghosts being related to static electricity and trapped in ghost buster like tech.
-Razorkin are slasher movie killers, people warpered into being sadistic serial killers. I believe the Saw inspired card Lets Play a Game shows Lord of Pain, the leader and maybe first razorkin.
-Wickerfolk I'm guessing scarecrows made born from people trying to escape fear but cursed into unfeeling wooden bodies and clearly based on the Wickerman and other folk horror like figures.
-Quickened toys are living killer toys based on Chucky and other tropes of living killer toys.
-Demons are demons, shattered from the power they once had to keep them under Valgavoth. Play into horror movie and magic tropes of making deals and trying to gain power.
-Beasties are beasts that can be allied to survivors but can turn against them if their turn face are seen. I think these are meant to be muppets/puppets like in labyrinth and other movies of that era.
-Gremlins are chaotic being who mess with the house monsters and survivors alike. Clear here due to the movie Gremlins.
-Small note there are other misc being in the house
Survivors
-The remains of the people of the plane as well as any travelers brought from other planes.
-Three main groups of survivors; The House Institute who studies the house, the Benefactors who are the best at getting around and will restock places with supplies and weapons and the Doorblades who fight back against the house.
"You can tell how dumb someone is by how they use Mary Sue"
On that note, I'm guessing Aminatou might be here more then just a nod to be being the based on the trope of "creepy little child with reality bending powers". The three other commander are major story character seemly and her magic being expressed with moths is very notable with Valgavoths moth/butterfly theme.
"You can tell how dumb someone is by how they use Mary Sue"
What do they eat? What do they friggin eat?! *assumes fetal position*
Also where do they get their clearly manufactured items from? Their equipment and clothing at least necessitates a settled society with specialists for manufacturing items: Wood workers, metal workers, tailors, electricians (or whatever the magical equivalent is for their ghost TV tech)...
None of it makes sense and it doesn't even begin to answer any worldbuilding questions. Ikoria's worldbuilding was confused and non-functional but you could say at least it was there. Here though?
Okay, fine, MtG has abandoned worldbuilding function, what about worldbuilding form? After they managed to make worlds interesting by not aligning the regions by colors, they regressed back into Mirrodin/Kamigawa style of worldbuilding with a white lcoation, a blue location, a black location etc. Why didn't they divide the House into wings that aren't directly tied to the colors 1 to 1, like they did with Zendikar? Urgh. The red location doesn't even make sense OR is based on any particular trope.
I had low expectations for Duskmourn because I kind of wasn't convinced they could make it work as an actual functioning plane, but I was curious how they're gonna at least try.
Well, turns out they didn't. Duskmourn isn't just boring from a worldbuilding perspective. It's just boring. Period.
Also, why did we get the planeswalker's guide for Duskmourn before we get the one for Bloomburrow?
The plane has green houses and woods people can grow and scavage food from and depending the non-beastie monster animals likely can be eaten.
The Cult has a semi-stable village where they likely also have their own food they use to lure other people in with and likely other survivors steal from.
While not spelled out, Valgavoth also likely provides some foods and needs as he want to feed on their fear for as long as he can.
EDIT: also kitchens would be around for food storage.
Magic on the plane takes the form electricity, so they likely don't need to plug stuff in.
The tech and such are the remains of plane before it got swallowed into the house and most of the weapons are cobbled from this tech and or stuff like planks of wood with nails in it.
The House Institute has a permeant base where they likely also make supplies as well as likely the cult making use of stuff.
Disaster horror movies, burned ghosts stories and boilers room are all tropes within horror (but I'll give you red is stretched the most)
"You can tell how dumb someone is by how they use Mary Sue"
you got to be kidding me you never heard of “Nightmare on Elm street” there are hundreds of horror movies with locations like that.
Plus does anybody even remember cards like Alaborn Zealot and power Armor existed well before kamigawa neon dynasty, new capenna, and now Duskmourn
and don’t get me started with the “Brothers war” set.
Ok, I don't get you anymore at all. This plane is WAY more well-built than Thunder Junction, with a well thought out background and interesting concept, and you are obviously letting your own biases run wild and don't even pretend to try and find merit in it. All of these points are easy to explain just by looking at the Planeswalker Guide alone. I find it extremely fascinating and way more interesting than the admittedly strained Thunder Junction worldbuilding. You don't like it, fine, but this has NOTHING to do with objective criticism anymore and more with hysterics.
I also get the feeling that Duskmourn's entire world-building premise was always going to be flimsy, so Wizards had to glue story sticks together with prayers fast. At least the backstory of the demon expanding the mansion it was sealed in to the entire plane since it cannot get out sounds really plausible (and reminds me of Jevil in Deltarune, who is similarly sealed in a building but insists he's the free one, to the point that he can join your party as equipment after you defeat him and thus get out of the building anytime he wants).
In the meantime, I still believe that Wizards is hiding meaty secrets in Bloomburrow's storyline that releasing the planeswalker's guide for will ruin. My current bets for Bloomburrow's storyline are that the Calamity Beasts are actually Bloomburrow's protectors from outside invaders who have terrible social skills but are aware that Bloomburrow got invaded by Phyrexians, so they're currently assaulting Bloomburrow's residents just to check for unusual, Phyrexian behaviour. The problem is that, just like Ral Zarek becomes an otter when he enters Bloomburrow, Phyrexians also turn into normal-looking talking animals while in Bloomburrow. The previewed Calamity's Augur is a go-between between the Calamity Beasts and everyone else but currently has trouble tracking the Calamity Beasts accurately.
I will tell you I left something in the Bloomburrow lore thread for one clue
Nope, Maro has said they did cause they knew hype was down about Duskmourn and hype was at max with Bloomsburrow they decided to give more info on Duskmourn to help sell it better and they found a lot of people where confused on what "a plane inside a haunted house" meant.
"You can tell how dumb someone is by how they use Mary Sue"
episode 1 of Bloomburrow seemed to have given a hint that Dragonlord Kolaghan is on Bloomburrow so that might be the key of why it’s called the Dragonstorm arc is there’s gonna be dragons from tarkir roaming around
so Through out sets just like the praetors roaming the planes during the op realmbreaker arc they are probably doing that type of cycle again but it’s the Dragonlords this time
so For flavor of the set Dragonlord Silumgar might be a good fit.
And deathrace set is 3 planes in one so the other three can just be in the deathrace set.
Winters Commnader deck card name (Cynical Opportunist) also hints at hime maybe being an antagonist.
"You can tell how dumb someone is by how they use Mary Sue"
Even as a "Cynical Opportunist", I expect Winter to be an antihero and not a villain. Sure, he'll scrape the mansion and grab his allies' stuff out of their bags (or grab his allies' bags) to swing them at monsters, but he's just as uninterested in dying to the mansion's dangers as everyone else.
I don’t think winter will be a villain he’s probably more inline of a antihero
Oh and we got a typing potential for Valgavoth with a keen eye on the deck… we got a “elder demon” which makes perfect sense
https://magic.wizards.com/en/news/magic-story/side-one-welcome-home
https://magic.wizards.com/en/news/magic-story/episode-one-dont-go-past-the-old-dark-house
"You can tell how dumb someone is by how they use Mary Sue"
"You can tell how dumb someone is by how they use Mary Sue"
1. We get a origin story of Marina and her family moving into Duskmourn before valgorath turned the whole plane into the house (place looked similar to a regular old neighborhood like in our world)
2. Kaito is working on taking a scroll that was made be tamiyo that was confiscated by moonfolk and give it to nashi, and the wanderer coming in along with……YOSHIMARU! (the wanderers dog) she tells kaito ge the scroll and Nashi might be in danger
3. After the wanderer explains kaito what happened to nashi iniitally he was hesitated because the new phyrexia was a complete disaster but he to kaldheim to ask tyvar to help again and tyvar ask niko to help out as well (niko lost “their/them” spark)
4. Niv mizzet is the lead of this rescue mission for Nashi so it means Nashi might be involved of Niv mizzets omenpath path project which is to turn Ravnica into a MTG version of D&D Sigil/City of doors (make every single Omenpath to every plane stay in ravnica), also etrata and proft are there part of this mission as well
5. Zimone went through a Omenpath to ranvnica to study in Izzet and work with Niv-mizzet. (For card spoiler that might mean her card in the main set might be a GUR legend simic from Quandrix and gaining red from Izzet guild) also part of the help.
6. Aminatou is also part of the rescue team and we finally learn some of her powers she tells the team she must stay on ravnica to be able to help them and she hands them some tokens that gives them “Extra lives” for Duskmourn (they give a 1 minute vision to redeem a mistake they made that leads to death and have one use, for video game reference kind of like shulks visions in xenoblade)
7. One of the duskmourn doors is there on ravnica and has a whole bunch of signs of different languages for “DANGER, DO NOT ENTER!” Likely niv mizzets Omenpath path project to his advantage to prevent this Duskmourn door to disapear (valgorath can't make it disapear)
8. The wander, kaito + Himoto, tyvar, niko, and zimone enter the door and niv-mizzet, proft, etrata, and Aminatou to dog sit Yoshimaru (yoshimaru likes Aminatou by the way) stay put to monitor them.
bonus: light paws is still the regent of kamigawa (the wanderers substitute emperor)
I hope we get legendary glimmers that resemble yoshimaru for the wanderer and one that looks like tamiyo for Nashi)
https://magic.wizards.com/en/news/magic-story/episode-two-dont-split-the-party
"You can tell how dumb someone is by how they use Mary Sue"
At any rate, I missed posting about this from the first side story: the people of the plane that would become Duskmourn originally summoned demons significantly earlier, and Valgavoth was initially summoned to protect Duskmourn Manor.
On the current story, I have no clue where Winter got the "BE QUIET" sign in several languages from. Is he from Ravnica or another plane that knows these other planes' languages? Did he scavenge the sign from such a plane? Was Winter taught these languages?
basically tin foil short: what if the mutiverse did the spark rupture on its own or wanted to do it.
burn