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Les dix cartes Abandoned Campground, Murky Sewer, Razortrap Gorge, Bleeding Woods, Etched Cornfield, Neglected Manor, Peculiar Lighthouse, Strangled Cemetery, Raucous Carnival et Lakeside Shack, de l'édition Duskmourn: House of Horrors, forment un cycle de terrains. De plus leurs textes d'ambiance se font écho.
Plusieurs cartes de l'édition Duskmourn: House of Horrors possèdent une illustration alternative appelée "Lurking Evil", dans laquelle un monstre se cache dans le dos du personnage ou derrière la scène au premier plan.

Grand Entryway / Elegant Rotunda
Optimistic Scavenger
Reluctant Role Model
Entity Tracker
Stay Hidden, Stay Silent
Come Back Wrong
Meathook Massacre II
Unstoppable Slasher
Clockwork Percussionist
Cursed Recording

Norin, Swift Survivalist
The Rollercrusher Ride
Kona, Rescue Beastie
Oblivious Bookworm
The Swarmweaver

Source (Lurking Evil Cards)
Les dix cartes Inquisitive Glimmer, Fear of Infinity, Disturbing Mirth, Wildfire Wickerfolk, Baseball Bat, Rite of the Moth, Smoky Lounge / Misty Salon, Broodspinner, Midnight Mayhem et Growing Dread, ainsi que les dix cartes Gremlin Tamer, Skullsnap Nuisance, Sawblade Skinripper, Beastie Beatdown, Shrewd Storyteller, Shroudstomper, Intruding Soulrager, Drag to the Roots, Arabella, Abandoned Doll et Oblivious Bookworm, de l'édition Duskmourn: House of Horrors, forment un cycle de sorts bicolores peu communs soutenant chacun un archétype de formats limités, ayant respectivement le rôle de facilitateurs et de récompenses pour jouer cet archétype.

Source 1 ("I Feel a Draft") - Source 2 (Duskmourn Draft Archetypes) - Source 3 (vidéo "Prepare for the Duskmourn Prerelease! Sealed/Draft Archetypes & Primer") - Source 4 ("Draft, as an example, had a big influence on the uncommon gold cards that model Draft archetypes") - Source 5 ("One of the biggest changes from Draft Boosters to Play Boosters was the decision to increase from one multicolor card per two-color combination to two. One will be an enabler, helping make the archetype work. The other will be a strong payoff for doing what the archetype is telling you to do.")

Source 1 a écrit :
Finally, let's take a look at the ten draft archetypes.

Eerie Tempo (White-Blue)
The white and blue archetype is built around the eerie mechanic, encouraging you to play various enchantments, including Rooms, that can trigger eerie a second time. While white-blue is often a control deck, it leans more towards tempo in this set, meaning it uses its effects to get damage through to win the game more quickly. This deck is a fast to medium deck.

Eerie Control (Blue-Black)
The reason white-blue isn't the eerie control deck is because blue-black is. This deck uses similar tools to white-blue, those being lots of enchantments, but more as a means to lock down the opponent before gaining long-term control of the game. Since this archetype involves black, there's a bunch of creature removal and discard involved. This deck is a slow deck.

Sacrifice (Black-Red)
The black-red archetype in Duskmourn treads in familiar space for black-red. It creates a lot of resources and uses them as sacrifice fodder to strengthen its creatures and spells. The theme of sacrifice felt so at home in a modern horror set that it felt wrong not to have black-red return to its roots. This deck is a medium to slow deck.

Delirium Aggro (Red-Green)
The red-green archetype uses cheap creatures, many of which are artifact creatures and enchantment creatures, and attacks. A lot of them will die, as is the case in an aggro deck. The red-green archetype makes use of the delirium mechanic, fueled by your many dead creatures, to upgrade the next batch of attackers and overwhelm your opponent. This deck is a fast deck.

Survival (Green-White)
The green-white archetype plays into the survival mechanic. You'll activate your survival creatures by attacking, but when the board gets clogged, the deck has many other ways to tap your creatures, slowly whittling down your opponent. This deck is a medium to slow deck.

Reanimator (White-Black)
The black-white archetype is focused on reanimation. The deck stalls the opponent in the early-to-mid game as it gets giant creatures into the graveyard, which it then reanimates to win the game. This deck is a slow deck.

Room Control (Blue-Red)
The blue-red archetype leans the furthest into the Room subtype as opposed to some of the other archetypes that focus more on enchantments in general. This deck is a medium to slow deck.

Delirium Slow Grind (Black-Green)
The black-green archetype plays a lot of different card types to gum up the board, eventually reaching delirium. It then uses its graveyard as a resource to grind out a win. This deck is a slow deck.

Power 2 or Less Aggro (Red-White)
The red-white archetype, as usual, is an aggro deck. This deck plays a lot of small creatures and takes advantage of effects that specifically care about creatures with power 2 or less. This is a fast deck.

Manifest Dread (Green-Blue)
The green-blue archetype takes advantage of the manifest dread mechanic. It makes a lot of face-down 2/2 creatures, some of which grow into larger, nastier monsters. This deck is a medium deck.
L'illustration de Fernando Falcone pour la carte Under the Skin, de l'édition Duskmourn: House of Horrors, est une référence à une scène du film Terminator.

Source (vidéo de la scène)
Les cinq cartes Floodfarm Verge, Gloomlake Verge, Blazemire Verge, Thornspire Verge et Hushwood Verge, de l'édition Duskmourn: House of Horrors, ainsi que les cinq cartes Bleachbone Verge, Riverpyre Verge, Wastewood Verge, Sunbillow Verge et Willowrush Verge, de l'édition Aetherdrift, forment un cycle de terrains appelé "Verge".
De plus leurs textes d'ambiance se font écho. Chacun mentionne respectivement une des cinq zones de la Maison régie par un "Overlord" (voir cette anecdote) ou les aventures de Loot, the Pathfinder qui apparaît d'ailleurs sur les illustrations de chacune des cinq cartes de l'édition Aetherdrift.
Les cartes Wrath of Leknif et Wisedrafter's Will étaient les soumissions initiales des gagnants de l'Invitational Tournament (respectivement de 2000-2001 et 2001-2002) Jon Finkel et Kai Budde, jugées trop fortes.
Les cartes situées derrière leur illustration, et finalement retenues, étant respectivement Shadowmage Infiltrator et Voidmage Prodigy (voir cette anecdote et celle-ci).

Source (vidéo 10 Easter Eggs In Mystery Booster 2! - #2)
La carte Magus of the Chains est une référence à Chains of Mephistopheles de par son nom, son coût de mana et son effet.
Le diagramme sur son illustration est un clin d'œil à celui fait par l'arbitre Charlotte Sable pour aider à comprendre la mécanique de la carte d'origine.

Source
La carte Halving Season est une référence à Doubling Season de par son nom, son coût de mana et ses capacités inversées.
Cette carte a été imprimée pour la première fois lors du "Unknown Event" à la MagicCon: Chicago 2024.

Source
La carte Stone Drake est une référence au personnage Drake Stone du film L'Apprenti sorcier (voir aussi cette anecdote) de par son nom, son coût de mana et ses effets modaux, reprenant ceux de cartes conçues spécialement pour la promotion du film.

Source (vidéo 10 Easter Eggs In Mystery Booster 2! - #10)
La carte Bolshack Dragon est une référence à la carte du même nom d'un autre jeu de cartes à collectionner édité par Wizards, Duel Masters. Cette carte a été ajoutée en tant que clin d'œil car le produit Black Box Pack de Duel Masters a servi d'inspiration pour l'édition Mystery Booster.
La carte située derrière l'illustration de Bolshack Dragon est Shivan Dragon (édition Core Set 2020).

Source 1 (vidéo 10 Easter Eggs In Mystery Booster 2! - #6) - Source 2
La carte Can't Quite Recall est une référence à Ancestral Recall de par son nom, son coût de mana, son effet et son illustration. La mécanique Forbidden avait été testée puis abandonnée à l'époque de l'édition Avacyn Restored.

Source (vidéo 10 Easter Eggs In Mystery Booster 2! - #4)
Sur l'illustration de la carte Hoodwink, on peut apercevoir le Mox Pearl, le contour du Mox Sapphire, le Mox Jet, le Mox Ruby et le Mox Emerald.
Toutes ces cartes sont illustrées par Volkan Baga (voir aussi cette anecdote).
Les cinq cartes Builder's Talent, Gossip's Talent, Bandit's Talent, Blacksmith's Talent et Hunter's Talent, ainsi que les cinq cartes Caretaker's Talent, Stormchaser's Talent, Scavenger's Talent, Artist's Talent et Innkeeper's Talent, de l'édition Bloomburrow, forment un cycle appelé "Talent".
Les cartes Fortune Teller's Talent, Alchemist's Talent, Gourmand's Talent et Fisher's Talent s'apparentent à ce cycle.

Source (Talents & Classes - "[...] Talents are Classes with a slight flavor tweak. They work the same, are laid out the same, and have the same art ratio. There are two cycles of them, one at uncommon and one at rare.")
Les cinq cartes Season of the Burrow, Season of Weaving, Season of Loss, Season of the Bold et Season of Gathering, de l'édition Bloomburrow, forment un cycle appelé "Season".

Source (Give Your Game Paws)
Les cinq cartes Valley Questcaller, Valley Floodcaller, Valley Rotcaller, Valley Flamecaller et Valley Mightcaller, de l'édition Bloomburrow, forment un cycle appelé "Valley -caller".
Les cinq cartes Lupinflower Village, Lilypad Village, Mudflat Village, Rockface Village et Oakhollow Village, de l'édition Bloomburrow, forment un cycle de terrains appelé "Village".
Les cinq cartes Monumental Henge, Archway of Innovation, Spymaster's Vault, Arena of Glory et Shifting Woodland, de l'édition Modern Horizons III, forment un cycle de terrains.
Ce cycle est inspiré d'un autre cycle paru dans l'édition Throne of Eldraine (voir cette anecdote).
La carte Detained by Legionnaires est une réimpression fonctionnelle de Pacifism.
Les six cartes Sunbaked Canyon, Fiery Islet, Ezio Auditore da Firenze, Nurturing Peatland, Silent Clearing et Waterlogged Grove, de l'édition Assassin's Creed et illustrées par Alexander Gering, forment une seule image, représentant la scène "Rome Vista" qui offre donc une vue aérienne de la ville de Rome dont son célèbre Colisée.

Source 1 (Scene Cards - "The 6-card Rome Vista scene portrays Ezio, Auditore La Firenze in an exclusive scene treatment overlooking the beautiful city of Rome.") - Source 2
Les cinq cartes Witch Enchanter, Hydroelectric Specimen, Boggart Trawler, Pinnacle Monk et Disciple of Freyalise, ainsi que les cinq cartes Razorgrass Ambush, Sink into Stupor, Fell the Profane, Sundering Eruption et Bridgeworks Battle, de l'édition Modern Horizons III, forment un cycle de terrains / cartes recto-verso constituées respectivement d'une créature ou d'un sort au recto, et d'un terrain au verso pouvant produire un mana de la couleur du sort et arriver dégagé au prix de 3 points de vie.
Ce cycle est inspiré d'un autre cycle paru dans l'édition Zendikar Rising (voir cette anecdote).

Source (Modern Horizons 3 - "For its MDFCs, Modern Horizons 3 used MDFCs with a spell on the front and a land on the back, much like the MDFCs in Zendikar Rising. There were twenty total, all at uncommon. There were two monocolor MDFCs and a ten-card hybrid cycle.")
Sur l'illustration de la carte Abu Ja'far, on peut voir le Taj Mahal en arrière-plan.
Les dix cartes Emissary of Soulfire, Horrid Shadowspinner, Pyretic Rebirth, Titans' Vanguard, Golden-Tail Trainer, Ondu Knotmaster, Izzet Generatorium, Cursed Wombat, Scurry of Gremlins et Planar Genesis, ainsi que les dix cartes Riddle Gate Gargoyle, Sneaky Snacker, Cranial Ram, Writhing Chrysalis, Faithful Watchdog, Obstinate Gargoyle, Cyclops Superconductor, Expanding Ooze, Conduit Goblin et Snapping Voidcraw, de l'édition Modern Horizons III, forment un cycle de sorts bicolores peu communs soutenant chacun un archétype de formats limités, ainsi qu'un cycle de créatures avec la même intention.

Source 1 (Modified) - Source 2 ("Draft, as an example, had a big influence on the uncommon gold cards that model Draft archetypes")

Citation :
Which brings us to the ten draft archetypes (with the text borrowed from the archetype write-up):

White-Blue Energy Fliers
Play flying creatures that get stronger the more energy you have. Use them to attack your opponent or otherwise find tricky ways to get past your opponent's blockers.

Blue-Black Card Draw
This classic blue-black control archetype employs a variety of ways to draw extra cards, then leverages them for additional effects to dominate the battlefield.

Black-Red Artifacts
Start small and go big. This black-red archetype uses a variety of artifact synergies, including the infamous affinity, to summon powerhouses from Magic's past and future.

Red-Green Eldrazi Spawn
Even the smallest Eldrazi are worthy of fear. Overwhelm your opponent with your terrifying Eldrazi horde, aided by Eldrazi Spawn tokens, in this red-green archetype.

Green-White Modified Bestow
Bestow gives you the versatility to play creatures or use them as Auras to buff others. Go tall and then dare your opponent to stop you from going wide if they can weather the storm first.

White-Black Modified Dies
In this unique take on a white-black sacrifice archetype, you're going to be modifying your creatures with counters, Equipment, and Auras for long-term advantages.

Blue-Red Energy Midrange
Embrace your inner mad scientist! Blue-red energy gives you plenty of ways to manage different types of engine-like permanents to generate overwhelming advantage over your opponents.

Black-Green Modified Adapt
This black-green adapt archetype uses +1/+1 counters to great effect, giving creatures additional spell-like triggers to dominate the battlefield.

Red-White Energy Aggro
There's no point hoarding your excess energy here, so spend it and smash! This aggressive red-white archetype will do whatever it takes with energy to keep attacking turn after turn.

Green-Blue Eldrazi Ramp
In this green-blue archetype, generate Eldrazi Spawn and then use them to summon their much larger kin—and proceed to devour the Multiverse.
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