Last updated on February 21, 2026

Walk-In Closet / Forgotten Cellar | Illustrated by Miklós Ligeti
In Duskmourn: House of Horror, there’s an ancient terror engulfing the Duskmourn plane in the form of a giant, endless haunted mansion. As its power grows, so does the mansion with more different and mysterious rooms. Each room bringing new enemies, horrors, and surprises around each corner. I wonder if there’s a way to turn rooms into Magic cards….
Turns out, there's lots to unlock when it comes to room cards in MTG! It’s a pretty complex mechanic, I’m not gonna lie, but we break it down so that everyone can get out alive. With that in mind, let’s get to it.
How Do Rooms Work?

Dollmaker's Shop // Porcelain Gallery | Illustration by Chris Cold


Room cards are enchantments that have two halves, like a split card. Each one of the two sides is called a door, and each door has a distinct name and mana value.
When you cast a room spell, you choose which “door to cast,” as you would with a split card. Once it’s on the battlefield, only the side you’ve cast is “unlocked.” This is called unlocking a door. The door you didn’t cast is locked. Later, you can unlock the locked door as a special action by paying its mana cost. This special action doesn’t use the stack, and it can’t be responded to, but it may only be done at sorcery speed – that's to say, whenever you have priority during one of your main phases while the stack is empty.
Plenty of Duskmourn cards interact with rooms and doors, allow you to destroy your opponent’s rooms, sacrifice your own rooms, or straight-up unlock doors without paying its mana cost.
There are two cards that allow you to lock an unlocked door: Marina Vendrell and Keys to the House. If you lock the room, you can unlock it later by paying its mana cost, and you’d do that to obtain the benefit of unlocking that door again.

For example, locking Drowned Dinner allows you to pay again to draw three cards and discard a card.
The History of Rooms in MTG
Rooms are an enchantment type introduced in Duskmourn: House of Horror. There are 28 room cards, and they’re evenly distributed around MTG’s five colors, with specific incentives for you to have many rooms in red and blue. The only two sets to use the mechanic so far are Duskmourn: House of Horror and Duskmourn: House of Horror Commander. I don’t expect the mechanic to be used outside of these sets, seeing as it’s a top-down design for this specific plane.
What Is the Mana Value of a Room?

A room card has the mana value (MV) of both doors added together in every zone except the stack and the battlefield.
Let’s take Mirror Room // Fractured Realm as an example. Mirror Room costs , while Fractured Realm costs . Adding both, the MV for the whole card is 10, and that's the mana value whenever this room is in your hand, your library, in exile, and/or the graveyard.
However, you can cast either of the two sides. If you cast Mirror Room, it’s a 3-mana spell on the stack, and it’s a 3-mana permanent on the battlefield. The same principle applies if you cast Fractured Realm, except that it would be a 7-mana spell and permanent.
But wait, we’re not done yet!
When Mirror Room is on the battlefield, you can unlock Fractured Realm by paying the , so now both doors are unlocked and you have a 10-mana permanent on the battlefield.
A rules corner case comes up if the room card enters the battlefield without being cast, either because it was blinked, or the enchantment returned from the graveyard. In this case, both doors are locked and the permanent has 0 MV until one or both of its doors is unlocked.
Can You Cast Both Halves of a Room at the Same Time?

No, you can’t. There's no way to cast both doors at the same time.
When you cast a room card, you need to choose which half you’re going cast, even if you have the mana to cast both sides. Once it’s on the battlefield, you can unlock the other half. It’s not like the fuse mechanic from Dragon’s Maze that allows you to pay the cost of both sides and add the effects.
What If I Put a Room Into Play Without Paying Its Mana Cost?

When a room enters the battlefield without being cast, it enters with both doors locked. It doesn’t do anything special until you unlock one of the two doors. Until you unlock a door, the total mana value of the card is 0.
So how does this work with Starfield of Nyx? Unfortunately Starfield looks for the card's mana value and with both doors unlocked, the mana value of the enchantment is 0 and so it'd die and go to the graveyard because it has 0 toughness.
What if You Copy a Room?

If you copy a room on the battlefield or create a token that’s a copy of a room, both doors will be locked. Naturally, both doors can be individually unlocked by paying the specified mana cost.
There’s a special corner case when a room becomes a copy of another room. Let’s say you have room #1 on the battlefield with both doors unlocked, then you cast room #2 with only one door unlocked. You then make room #1 become a copy of room #2. In this case, room #1 will have both doors unlocked and the abilities from room #2.
What Happens if You Copy a Room Spell on the Stack?
If you copy a room spell on the stack, the copied room enters the battlefield as a copy of the cast room.
Let’s say you cast Mirror Room // Fractured Realm, selecting the Mirror Room door, and you copy the spell on the stack, so you’ll get two rooms on the battlefield with the Mirror Room door unlocked and Fractured Realm door locked. It’s not possible to cast both sides at once, so this is the default case.
Gallery and List of Room Cards


- Dazzling Theater // Prop Room
- Dollmaker's Shop // Porcelain Gallery
- Grand Entryway // Elegant Rotunda
- Secret Arcade // Dusty Parlor
- Surgical Suite // Hospital Room
- Bottomless Pool // Locker Room
- Central Elevator // Promising Stairs
- Meat Locker // Drowned Diner
- Mirror Room // Fractured Realm
- Underwater Tunnel // Slimy Aquarium
- Cramped Vents // Access Maze
- Defiled Crypt // Cadaver Lab
- Derelict Attic // Widow's Walk
- Funeral Room // Awakening Hall
- Polluted Cistern // Dim Oubliette
- Unholy Annex // Ritual Chamber
- Charred Foyer // Warped Space
- Glassworks // Shattered Yard
- Painter's Studio // Defaced Gallery
- Spiked Corridor // Torture Pit
- Ticket Booth // Tunnel of Hate
- Experimental Lab // Staff Room
- Greenhouse // Rickety Gazebo
- Moldering Gym // Weight Room
- Walk-In Closet / Forgotten Cellar
- Restricted Office // Lecture Hall
- Roaring Furnace // Steaming Sauna
- Smoky Lounge // Misty Salon
- Crude Abattoir // Unsavory Kitchen
- Solitary Study // Endless Corridor
Best Room Cards
#13. Dazzling Theater // Prop Room

Dazzling Theater // Prop Room has two modes that make it easy to play. Either you have convoke so that all your creatures can help you play creatures. On the Prop side, you get automatic untapping. Three mana dorks get you mana positive in one turn cycle, your creatures get virtual vigilance, and lots of other activated abilities get additional uses. Excellent to help you interact with each opponent.
#12. Roaring Furnace // Steaming Sauna

Roaring Furnace // Steaming Sauna has a good chance to see Standard play or Commander play in control decks. Roaring Furnace is similar to Fires of Victory, so you can play your room and remove a treat. Later in the game, you can unlock the blue door to get your card advantage going.
#11. Restricted Office // Lecture Hall

The best thing about playing restrictive sweepers is that you get to play around them while your opponents probably won’t. Restricted Office // Lecture Hall gives you that option, and it’s a good thing for aggro decks that are low to the ground. I’m not that high on Lecture Hall, but it’s also value, even if you’re playing this Azorius card just for the Office door.
#10. Central Elevator // Promising Stairs

It’s hard to ignore a card that says “you win the game” on it, and Central Elevator // Promising Stairs does that. You can use the Central Elevator door to search for other rooms and to have a little room toolbox, while Promising Stairs wins you the game in the long run.
#9. Funeral Room // Awakening Hall

Funeral Room // Awakening Hall is a good mix of an effect that you want early and helps you stabilize, while you’re doing the sacrifice/aristocrats thing. Later in the game, Awakening Hall gives you a lot of value (or a lot of sacrifice fodder to keep doing the thing).
#8. Cramped Vents // Access Maze

Here’s something for the lifegain / life drain decks in EDH. Cramped Vents // Access Maze gives you a way to gain a lot of life at once, which can help you stabilize, and the other side allows you to spend life for mana. You should wait until you have Vito, Thorn of the Dusk Rose online, or something like this, and Cramped Vents becomes a removal spell plus up to 5 life loss for everyone else.
#7. Polluted Cistern // Dim Oubliette

Polluted Cistern // Dim Oubliette is very interesting in graveyard-centric decks. Polluted Cistern deals damage to opponents based on what you mill, and it’s going to be at least 2-3 damage if you mill a good chunk of cards. What’s more, Dim Oubliette further pushes into this by milling three more cards and reanimating something. I suspect Polluted Cistern alone would already see play in EDH.
#6. Secret Arcade // Dusty Parlor

Secret Arcade // Dusty Parlor looks like a white enchantment you want to actively put in your enchantress or stax decks. Secret Arcade is a way to make your eerie cards and constellation cards a little better, because they’re usually non-enchantments themselves. Dusty Parlor is just icing on the cake when you’re playing a bunch of enchantments.
#5. Dollmaker’s Shop // Porcelain Gallery

Dollmaker's Shop // Porcelain Gallery can generate a token every turn if you’re attacking. Go-wide decks are usually more aggro-oriented, and cards that give you creatures when you attack are usually playable.
Porcelain Gallery is just ridiculous, a Coat of Arms if you will. All your creatures are basically Regal Bunnicorn, and while it does nothing if you don’t have creatures, at least you’re building your side on each attack. Token commanders and effects that make multiple bodies will love this white card.
#4. Mirror Room // Fractured Realm

Mirror Room // Fractured Realm is the joining of two cards that see a lot of play in EDH, respectively 3-mana clone effects like Mirror Image and Panharmonicon. It’s very likely that this blue enchantment becomes a blue staple, especially given that Fractured Realm is the most juiced-up Panharmonicon we’ve ever seen, doubling all sorts of triggers, including attack triggers.
#3. Spiked Corridor // Torture Pit

Entire Commander decks are built around the idea of amplifying damage dealt. With Torture Pit, each ping deals 3 damage instead of 1, and you can build around this red enchantment with steady sources of noncombat damage. Spiked Corridor is one of Burn Down the House‘s modes, and I’d play that card in this ping deck.
#2. Unholy Annex // Ritual Chamber

One of the strongest rares you can pick in a Duskmourn draft, Ritual Chamber allows you to pay 5 mana for a 6/6 Demon token, and that can finish games very quickly. The other side, Unholy Annex, is just Phyrexian Arena with an extra point of life loss, and that also has a pretty good Constructed pedigree. Plus, it's all upside if you control a demon, and I can see this card making waves in Standard and as a staple in demon EDH decks.
#1. Walk-In Closet // Forgotten Cellar

Look everybody, Walk-In Closet / Forgotten Cellar is another Crucible of Worlds, a staple in dredge, mill, and lands decks. With Walk-In Closet online, suddenly you’re making additional land drops, preparing for your huge finisher. That’s when Forgotten Cellar comes in, as a pseudo-Yawgmoth's Will, and that's a lot of card advantage if you've filled your graveyard.
Decklist: Marina Vendrell EDH Rooms

Marina Vendrell | Illustration by Magali Villeneuve
Commander (1)
Planeswalker (1)
Creature (22)
Archon of Sun's Grace
Doomwake Giant
Dryad of the Ilysian Grove
Eidolon of Blossoms
Enduring Vitality
Entity Tracker
Fear of Sleep Paralysis
Ghostly Dancers
Gremlin Tamer
Herald of the Pantheon
Inquisitive Glimmer
Jukai Naturalist
Mesa Enchantress
Overlord of the Hauntwoods
Sanctum Weaver
Setessan Champion
Starfield Mystic
Sythis, Harvest's Hand
Thassa, Deep-Dwelling
Victor, Valgavoth's Seneschal
Yorion, Sky Nomad
Zur, Eternal Schemer
Instant (3)
Ephemerate
Path to Exile
Swords to Plowshares
Sorcery (3)
Cultivate
Dance of the Manse
Kodama's Reach
Enchantment (29)
Central Elevator / Promising Stairs
Charred Foyer / Warped Space
Cramped Vents / Access Maze
Dazzling Theater / Prop Room
Defiled Crypt / Cadaver Lab
Derelict Attic / Widow's Walk
Dollmaker's Shop / Porcelain Gallery
Enchantress's Presence
Experimental Lab / Staff Room
Funeral Room / Awakening Hall
Glassworks / Shattered Yard
Greenhouse / Rickety Gazebo
Leyline Binding
Meat Locker / Drowned Diner
Mirror Room / Fractured Realm
Moldering Gym / Weight Room
Polluted Cistern / Dim Oubliette
Restricted Office / Lecture Hall
Roaring Furnace / Steaming Sauna
Secret Arcade / Dusty Parlor
Smoky Lounge / Misty Salon
Spiked Corridor / Torture Pit
Sterling Grove
Strength of the Harvest / Haven of the Harvest
Surgical Suite / Hospital Room
Ticket Booth / Tunnel of Hate
Underwater Tunnel / Slimy Aquarium
Unholy Annex / Ritual Chamber
Walk-In Closet / Forgotten Cellar
Artifact (6)
Arcane Signet
Chromatic Lantern
Fellwar Stone
Haunted Screen
Keys to the House
Sol Ring
Land (35)
Breeding Pool
Command Tower
Exotic Orchard
Forest x2
Hall of Heliod's Generosity
Hallowed Fountain
Indatha Triome
Island x2
Jetmir's Garden
Ketria Triome
Marsh Flats
Misty Rainforest
Mountain
Overgrown Tomb
Path of Ancestry
Plains x2
Polluted Delta
Raffine's Tower
Raugrin Triome
Reliquary Tower
Sacred Foundry
Spara's Headquarters
Stomping Ground
Swamp
Temple Garden
Temple of Deceit
Temple of Enlightenment
Temple of Malady
Temple of Malice
Temple of Silence
Valgavoth's Lair
Zagoth Triome
This Marina Vendrell EDH deck is mostly a Go-Shintai deck, but you have rooms instead of shrines. Marina Vendrell is a 5-color commander that allows you to look at the top seven cards and put all enchantments in your hand, so that’s a nice card advantage engine. Almost half this deck is enchantments, and nearly all of those are rooms. Marina allows you to lock or unlock a room every turn, so that’s plenty of action when you have rooms in play. The creatures in this deck are mostly enchantress cards that give you cards when you cast other enchantment spells, or ways to reduce the costs on your enchantments.
Lock Up

Get Out | Illustration by Mirko Failoni
Rooms are one of the strangest mechanics and card subtype in recent years, but it makes sense as a split card that stays on the battlefield. As such, you can cast one side first, and later unlock the other side (the other door). There’s plenty of support for rooms with enchantment-related mechanics and even an alternate win con if you have enough of them.
What are your takes on rooms? Are they neat or too wordy? Which ones do you spend the most time in? Let me know in our comments section, or in our own Draftsim Discord.
And remember to unlock the doors!
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