Unveiling the Horror: Inside Magic: The Gathering’s Duskmourn Expansion

Explore the creative journey behind Magic: The Gathering's *Duskmourn: House of Horror*, a horror-themed expansion inspired by '70s-'00s films, as creators share insights into its unique design and influences.
SummaryThe article explores Duskmourn: House of Horror, the latest expansion for Magic: The Gathering, which draws inspiration from ’70s-’00s horror films. It offers insights from Senior Art Director Ovidio Cartagena and Senior Game Designer Annie Sardelis on the creative process behind the set. They discuss the influences of iconic horror tropes, the challenges of creating a unique horror-themed set within the Magic universe, and the design choices that make Duskmourn stand out. The creators also share their favorite elements of the set and express interest in potentially revisiting the Duskmourn plane in the future.

Discovering Duskmourn: House of Horror

Magic: The Gathering’s latest expansion, Duskmourn: House of Horror, channels the haunting essence of horror films from the ’70s to the ’00s. This release from Wizards of the Coast is a love letter to iconic horror themes, blending intricate artwork and innovative card mechanics. We spoke with Senior Art Director Ovidio Cartagena and Senior Game Designer Annie Sardelis to uncover the creative process behind this thrilling set.

A New Dimension of Horror

Duskmourn: House of Horror ushers players into a dimension ruled by terror. The set’s chilling imagery and novel cards immerse players in a landscape transformed by horror. Cartagena and Sardelis shared insights into how they crafted a unique horror environment within the Magic universe, emphasizing the thrill of exploring uncharted creative territories.

Behind the Scenes with the Creators

BC: How are things with both of you?

Ovidio Cartagena (OC): I’m doing great! It’s been exciting to play Duskmourn now that it’s out. I’m gearing up for more projects in the coming years.

Annie Sardelis (AS): I’m good! Busy with new projects but thrilled with the positive reception to both Bloomburrow and Duskmourn. It’s amazing we pulled it off!

Reflecting on MTG’s Year

BC: How has the past year been for MTG and the response to new sets?

OC: This year has pushed me beyond my comfort zone as an art director. We’ve explored amazing storylines and art. The response to Duskmourn has been phenomenal, and it’s been a year where Magic offers something for every niche and passion, which is exciting.

Settling into New Surroundings

BC: How has the transition to a new HQ been for Wizards of the Coast?

OC: I can’t complain. The views of Mount Rainier and Lake Washington are stunning. The inspiring space has fostered creativity and collaboration, with opportunities to think and share ideas.

AS: It’s a fantastic location. “The Pit,” where most of the Magic design takes place, is bustling with playtests and design discussions. It’s hard to tell when folks are playing for fun or work sometimes.

Crafting the Concept of Duskmourn

Origins and Inspirations

BC: How did the concept for Duskmourn: House of Horror originate?

OC: We wanted a horror set inspired by ’70s to ’00s horror films. Duskmourn became a plane-sized haunted house, which was a perfect fit. It was challenging yet one of the most enjoyable sets I’ve worked on.

AS: Our love for horror design was a starting point. Innistrad is another horror-themed plane, but it leans more towards gothic horror. Duskmourn allowed us to delve into new horror concepts and create an entirely new plane.

Pop-Culture Influences

BC: Were there specific pop-culture influences from the ’80s and ’90s?

OC: Early on, I wanted intense color palettes. Horror can be drab without careful attention to color. Influence from Giallo films and the vivid cinematography of the ’80s guided us. We aimed for monsters that looked “practical” and designed, reminiscent of the ’80s and ’90s creature designs.

AS: The haunted house setting was a significant influence. Horror’s intimacy and contained spaces inspired our design choices. The Room subtype underwent many changes to reflect this, and we mapped card effects to room themes like a carnival, school, or hospital.

Overcoming Challenges in Horror Design

Unique Set Creation

BC: What challenges did you face in creating a unique horror set?

OC: Having done horror for Magic before, this was different. I drew on my horror fan history and surrealism background. Combining these elements resulted in a unique set with TV static, moths, hands, and more.

AS: We intentionally explored spaces not covered in Innistrad. We focused on enchantments and nightmares, creating a distinct gameplay experience. Restrictions bred creativity, resulting in Duskmourn feeling different even with our past horror sets.

Artistic Guidelines

BC: What guidelines did you give artists for this set?

OC: I provided guidelines like the house’s Victorian/Ottoman feel, designed monsters, and consistent themes like Gremlins and Ghosts. Artists had creative freedom within these boundaries.

Highlights and Future Prospects

Lurking Evil and Favorite Cards

BC: What inspired the dark specter cards?

OC: Emily Teng and I envisioned cards with scary creatures in the background, never openly acknowledged. We wanted to see if fans would notice and create buzz. It was a challenging execution, but rewarding.

BC: Any favorite cards from the set?

AS: I love the Overlord and Enduring cycles. They express impending doom and resilience. Haunted Screen also received strong reactions for its unique design.

OC: I’m thrilled with the reception for Valgavoth. It was a challenging character to design, but the result was rewarding. I also enjoyed incorporating fine art references into the set.

Revisiting Duskmourn and Final Thoughts

Future Visits to Duskmourn

BC: Do you have thoughts on revisiting Duskmourn?

AS: I’d love to return! The Room type has more potential, and if players are excited, we’ll consider it.

OC: I’d love to come back, but I think Valgavoth would enjoy exploring the Multiverse more.

Final Promotions

AS: Try the Archenemy format at your next Commander game! It’s a fun way to team up against the strongest player.

OC: I agree! The art in Archenemy is a pure representation of Duskmourn, with plenty of easter eggs and beautiful details to discover.