ENTRY 28: OVERLORD OF THE MISTMOORS

Next we have the white mana "biome" of the house, the Mistmoors, which I honestly find to be the creepiest and most unsettling. Whereas other areas of the house are dank and claustrophobic, the Mistmoors are vast, open, dry and dusty, sometimes with ceilings so high they disappear into a "flat, grey sky with no visible sun." White marble and billowing fabric give an impression of an opulent space that's been abandoned and neglected, maybe forever caught between renovations or a transfer of ownership. I think this is also the most creative of the house's environments, the others being kind of obvious creepy indoor places, but the Mistmoors capture a really specific feel I don't see emphasized as often. It's also seemingly the domain of those Fresno Shroudstompers!

The Overlord of the Mistmoors, who I personally think is named Dustin, is unfortunately the least interesting to me visually, but still pretty cool and appropriate! An elongated four-armed mummy with lots of dangling dirty gauze, a third eye over its left eye, and hovering "antles" that seem to be formed of floating dust or cobweb. Dustin also watches over the house's resident cult, who worship Dustin's big boss and build villages in the Mistmoor's expansive rolling meadows.

What does make Dustin more interesting is that every time it enters or attacks, you create a 2/1 flying Insect Token, which actually represents a moth:

I think this is the first time a white card generated white insect tokens, and what a beautiful little moth it is! So hairy and fluffy and silky! But still a tad spooky, too, with its tattered looking wings and hand-like tarsal claws and three bright whitish eyes. You may have noticed by now that moths recur throughout the imagery of Duskmourn cards, and even Duskmourn's set symbol is a moth! These tokens, however, are almost the only presence of moths as creatures in the set. Almost. Kinda. Sorta. You'll see :)

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