Home / Magic: The Gathering / Duskmourn: House of Horror / Bottomless Pool // Locker Room
Bottomless Pool // Locker Room
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment — Room // Enchantment — Room

Bottomless Pool // Locker Room

uncommon · Enchantment — Room // Enchantment — Room · Duskmourn: House of Horror
$0.12
Low
$0.14
Market
$0.18
High

Oracle Text

Card Details

-/-Power / Toughness
{U}{4}{U}Mana Cost
1Prints

Character Background

Bottomless Pool // Locker Room reads like a two-stage enchantment that fits best in blue control or midrange decks looking to convert early tempo into long-term value: the {U} face functions as a cheap, persistent resource to buy time, while the {4}{U} side becomes a late-game engine that consolidates advantage. Build around it by prioritizing countermagic and removal (8–10 interaction spells) to protect the enchantment, running ~24 lands to hit both early and late drops, and including 3–4 ways to recur or tutor enchantments so you reliably access the payoff. It specifically synergizes with flicker/bounce effects and ETB-focused pieces, letting you reuse any triggered upside the rooms provide, and pairs well with card-draw engines that find your late-side answers. Thematically it feels like a small refuge turned strategic staging area, so lean into grindy lines that establish the pool early and convert to Locker Room value as the game stretches.

Generated using gpt-5-mini

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Suggested Pricing
$0.12 - $0.18
At the current market price of $0.14.
Average Time to Sell
3 days
At the current market price of $0.14.

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Character Background

Bottomless Pool // Locker Room reads like a two-stage enchantment that fits best in blue control or midrange decks looking to convert early tempo into long-term value: the {U} face functions as a cheap, persistent resource to buy time, while the {4}{U} side becomes a late-game engine that consolidates advantage. Build around it by prioritizing countermagic and removal (8–10 interaction spells) to protect the enchantment, running ~24 lands to hit both early and late drops, and including 3–4 ways to recur or tutor enchantments so you reliably access the payoff. It specifically synergizes with flicker/bounce effects and ETB-focused pieces, letting you reuse any triggered upside the rooms provide, and pairs well with card-draw engines that find your late-side answers. Thematically it feels like a small refuge turned strategic staging area, so lean into grindy lines that establish the pool early and convert to Locker Room value as the game stretches.

Generated using gpt-5-mini · Updated at 2026-05-16 11:40:44 UTC

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