Home / Magic: The Gathering / Duskmourn: House of Horror / Raucous Carnival
Raucous Carnival
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Land

Raucous Carnival

common · Land · Duskmourn: House of Horror
$0.11
Low
$0.13
Market
$0.16
High

Oracle Text

This land enters tapped unless a player has 13 or less life.
{T}: Add {R} or {W}.

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Raucous Carnival is a deceptively flexible dual land that fits best in aggressive or tempo-oriented decks, especially Boros builds that want early pressure without sacrificing access to both colors. In Duskmourn: House of Horror, the name suggests a warped fairground energy, and the card’s life-total threshold reinforces that eerie “the worse things get, the faster the show starts” feel: once any player is at 13 or less, it comes in untapped, rewarding decks that push damage quickly or that deliberately trim life totals through combat and pressure. Early on it may slow you down, so it works best alongside other fast lands, pain lands, or low-curve creatures to minimize the tapped drawback. It also has nice synergy with cards that chip life totals incidentally, letting your mana base “turn on” naturally as the game progresses. This is a solid common for decks that want red-white consistency while leaning into an aggressive clock.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.11 - $0.16
At the current market price of $0.13.
Average Time to Sell
3 days
At the current market price of $0.13.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Raucous Carnival is a deceptively flexible dual land that fits best in aggressive or tempo-oriented decks, especially Boros builds that want early pressure without sacrificing access to both colors. In Duskmourn: House of Horror, the name suggests a warped fairground energy, and the card’s life-total threshold reinforces that eerie “the worse things get, the faster the show starts” feel: once any player is at 13 or less, it comes in untapped, rewarding decks that push damage quickly or that deliberately trim life totals through combat and pressure. Early on it may slow you down, so it works best alongside other fast lands, pain lands, or low-curve creatures to minimize the tapped drawback. It also has nice synergy with cards that chip life totals incidentally, letting your mana base “turn on” naturally as the game progresses. This is a solid common for decks that want red-white consistency while leaning into an aggressive clock.

Generated using gpt-5.4-mini · Updated at 2026-08-11 10:10:42 UTC

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