Home / Magic: The Gathering / Duskmourn: House of Horror / Balemurk Leech
Balemurk Leech
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Creature — Leech

Balemurk Leech

common · Creature — Leech · Duskmourn: House of Horror
$0.15
Low
$0.18
Market
$0.22
High

Oracle Text

Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.

Card Details

2/2Power / Toughness
{1}{B}Mana Cost
1Prints

Character Background

Balemurk Leech is a clean little engine for black-based value and grindy tempo decks, especially in Duskmourn where enchantments and Rooms can turn every small action into incremental drain. A 2/2 for two mana is already acceptable on rate, but the real appeal is the repeated life loss from Eerie triggers: every enchantment you deploy and every fully unlocked Room chips away at the whole table, making this card especially strong in multiplayer or any game plan that wants to pressure life totals without overcommitting to combat. It fits best in a control or midrange shell that naturally plays enchantments, sagas, or Room cards, and it gets better the more you can trigger it on both turns. Pair it with cheap enchantments, enchantment-based removal, or Rooms you plan to unlock anyway, and it quietly becomes a reliable win condition that asks very little from your mana curve.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.15 - $0.22
At the current market price of $0.18.
Average Time to Sell
3 days
At the current market price of $0.18.

Public Decks Using This Card

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Character Background

Balemurk Leech is a clean little engine for black-based value and grindy tempo decks, especially in Duskmourn where enchantments and Rooms can turn every small action into incremental drain. A 2/2 for two mana is already acceptable on rate, but the real appeal is the repeated life loss from Eerie triggers: every enchantment you deploy and every fully unlocked Room chips away at the whole table, making this card especially strong in multiplayer or any game plan that wants to pressure life totals without overcommitting to combat. It fits best in a control or midrange shell that naturally plays enchantments, sagas, or Room cards, and it gets better the more you can trigger it on both turns. Pair it with cheap enchantments, enchantment-based removal, or Rooms you plan to unlock anyway, and it quietly becomes a reliable win condition that asks very little from your mana curve.

Generated using gpt-5.4-mini · Updated at 2026-10-08 04:40:42 UTC

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