Home / Magic: The Gathering / Duskmourn: House of Horror / Fear of Missing Out
Fear of Missing Out
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment Creature — Nightmare

Fear of Missing Out

rare · Enchantment Creature — Nightmare · Duskmourn: House of Horror
$3.56
Low
$4.19
Market
$5.24
High

Oracle Text

When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.

Card Details

2/3Power / Toughness
{1}{R}Mana Cost
1Prints

Character Background

Fear of Missing Out is a compact 1R 2/3 enchantment creature that leans into tempo and value: the enter-the-battlefield discard-then-draw skews toward hand sculpting and graveyard setup, and Delirium rewards you with an untap plus an additional combat phase on its first attack once you have four card types in the yard. It best supports aggressive-tempo or combo-leaning decks that want sudden burst damage—attack, untap an attacker with haste or an equipment, and swing again. Build toward it with a light graveyard toolbox (instants, sorceries, an artifact or two, enchantments, fetchlands/self-mill) so Delirium is reliable; pair it with discard-to-value cards (flashback, madness) so the forced discard is beneficial. A concrete synergy is equipping a haste attacker with Embercleave or similar finishers so the extra combat can double its impact. Slot this into decks that prize incremental card advantage plus explosive combat windows rather than long, grinding control battles.

Generated using gpt-5-mini

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Suggested Pricing
$3.56 - $5.24
At the current market price of $4.19.
Average Time to Sell
3 days
At the current market price of $4.19.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Fear of Missing Out is a compact 1R 2/3 enchantment creature that leans into tempo and value: the enter-the-battlefield discard-then-draw skews toward hand sculpting and graveyard setup, and Delirium rewards you with an untap plus an additional combat phase on its first attack once you have four card types in the yard. It best supports aggressive-tempo or combo-leaning decks that want sudden burst damage—attack, untap an attacker with haste or an equipment, and swing again. Build toward it with a light graveyard toolbox (instants, sorceries, an artifact or two, enchantments, fetchlands/self-mill) so Delirium is reliable; pair it with discard-to-value cards (flashback, madness) so the forced discard is beneficial. A concrete synergy is equipping a haste attacker with Embercleave or similar finishers so the extra combat can double its impact. Slot this into decks that prize incremental card advantage plus explosive combat windows rather than long, grinding control battles.

Generated using gpt-5-mini · Updated at 2026-05-16 10:40:44 UTC

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