Home / Magic: The Gathering / Duskmourn: House of Horror / Jump Scare
Jump Scare
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Instant

Jump Scare

common · Instant · Duskmourn: House of Horror
$0.13
Low
$0.15
Market
$0.19
High

Oracle Text

Until end of turn, target creature gets +2/+2, gains flying, and becomes a Horror enchantment creature in addition to its other types.

Card Details

-/-Power / Toughness
{W}Mana Cost
1Prints

Character Background

Jump Scare is a classic instant-speed combat trick that leans heavily into tempo and aggressive strategies: for a single white mana it turns any ground chump into an evasive 2/2-plus beater for the turn while thematically suggesting a momentary, terrifying possession as the creature takes on Horror and flight. Play it in white weenie or tempo shells to close out races, or as a surprise blocker-to-attacker swap in midrange decks — the instant timing makes it great for saving a key creature from removal or sniping a blocker at the end of combat. It also slots neatly into enchantment- or aura-centric builds; because the creature becomes an enchantment creature you get extra mileage from enchantment-count synergies and auras (consider pairing with an aura package or enchantress effects). Deck tips: run lots of small, evasive threats and at least one aura/enchantment payoff, and keep some open mana to convert combat math into direct advantage with this flexible, cheap trick.

Generated using gpt-5-mini

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Suggested Pricing
$0.13 - $0.19
At the current market price of $0.15.
Average Time to Sell
3 days
At the current market price of $0.15.

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Character Background

Jump Scare is a classic instant-speed combat trick that leans heavily into tempo and aggressive strategies: for a single white mana it turns any ground chump into an evasive 2/2-plus beater for the turn while thematically suggesting a momentary, terrifying possession as the creature takes on Horror and flight. Play it in white weenie or tempo shells to close out races, or as a surprise blocker-to-attacker swap in midrange decks — the instant timing makes it great for saving a key creature from removal or sniping a blocker at the end of combat. It also slots neatly into enchantment- or aura-centric builds; because the creature becomes an enchantment creature you get extra mileage from enchantment-count synergies and auras (consider pairing with an aura package or enchantress effects). Deck tips: run lots of small, evasive threats and at least one aura/enchantment payoff, and keep some open mana to convert combat math into direct advantage with this flexible, cheap trick.

Generated using gpt-5-mini · Updated at 2026-05-16 18:20:47 UTC

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