Home / Magic: The Gathering / Duskmourn: House of Horror / Ticket Booth // Tunnel of Hate
Ticket Booth // Tunnel of Hate
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Enchantment — Room // Enchantment — Room

Ticket Booth // Tunnel of Hate

common · Enchantment — Room // Enchantment — Room · Duskmourn: House of Horror
$0.09
Low
$0.10
Market
$0.13
High

Oracle Text

Card Details

-/-Power / Toughness
{2}{R}{4}{R}{R}Mana Cost
1Prints

Character Background

Ticket Booth // Tunnel of Hate is a very Duskmourn-style common: the front half suggests a mundane, almost welcoming entry point, while the back half promises a plunge into something far nastier, which makes it feel perfect for a deck that wants to start on board and then cash in later. As a Room enchantment, it naturally leans toward grindy value and midrange-control shells that can afford to spend early turns setting up rather than racing. If your deck cares about enchantments, Room payoffs, or permanence-based synergies, this is the kind of card you want because it advances your board without needing combat immediately. The best use case is usually in slower red decks that want incremental pressure early and a threatening top-end later, especially alongside enchantment recursion or cards that reward casting multiple spells over time. In draft, prioritize it when you expect games to stall; in constructed, pair it with cheap interaction so you can survive long enough to exploit the “Tunnel” side.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.10.
Average Time to Sell
3 days
At the current market price of $0.10.

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Character Background

Ticket Booth // Tunnel of Hate is a very Duskmourn-style common: the front half suggests a mundane, almost welcoming entry point, while the back half promises a plunge into something far nastier, which makes it feel perfect for a deck that wants to start on board and then cash in later. As a Room enchantment, it naturally leans toward grindy value and midrange-control shells that can afford to spend early turns setting up rather than racing. If your deck cares about enchantments, Room payoffs, or permanence-based synergies, this is the kind of card you want because it advances your board without needing combat immediately. The best use case is usually in slower red decks that want incremental pressure early and a threatening top-end later, especially alongside enchantment recursion or cards that reward casting multiple spells over time. In draft, prioritize it when you expect games to stall; in constructed, pair it with cheap interaction so you can survive long enough to exploit the “Tunnel” side.

Generated using gpt-5.4-mini · Updated at 2026-10-08 04:10:45 UTC

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