Home / Magic: The Gathering / Duskmourn: House of Horror / Wickerfolk Thresher
Wickerfolk Thresher
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Artifact Creature — Scarecrow

Wickerfolk Thresher

uncommon · Artifact Creature — Scarecrow · Duskmourn: House of Horror
$0.11
Low
$0.13
Market
$0.16
High

Oracle Text

Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.

Card Details

5/4Power / Toughness
{3}{G}Mana Cost
1Prints

Character Background

Wickerfolk Thresher reads like a late-game harvester: a 5/4 for {3}{G} that rewards you for a varied graveyard, giving tempo and value by turning attacks into guaranteed card selection and occasional ramp. The design pushes midrange/aggro-midrange strategies that want a big evasive clock while still generating incremental advantage—attack, find the top card, and either ramp it or turn it into hand. To make Delirium reliable, build with deliberate graveyard diversity: cheap cantrips and looting/self‑mill (e.g., Faithless Looting or Cathartic Reunion), a handful of artifacts and enchantments, plus some instants and sorceries so you reach four types consistently. It also meshes with artifact synergies and sacrifice engines that toss cards into the yard quickly; consider a couple of fetches or discard outlets to smooth the process. Overall it’s best in decks chasing tempo plus value rather than pure control or combo, where its body and pseudo-ramp can close games while refueling your hand.

Generated using gpt-5-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

Wickerfolk Thresher reads like a late-game harvester: a 5/4 for {3}{G} that rewards you for a varied graveyard, giving tempo and value by turning attacks into guaranteed card selection and occasional ramp. The design pushes midrange/aggro-midrange strategies that want a big evasive clock while still generating incremental advantage—attack, find the top card, and either ramp it or turn it into hand. To make Delirium reliable, build with deliberate graveyard diversity: cheap cantrips and looting/self‑mill (e.g., Faithless Looting or Cathartic Reunion), a handful of artifacts and enchantments, plus some instants and sorceries so you reach four types consistently. It also meshes with artifact synergies and sacrifice engines that toss cards into the yard quickly; consider a couple of fetches or discard outlets to smooth the process. Overall it’s best in decks chasing tempo plus value rather than pure control or combo, where its body and pseudo-ramp can close games while refueling your hand.

Generated using gpt-5-mini · Updated at 2026-05-16 20:40:45 UTC

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