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Rules guide · Enchantment

Dollmaker's Shop // Porcelain GalleryHow it works & interactions with other cards

By the ManaCount desk· 7 min read· Duskmourn: House of Horror· September 27, 2024
Carte Magic Dollmaker's Shop // Porcelain Gallery

Dollmaker's Shop // Porcelain Gallery is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Creatures you control have base power and toughness each equal to the number of creatures you control. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Complete guide

Dollmaker's Shop // Porcelain Gallery is a versatile Room enchantment that transitions from a token generator to a massive board-wide buff. Whether you are building an army of Toys or transforming them into giants, this card rewards aggressive wide-board strategies. Understanding how the Room mechanic interacts with your creatures is key to mastering this Duskmourn favorite.

Unlocking the Doors

As a Room card, you choose which side to cast. Casting Dollmaker's Shop for {1}{W} puts it onto the battlefield with that door unlocked. While on the battlefield, you can pay the {4}{W}{W} cost of Porcelain Gallery as a sorcery to unlock the second half. Once both doors are unlocked, you gain the benefits of both abilities simultaneously. If the Room enters the battlefield without being cast (such as through a flicker effect), both doors start locked and provide no benefits until you pay their respective costs.

Generating the Toy Army

The Dollmaker's Shop door triggers whenever one or more non-Toy creatures you control attack a player. Notably, this triggers once per player attacked. If you attack three different opponents in a multiplayer game with one non-Toy creature each, you will create three 1/1 white Toy artifact creature tokens. Remember that creatures entering the battlefield already attacking do not trigger this ability, as they were never declared as attackers.

Scaling Power and Toughness

Porcelain Gallery sets the base power and toughness of all your creatures to the total number of creatures you control. This is a continuous effect that updates immediately as creatures enter or leave the battlefield. Because this sets 'base' stats, any +1/+1 counters or Auras that grant bonuses (like +10/+10) are applied on top of this new base value. Be careful: if your creatures take damage and then some of your other creatures leave the battlefield, the base toughness of your remaining creatures will drop, which may result in them dying from the previously marked damage.

When to Play It

Early in the game, Dollmaker's Shop is an excellent tool to gum up the board or prepare for a wide swing. It is best played when you have evasive or low-cost non-Toy creatures ready to attack. Save the Porcelain Gallery unlock for a turn where you have at least four or five creatures, as the sudden shift in base stats can often provide a lethal amount of damage that your opponent cannot account for during their previous turn.

Interaction examples

Attacking Multiple Opponents

You control Dollmaker's Shop and three 2/2 Soldier tokens. You attack Opponent A with two Soldiers and Opponent B with one Soldier. Because you attacked two different players with non-Toy creatures, the ability triggers twice, creating two 1/1 Toy tokens.

Buffing with Eldrazi Conscription

You have Porcelain Gallery unlocked and control five creatures total. Your creatures all have base power and toughness 5/5. You then enchant one creature with Eldrazi Conscription. That creature's base stats are 5/5, but the Aura's bonus is applied afterward, making it a 15/15 with trample and annihilator 2.

Lethal Damage Shifts

You control Porcelain Gallery and four creatures (all are 4/4s). During combat, one creature is blocked and dealt 3 damage. It survives with 3 damage marked on it. In your post-combat main phase, one of your other creatures is destroyed. You now control only three creatures, so their base toughness becomes 3. The creature with 3 damage marked on it now has damage equal to its toughness and is destroyed by state-based actions.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Dollmaker's Shop // Porcelain Gallery

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Dollmaker's Shop's ability will trigger once for each player you attack with one or more non-Toy creatures.

    Card named in this ruling

  2. #2· Wizards of the Coast

    Creatures that enter attacking are never declared as attackers, and as such, they won't cause Dollmaker's Shop's ability to trigger.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If a Room enters from any zone other than the stack, it will enter with both halves locked.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    Porcelain Gallery's ability overrides all previous effects that set the base power and toughness of creatures you control to specific values. Any power- or toughness-setting effects that start to apply to a creature you control after Porcelain Gallery is unlocked will overwrite this effect on that creature.

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    Effects that modify a creature's power and/or toughness, such as the effect of Jump Scare, will apply to that creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch its power and toughness.

    No other card is named in this ruling.

  21. #21· Wizards of the Coast

    Because damage remains marked on creatures until the damage is removed as the turn ends, nonlethal damage dealt to creatures you control while Porcelain Gallery is unlocked may become lethal if other creatures you control leave the battlefield during that turn.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Elenda, the Dusk Rose
+Phyrexian Altar
+Dollmaker's Shop // Porcelain Gallery
#1

Elenda, the Dusk Rose + Phyrexian Altar + Dollmaker's Shop // Porcelain Gallery

Infinite creature LTBInfinite creature ETBInfinite colored manaInfinite creature sacrifice triggers
  1. 1Activate Phyrexian Altar by sacrificing Elenda, adding {W}.
  2. 2Choose to return Elenda from your graveyard to the command zone.
  3. 3When Elenda dies, it triggers, creating a number of 1/1 Vampire creature tokens equal to its power.
  4. 4Activate Phyrexian Altar by sacrificing a Vampire, adding {B}.
  5. 5Repeat step 4 until you have enough mana to cast Elenda.
  6. 6Cast Elenda from the command zone by paying {2}{W}{B} plus commander tax, if applicable.
  7. 7Repeat.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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