I realized that I have nearly everything I need for lantern while I was going through some of my cards the other day. However, my friend is currently borrowing my copies of Glimmervoid. Is there a replacement I can run until I get them back? Gemstone Mine? City of Brass? Mana Confluence? Tendo Ice Bridge? Some mix of the 4, or something else I am not thinking of?
Thanks in advanace!!
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EDH RGOmnath, Locus of ManaRG URThe Locust godUR
Modern UWMiraclesUW
Legacy BGIce Station Zebra (Living Fins)BG UBRGrixis ControlUBR RGLandsRG
I realized that I have nearly everything I need for lantern while I was going through some of my cards the other day. However, my friend is currently borrowing my copies of Glimmervoid. Is there a replacement I can run until I get them back? Gemstone Mine? City of Brass? Mana Confluence? Tendo Ice Bridge? Some mix of the 4, or something else I am not thinking of?
Thanks in advanace!!
Lantern is weak on this meta (too many fast agro decks), I wouldn't suggest building it with replacement cards
I'm trying a few different takes on the deck, and was looking for feedback.
I put the Thopter/Sword combo back in, as a 2/2 split. This time though, i'm putting it in the mainboard. I'm finding it difficult to keep up with all these aggro matchups, and having the combo online just does wonders. Ensnaring Bridge just doesn't cut it anymore, especially with Affinity's Ornithopters and Signal Pests running around, and every other deck seeming to have a playset of Noble Hierarchs. It also helps immensely in the Tron matchup, where i strongly believe that we simply do not have all the answers to their cantrips and plethora of late-game threats.
The package i'm using also includes a one-of Time Sieve main. Maybe it's a bit jank, but i'm actually finding it to be extremely useful. Having an infinite-turns combo in the mainboard makes an entirely new plan of attack available to the deck. Sometimes, we just need to be aggressive, and i feel like having a combo finish like this works wonders against an extremely wide and fairly aggressive meta.
I strongly feel that the Thopter/Sword combo is meant to be a maindeck package. In games 2 and 3, it's just too easy to hate out. So, i've made a bit of a risky decision – i've actually relegated most of the discard package, and some of the removal, to the sideboard. The idea is to side out the Thopter/Sword package in the majority of matchups, and bring in extra discard as necessary to compliment the Leylines, Jars, Quiet Disrepairs, and Skites that i bring in post-board. This makes games 2 and 3 extremely focused and consistent, and significantly less relient on the graveyard as a resource. I've noticed that a lot of opponents will bring in their Grafdigger's Cages and Rest in Peaces against me, and switching strategies like this makes the deck essentially immune to graveyard hate.
This is my lantern foundry list as i'm currently running it. I feel like the mana is a bit shaky, and doesn't have as much utility as i'd like.
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Gnaw to the Bone requires us to run creature cards, which kinda goes against the point of the deck. (Creatures don't play well with Ensnaring Bridge, which is why we run a playset of them. We want to make as many cards as possible dead in our opponent's hands, and turning on removal is a bad idea.) Even so, it only delays the inevitable. Thopter/Sword not only gains life, but does so without any additional support, provides chump blockers, and wins the game as well.
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FYI, I slotted in two Collective Brutality in my list (cutting a Thoughtseize and a Spellskite from a "traditional list"), and it was amazing. Dumping my hand as fast as possible against aggressive decks was great. Against Abzan Coco, it meant killing a Birds/Noble and making them discard a Collected Company (or Chord). I'll likely add the Thoughtseize back and maybe cut a Pyroclasm or Pyrite Spellbomb from the main.
Another quick point (sorry if someone made this already): Collective Brutality also turns on Infernal Tutor faster.
Collective Brutality works wonders for me as well. It literally does everything we could possibly want, *and* it dumps our hand for bridge / tutor like you said. I may go to two mainboard.
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ok so judging by the lack of traffic on this forum, i gather that it's a tough metagame for us right now. here is the list that i am working on right now, maybe we can start turning the tide back in our favor
I definitely think 3 Spellskite is too many (I've cut down to 1). Also, no Infernal Tutor? Combos well with Collective Brutality. I think 9 mill rocks is too many.
Ive always been a fan of pyroclasm over galvanic blast but honestly it could potentially be better right now. There isnt a lot of affinity or abzan company being played which is what pyroclasm is so good against. What matchup would we want a blast over pyroclasm.
I'd want Galvanic Blast vs. Zooicide, which seems to be everywhere right now. Being able to burn them out once they make their 9/9 Death's Shadow sounds really fun. Keep in mind that it is recurrable with Codex Shredder + Academy Ruins as an alt wincon. I already run one main, alongside two Pyroclasm, and they have both served me well.
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Hey everyone! I've been following the forum for a while now, but I think this is my first post here. I was wondering if I might get some theoretical feedback on my list:
I think most of the card choices are covered in the primer, but there are a couple of oddballs that I would like to explain. First, Elixir of Immortality is a nod to my local metagame having plenty of super-aggressive decks running around, along with an unexpectedly potent mill deck that likes to go infinite with Pili-Pala. Second, in the sideboard, I've got a Sunbeam Spellbomb instead of a third Sun Droplet primarily because I can use it for instant life gain, as well as crack it for a fresh card later if I need to do so.
Some musings and wishes:
I'd like to try out Gitaxian Probe in my list, which I think is discussed in the primer. It seems to me that it would do pretty much the same thing for me as Thoughtseize, which is tell me what's in my opponent's hand for 2 life. The question is whether or not the ability to cast the Probe for no mana and the fact that it replaces itself outweigh the ability to strip my opponent of a problematic card. Does anyone have any experience or wisdom on this point?
I've seen people having good results with Collective Brutality here, and I'd like to test that one out as well. But I'm not sure what to cut for it.
How do we feel about Extirpate over Surgical Extraction? Does Split Second outweigh the ability to cast it for free?
Finally, does anyone here have any suggestions as to how to beat things like Shatterstorm? Our Welding Jars can't help us against it, so I'm not sure what to do if I can't stop my opponent from resolving it.
I'd want Galvanic Blast vs. Zooicide, which seems to be everywhere right now. Being able to burn them out once they make their 9/9 Death's Shadow sounds really fun. Keep in mind that it is recurrable with Codex Shredder + Academy Ruins as an alt wincon. I already run one main, alongside two Pyroclasm, and they have both served me well.
i'm thinking decks that pump there creatures past 2 g. blast is probably better. so merfolk, zoo, suicide zoo, also it is applicable in the creature toolbox match up, but pyroclasm is strong there as well. since i am running 2 collective brutality i don't want to have an excess of 2 mana spells. also since collective brutality is a target removal card that makes 7 removal spells post board, which is enough i feel like to deal with most creatures. you have to be choosy about what you g. blast, but the fact that i can now take out a turn one goblin guide/swiftspear is good enough for me. we will see though, i could end up going back to pyroclasm, depending on how g.blast tests
btw, someone pointed out to me that kaladesh is going to be an artifact themed set, so we could be getting some new toys pretty soon
I definitely think 3 Spellskite is too many (I've cut down to 1). Also, no Infernal Tutor? Combos well with Collective Brutality. I think 9 mill rocks is too many.
i try to play cards that are good in my opener, rather than cards that require a setup. i have ran infernal tutor in the past but i often find myself just wanting another mill rock. i have ran 9 in the past and since i dont run tutor or aether grid, i rely on that extra rock to win games quickly and find my bridge. as far 3 vs 1 spellskite, idk what your meta looks like, but right now the top decks are affinity, jund, suicide zoo, and infect...i think i'll stick with three.
I run 9 mill stones and want at least 2 Spellskites. Early decks ran only 2. With Collective Brutality I don't see it in need as much. But maybe Brutality could justify 3 Spellskites if we don't run Infernal Tutor instead. I'll ask Zac on this one.
does shadowgripper still play this deck? haven't seen him post in a long time. the main reason i'm switching back to 9 is for time concerns. i am going to play this deck at gp dallas and i want to be able to end games quickly.
I have been reading through the history of this thread all day, just curious if any thought has been given to running Glittering Wish? I love the basic structure of the lantern "control" but think a faster/more adaptable close-out is needed. Just a thought! I may playtest GW once my lantern package arrives.
I have been reading through the history of this thread all day, just curious if any thought has been given to running Glittering Wish? I love the basic structure of the lantern "control" but think a faster/more adaptable close-out is needed. Just a thought! I may playtest GW once my lantern package arrives.
the problem with a card like glittering is that it sits in your hand until you find enough mana to cast it and the card you intend to win with. If you look at my list one page back, I have eliminated all the cards that require a "set up". One of the biggest issues with this deck are bad hands. by eliminating cards that need time or more than 3 mana worth of resources we're keeping our chances of awkward hands to a minimum.
Btw I won a mini today. In the final I played against eldazi and taxes. I decided to play pyroclasm, instead of g blast. I lost one game against him and I kept thinking that, though I left clasm in the board, I would have boarded in blast to deal with eldrazi displacer. I decided to go back to blast and will run it at my LGS tomorrow.
hello everyone,
been following this post for a long time but now its time for me to write!!
ive been playing the lantern control since the GP win but now i struggle in the current meta
im running zac's list from the GP and find it hard to win against burn/merfolks/8rack
those are the 3 main decks in my local meta.
im planning to run this deck in the upcoming WMCQ, what suggestions can you give me to make this deck better against those decks?
(special note about the merfolks - he is running 3x hurkyl's recall and 4x negate in his sideboard)
thank you!!
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I realized that I have nearly everything I need for lantern while I was going through some of my cards the other day. However, my friend is currently borrowing my copies of Glimmervoid. Is there a replacement I can run until I get them back? Gemstone Mine? City of Brass? Mana Confluence? Tendo Ice Bridge? Some mix of the 4, or something else I am not thinking of?
Thanks in advanace!!
RGOmnath, Locus of ManaRG
URThe Locust godUR
Modern
UWMiraclesUW
Legacy
BGIce Station Zebra (Living Fins)BG
UBRGrixis ControlUBR
RGLandsRG
Lantern is weak on this meta (too many fast agro decks), I wouldn't suggest building it with replacement cards
I put the Thopter/Sword combo back in, as a 2/2 split. This time though, i'm putting it in the mainboard. I'm finding it difficult to keep up with all these aggro matchups, and having the combo online just does wonders. Ensnaring Bridge just doesn't cut it anymore, especially with Affinity's Ornithopters and Signal Pests running around, and every other deck seeming to have a playset of Noble Hierarchs. It also helps immensely in the Tron matchup, where i strongly believe that we simply do not have all the answers to their cantrips and plethora of late-game threats.
The package i'm using also includes a one-of Time Sieve main. Maybe it's a bit jank, but i'm actually finding it to be extremely useful. Having an infinite-turns combo in the mainboard makes an entirely new plan of attack available to the deck. Sometimes, we just need to be aggressive, and i feel like having a combo finish like this works wonders against an extremely wide and fairly aggressive meta.
I strongly feel that the Thopter/Sword combo is meant to be a maindeck package. In games 2 and 3, it's just too easy to hate out. So, i've made a bit of a risky decision – i've actually relegated most of the discard package, and some of the removal, to the sideboard. The idea is to side out the Thopter/Sword package in the majority of matchups, and bring in extra discard as necessary to compliment the Leylines, Jars, Quiet Disrepairs, and Skites that i bring in post-board. This makes games 2 and 3 extremely focused and consistent, and significantly less relient on the graveyard as a resource. I've noticed that a lot of opponents will bring in their Grafdigger's Cages and Rest in Peaces against me, and switching strategies like this makes the deck essentially immune to graveyard hate.
This is my lantern foundry list as i'm currently running it. I feel like the mana is a bit shaky, and doesn't have as much utility as i'd like.
4x Lantern of Insight
1x Lens of Clarity
4x Codex Shredder
3x Ghoulcaller's Bell
1x Pyxis of Pandemonium
4x Ensnaring Bridge
Thopter/Sword Package: 5
2x Thopter Foundry
2x Sword of the Meek
1x Time Sieve
Consistency: 7
4x Ancient Stirrings
2x Noxious Revival
1x Infernal Tutor
Discard: 5
2x Thoughtseize
1x Collective Brutality
2x Surgical Extraction
1x Abrupt Decay
1x Galvanic Blast
2x Pyroclasm
2x Pithing Needle
Mana Sources: 20
4x Mox Opal
4x Glimmervoid
3x Llanowar Wastes
1x Tendo Ice Bridge
2x Academy Ruins
1x Copperline Gorge
1x Darkslick Shores
1x Darksteel Citadel
1x Duskmantle, House of Shadow
1x Swamp
1x Forest
3x Welding Jar
3x Leyline of Sanctity
2x Quiet Disrepair
2x Spellskite
1x Abrupt Decay
3x Inquisition of Kozilek
1x Thoughtseize
I've also been trying other options out, like sideboarding Spirit of the Labyrinth or Blood Moon in a more traditional lantern build. Any ideas?
EDIT: Reflecting Pool is a terrible land, and i ended up cutting it.
MODERN – LANTERN (aka Fateseal or Barbershop)
Primer – Subreddit – Facebook – Decklist – Gameplay
Thnkr's Content: Gameplay – Datasheet
Each eye sees a different possibility for tomorrow.
CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
MODERN – LANTERN (aka Fateseal or Barbershop)
Primer – Subreddit – Facebook – Decklist – Gameplay
Thnkr's Content: Gameplay – Datasheet
Each eye sees a different possibility for tomorrow.
CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
Another quick point (sorry if someone made this already): Collective Brutality also turns on Infernal Tutor faster.
MODERN – LANTERN (aka Fateseal or Barbershop)
Primer – Subreddit – Facebook – Decklist – Gameplay
Thnkr's Content: Gameplay – Datasheet
Each eye sees a different possibility for tomorrow.
CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
3 spellskite
spells: 40
4 mox opal
4 ancient stirrings
4 codex shredder
3 ghoulcaller's bell
3 inquisition of kozilek
4 lantern of insight
3 pithing needle
2 pyxis of pandemonium
2 surgical extraction
3 thoughtseize
2 abrupt decay
2 collective brutality
4 ensnaring bridge
2 academy ruins
2 blackcleave cliffs
2 ghost quarter
4 glimmervoid
1 grove of the burnwillows
4 llanowar wastes
1 snow-covered forest
1 tendo ice bridge
2 welding jar
3 galvanic blast
2 grafdigger's cage
2 nature's claim
1 pithing needle
2 surgical extraction
3 leyline of sanctity
im liking g. blast over pyroclasm cuz it's faster and more versatile.
MODERN – LANTERN (aka Fateseal or Barbershop)
Primer – Subreddit – Facebook – Decklist – Gameplay
Thnkr's Content: Gameplay – Datasheet
Each eye sees a different possibility for tomorrow.
CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
3 Spellskite
Artifacts
4 Codex Shredder
4 Lantern of Insight
3 Ghoulcaller's Bell
2 Pyxis of Pandemonium
4 Ensnaring Bridge
2 Pithing Needle
4 Mox Opal
1 Elixir of Immortality
Instants
2 Abrupt Decay
2 Surgical Extraction
4 Ancient Stirrings
1 Infernal Tutor
3 Thoughtseize
3 Inquisition of Kozilek
Enchantments
1 Ghirapur Aether Grid
Lands
2 Academy Ruins
2 Copperline Gorge
2 Blackcleave Cliffs
3 Ghost Quarter
4 Glimmervoid
3 Llanowar Wastes
1 Sea Gate Wreckage
1 Surgical Extraction
3 Pyroclasm
2 Grafdigger's Cage
1 Pithing Needle
2 Sun Droplet
1 Sunbeam Spellbomb
3 Welding Jar
2 Seal of Primordium
I think most of the card choices are covered in the primer, but there are a couple of oddballs that I would like to explain. First, Elixir of Immortality is a nod to my local metagame having plenty of super-aggressive decks running around, along with an unexpectedly potent mill deck that likes to go infinite with Pili-Pala. Second, in the sideboard, I've got a Sunbeam Spellbomb instead of a third Sun Droplet primarily because I can use it for instant life gain, as well as crack it for a fresh card later if I need to do so.
Some musings and wishes:
I'd like to try out Gitaxian Probe in my list, which I think is discussed in the primer. It seems to me that it would do pretty much the same thing for me as Thoughtseize, which is tell me what's in my opponent's hand for 2 life. The question is whether or not the ability to cast the Probe for no mana and the fact that it replaces itself outweigh the ability to strip my opponent of a problematic card. Does anyone have any experience or wisdom on this point?
I've seen people having good results with Collective Brutality here, and I'd like to test that one out as well. But I'm not sure what to cut for it.
How do we feel about Extirpate over Surgical Extraction? Does Split Second outweigh the ability to cast it for free?
Finally, does anyone here have any suggestions as to how to beat things like Shatterstorm? Our Welding Jars can't help us against it, so I'm not sure what to do if I can't stop my opponent from resolving it.
i'm thinking decks that pump there creatures past 2 g. blast is probably better. so merfolk, zoo, suicide zoo, also it is applicable in the creature toolbox match up, but pyroclasm is strong there as well. since i am running 2 collective brutality i don't want to have an excess of 2 mana spells. also since collective brutality is a target removal card that makes 7 removal spells post board, which is enough i feel like to deal with most creatures. you have to be choosy about what you g. blast, but the fact that i can now take out a turn one goblin guide/swiftspear is good enough for me. we will see though, i could end up going back to pyroclasm, depending on how g.blast tests
btw, someone pointed out to me that kaladesh is going to be an artifact themed set, so we could be getting some new toys pretty soon
does shadowgripper still play this deck? haven't seen him post in a long time. the main reason i'm switching back to 9 is for time concerns. i am going to play this deck at gp dallas and i want to be able to end games quickly.
Btw I won a mini today. In the final I played against eldazi and taxes. I decided to play pyroclasm, instead of g blast. I lost one game against him and I kept thinking that, though I left clasm in the board, I would have boarded in blast to deal with eldrazi displacer. I decided to go back to blast and will run it at my LGS tomorrow.
been following this post for a long time but now its time for me to write!!
ive been playing the lantern control since the GP win but now i struggle in the current meta
im running zac's list from the GP and find it hard to win against burn/merfolks/8rack
those are the 3 main decks in my local meta.
im planning to run this deck in the upcoming WMCQ, what suggestions can you give me to make this deck better against those decks?
(special note about the merfolks - he is running 3x hurkyl's recall and 4x negate in his sideboard)
thank you!!