I have been playtesting with Ray of Revelation as a one-of in my sideboard for opposing Leylines, Eidolons, and Stonys. Has anyone else ever considered it?
It's in my SB. It saved me a game against Ad Nauseam post sb. I was able to shoot a Leyline of Sanctity then sac Lantern to shuffle my opponent's deck to avoid that winning card (Angel's Grace I think). The round was getting to time so I was aggressively milling. I think this is better than Ancient Grudge as most hate cards are enchantment based.
This is something I'd like to test with.
My artifact/enchantment hate is 2 claims, 1 grudge, 1 abrupt. So that's only 2 leyline answers. I would not be opposed to cutting 1 for revelation.. Gets stonies just as well.
How relevant is flashback? Apart from maybe giving mill resistance
Flashback is the reason why I added a copy in my SB. That game I mentioned RoR came from the graveyard. I usually mill it and it stays there and catches opponents by surprise.
With your artifact/enchantment hate package I guess you can remove Ancient Grudge. I find Ancient Grudge unnecessary as I have 2 main deck Abrupt Decay. And Pithing Needle would most likely take care of artifact threats. Let's see, at the top of my head we have: Inkmoth Nexus, Cranial Plating, Blinkmoth Nexus, Arcbound Ravager, Aether Vial, Relic of Progenitus... all of these can be handled by Claim, AD and Pithing Needle. I'd like to focus on enchantments as they are limited to Claim and AD (mostly): Leylines, Blood Moon, Stony Silence, Rest in Peace, Eidolon... so I decided to put one RoR in the sb.
I currently have a 2 Nature's Claim 1 RoR split but might have a 1/1/1 split for Claim, RoR and either: Naturalize, Seal of Primordium and Quiet Disrepair. It might actually be a toss up between Naturalize and Seal as QD's life gain option might not be necessary anymore with the printing of Inventors' Fair. Seal has it's advantage since you can cast it anytime unlike Claim which you hold in your hand which might be a liability when Bridge is up. I want to bring in a 2 cc disenchant spell for Chalice of the Void.
I have been playtesting with Ray of Revelation as a one-of in my sideboard for opposing Leylines, Eidolons, and Stonys. Has anyone else ever considered it?
It's in my SB. It saved me a game against Ad Nauseam post sb. I was able to shoot a Leyline of Sanctity then sac Lantern to shuffle my opponent's deck to avoid that winning card (Angel's Grace I think). The round was getting to time so I was aggressively milling. I think this is better than Ancient Grudge as most hate cards are enchantment based.
This is something I'd like to test with.
My artifact/enchantment hate is 2 claims, 1 grudge, 1 abrupt. So that's only 2 leyline answers. I would not be opposed to cutting 1 for revelation.. Gets stonies just as well.
How relevant is flashback? Apart from maybe giving mill resistance
Flashback is the reason why I added a copy in my SB. That game I mentioned RoR came from the graveyard. I usually mill it and it stays there and catches opponents by surprise.
With your artifact/enchantment hate package I guess you can remove Ancient Grudge. I find Ancient Grudge unnecessary as I have 2 main deck Abrupt Decay. And Pithing Needle would most likely take care of artifact threats. Let's see, at the top of my head we have: Inkmoth Nexus, Cranial Plating, Blinkmoth Nexus, Arcbound Ravager, Aether Vial, Relic of Progenitus... all of these can be handled by Claim, AD and Pithing Needle. I'd like to focus on enchantments as they are limited to Claim and AD (mostly): Leylines, Blood Moon, Stony Silence, Rest in Peace, Eidolon... so I decided to put one RoR in the sb.
I currently have a 2 Nature's Claim 1 RoR split but might have a 1/1/1 split for Claim, RoR and either: Naturalize, Seal of Primordium and Quiet Disrepair. It might actually be a toss up between Naturalize and Seal as QD's life gain option might not be necessary anymore with the printing of Inventors' Fair. Seal has it's advantage since you can cast it anytime unlike Claim which you hold in your hand which might be a liability when Bridge is up. I want to bring in a 2 cc disenchant spell for Chalice of the Void.
I ran seal over claim during eldrazi winter for chalice. Which is another reason I've kept grudge. Affinity is actually a side bonus, it's more for chalice. How big a problem is leyline anyway? It stops shredder and win conditions (also discard), you can shredder an answer for it late.. Just spitballing.
If it wasn't for hitting silence through counter magic, I'd actually lose the abrupt. But it's too relevant vs nahiri
so it is important to understand that leyline does very little against us. the only relevant thing is does is stop our discard. with leyline in play our lantern still works. our ghoulcaller still works. pyxis still works. codex can still target us, therefore filtering our draws. eventually we will draw academy ruins and be able to win the game without ever targeting our opponent.
G1 - I was on the draw and I have an early Lantern out on Turn 1. My opponent seemed new to the Pithing Needle interaction so I stopped him when he responded to crack his Windswept Heath after I named the card. I know this was an easy game unless he can grow his army immediately before Bridge comes. I got Bridge and stabilized at 4 life.
I don't know what to bring in and I forgot that he is playing white so he might have brought Stony Silence but I never saw it. I brought in Cage for Grudges.
G2 - He kept 2 Path to Exiles after I cast a discard spell but clarified he just realized that he left it after he mulliganed on game 2 after we finished the game. I mulliganed to 5 with a Bridge. I've taken no damage this game and I had just to be wary of that 0 powered ally creature,I didn't even know if it will be a threat but I made sure he has no 0 powered creature in play.
G1 - I mulled to 6 but I was on the draw. An early discard revealed 2 Signal Pest, Steel Overseer, Vault Skirge and Master of Etherium. I took the Signal Pest, it won't work if it's alone. This was a weird win as I won without Lantern on the field. My opponent is a Standard player and only has Affinity for Modern big events. He didn't concede as he wanted to know my win con and he has a way out via Galvanic Blast as I was down to 10. Luckily the Pyrite Bomb loop was on time.
SB: I forgot to write it down but I remember bringing in Quiet Disrepair.
G2 - I was a turn short. I just landed a Bridge but he just cast Aether Grid. I was down to 2 life and he has 4 artifacts in play. On my last turn I got Disrepair but it's no use as he killed me on his turn.
G3 - He got a slow start. With 2 Steel Overseers, Inkmoth and Ravager I named Steel Overseer with Needle. I had Lantern out but had to get a Bridge. I think I had 3 mill rocks and a Stirrings in hand which would help me dig. Again, it was a turn short as he topdecked another Ravager that sealed the deal for an exact 10 poison counters when he attacked with Inkmoth. By next turn I would have been able to find Bridge after I continued the play. I asked him if it was the correct play to name Steel Overseer instead of the Ravager and Inkmoth and he said yes as he might've finished me off a turn earlier if I named the wrong creature.
1-1
I was still confident by this time as I only lost by a turn and was really optimistic I can win my next matches.
ROUND 3
Rakdos Burn
G1 - I established Lantern on Turn 1, followed by a Thoughtseize on Turn 2. I saw: Skullcrack, Blackcleave Cliffs, 2 Arid Mesa and Bump in the Night. Got the Crack and named Arid on Needle. I had to dig through Bridge and mill rocks. Luckily I stabilized at 1 life and milled him out.
G2 - An early discard removed an Eidolon.I have Lantern and a mill rock out but no Bridge. I got Disrepair while I'm on 5 life. I was being attacked by a Swiftspear. I had a precarious situation where I had to look out for a burn spell. It took 3 turns where I had to sac Lantern as I'm going to be dead. Unfortunately he top decked a burn spell.
G3 - He kept a one lander and I was able to land Bridge. I kept him off lands.I was able to hard cast Leyline but we were going to time so it was a draw.
Another heartbreaker. The only consolation I had was I have no misplays so far. Probably with my sideboarding choices but on the play I don't have any mistakes. I also noticed by this round that my throat started to hurt and I think I'm having a fever. I should've toned down talking to my mates when I arrived in the area.
1-1-1
ROUND 4
Temur Control
Talk about not doing anything on this game. This guy had me shut out. With main deck Engineered Explosives and Academy Ruins too, I was blown out. He had a slow start by Game 2 but discard won't be enough as I didn't see any Lantern. I was even wondering if he has Chalice of the Void. I was cold during this game and I confirmed I have fever. I've decided to stay for points. I kept reminding myself that I still have no mistakes. I might've been eliminated but I played optimally.
1-2-1
ROUND 4
Infect
This guy had blistering starts for both games. There's no way I'm winning against that. This made me realize to main deck Spellskites on my next deck configuration. I was actually very silent from this game on as my throat really hurts.
1-3-1
ROUND 5
RG Tron
G1 - He had an early Tron. I was still able to hold my own by naming Oblivion Stone for Needle but he has inevitability already.
G2 - It was a long game. I had only mill rocks. He had Tron again as early as turn 4. He cast Karn and exiled one of my mill rock. I was able to exile his Karn using Moratorium Stone as he had one in the graveyard. I had no luck getting Bridge as I was overwhelmed by 3 Thragtusks.
I think I could've sided out Decay and left Duress in. I'm just being exposed to Tron as I haven't played them that much but I think it's a winnable match. An early Lantern and mill rocks is the key. I've decide to stay one more match if I lose as I wasn't feeling good at this point.
ROUND 7
U Tron
G1 - Great. Another Tron match. Can't remember if he achieved Tron this game but I managed the lock early and milled him out.
G2 - He had an early tron and was able to lock me quickly.
G3 - Couldn't find Bridge. I was overwhelmed by Wurmcoil Engines.
1-5-1
I dropped after this game. What a horrible record, but the overall feel for me is better as I know I never had misplays. I just have to work on my sideboarding skills and be mindful of mulligans. I played better against Tron and I consider the Infect and Temur matches the only unwinabble matches for the day. With the new list, I guess the deck will be much resilient to damage and would give us more turns to establish the lock.
It's in my SB. It saved me a game against Ad Nauseam post sb. I was able to shoot a Leyline of Sanctity then sac Lantern to shuffle my opponent's deck to avoid that winning card (Angel's Grace I think). The round was getting to time so I was aggressively milling. I think this is better than Ancient Grudge as most hate cards are enchantment based.
This is something I'd like to test with.
My artifact/enchantment hate is 2 claims, 1 grudge, 1 abrupt. So that's only 2 leyline answers. I would not be opposed to cutting 1 for revelation.. Gets stonies just as well.
How relevant is flashback? Apart from maybe giving mill resistance
Flashback is the reason why I added a copy in my SB. That game I mentioned RoR came from the graveyard. I usually mill it and it stays there and catches opponents by surprise.
With your artifact/enchantment hate package I guess you can remove Ancient Grudge. I find Ancient Grudge unnecessary as I have 2 main deck Abrupt Decay. And Pithing Needle would most likely take care of artifact threats. Let's see, at the top of my head we have: Inkmoth Nexus, Cranial Plating, Blinkmoth Nexus, Arcbound Ravager, Aether Vial, Relic of Progenitus... all of these can be handled by Claim, AD and Pithing Needle. I'd like to focus on enchantments as they are limited to Claim and AD (mostly): Leylines, Blood Moon, Stony Silence, Rest in Peace, Eidolon... so I decided to put one RoR in the sb.
I currently have a 2 Nature's Claim 1 RoR split but might have a 1/1/1 split for Claim, RoR and either: Naturalize, Seal of Primordium and Quiet Disrepair. It might actually be a toss up between Naturalize and Seal as QD's life gain option might not be necessary anymore with the printing of Inventors' Fair. Seal has it's advantage since you can cast it anytime unlike Claim which you hold in your hand which might be a liability when Bridge is up. I want to bring in a 2 cc disenchant spell for Chalice of the Void.
I ran seal over claim during eldrazi winter for chalice. Which is another reason I've kept grudge. Affinity is actually a side bonus, it's more for chalice. How big a problem is leyline anyway? It stops shredder and win conditions (also discard), you can shredder an answer for it late.. Just spitballing.
If it wasn't for hitting silence through counter magic, I'd actually lose the abrupt. But it's too relevant vs nahiri
so it is important to understand that leyline does very little against us. the only relevant thing is does is stop our discard. with leyline in play our lantern still works. our ghoulcaller still works. pyxis still works. codex can still target us, therefore filtering our draws. eventually we will draw academy ruins and be able to win the game without ever targeting our opponent.
In general, Leyline is not that much of a threat like you posted. I just listed a number of enchantments that matter for RoR. Coincidentally, Leyline was the enchantment on that RoR highlight. I've targeted other enchantments too but without using the flashback.
I have been running 2 sea gate wreckages and find they are pretty much only win more and considering replacing them with ghost quarters/real lands.
anyone think they are not just win more?
also I have found that surgical doesn't really do anything, it can be nice now and then. I guess the best thing it does is exile Valakut vs RG Titan which feels like my worst matchup. what are the best arguments to keeping it? what do you side it in for?
overrall I have been very impressed with this deck though.. liking it alot. played like eight leagues with it now and a bunch on cockatrice
To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
@buriedevil: Sorry about your luck and getting sick at the tourney
In game 1, when you took the Skullcrack, I would have personally taken Bump in the Night. When I have the choice between pulling two similar burn spells, but one costs less, I choose the one that cost less. This means that my opp has to work around that extra mana cost, and sometimes that's enough to buy us some time. I agree that we want Spellskites main. You may not have drawn them if you ran them, but they would have saved you from Ravager. Spellskite also saves our Bridge from Karn in a pinch (although that situation didn't come up for you), and as you stated, would have helped with the Infect matchup. Lastly, it chump blocks in an emergency, so it could have blocked your Burn opp's Swiftspear and redirects burn.
@Gul_Dukat: I will be taking out my Sea Gate Wreckage as soon as I get my Inventors' Fairs. They were nice, and I did get use out of them, but Fair is just better. I like to keep Surgical Extraction in, since it does work against quite a few decks (Ad Nauseum, Tron, anything with Snapcaster, Nahiri-Emrakul, Valakut...). I've recently gone to a 1-1 split in the main, 1 Extirpate 1 Surgical, with 1 extra Surgical in the side. In my most recent video against UR Breach, those things did work in locking my opp completely out of the game.
I have been running 2 sea gate wreckages and find they are pretty much only win more and considering replacing them with ghost quarters/real lands.
anyone think they are not just win more?
also I have found that surgical doesn't really do anything, it can be nice now and then. I guess the best thing it does is exile Valakut vs RG Titan which feels like my worst matchup. what are the best arguments to keeping it? what do you side it in for?
overrall I have been very impressed with this deck though.. liking it alot. played like eight leagues with it now and a bunch on cockatrice
sea gate is definitely a win more and is often hard to activate. you should definitely replace it with inventors' fair.
knowing how and when to use surgical, is probably the most nuanced part of the deck. it is definitely needed against decks that run snapcaster, combo decks, and dredge. extracting all there grave trolls in response to a neonite activation feels great.
will be testing on cockatrice this morning. right click my name to spectate.
Question for those of you who have played this deck in a competitive event, as I want to take it to GP Vancouver:
A significant portion of my deck is Japanese cards - will this cause enough confusion to cause me to have extra draws? I play pretty fast, but my friends think that my opponents will take to long asking for Oracle text, etc.
@Be_lakor: That Platinum Emperion basically acts like an Ensnaring Bridge against quite a few decks, and Madcap Experiment acts like Splinter Twin to make it happen. It does get hurt by Cage, but there are answers to Cage. Remember, plenty of people doubted Lantern with "loses to Stony Silence", etc., arguments
@esdawt: Yes, I would absolutely expect that many opponents will use that as an excuse to try to go to time.
Any reason you guys are still running Duress? I played this as a one-of in my list before cutting it for the 4th IoK.
Just off the top of my head, IoK misses the following:
Become Immense, Collected Company, Karn, Nahiri, Cryptic Command, Scapeshift, Shatterstorm, Ad Nauseum, Leyline(?), and Gideon (plus other fringe walkers).
Duress misses:
Birds of Paradise, Noble Hierarch, Glistener Elf, Blighted Agent, Eldrazi Displacer, Death's Shadow, Wild Nacatl, Monastery Swiftspear, Goblin Guide, Eidolon of the Great Revel, Snapcaster Mage, Vendilion Clique, Tarmogoyf, Knight of the Reliquary, and all creatures hit by Company.
Our entire gameplan focuses around finding (and landing) Ensnaring Bridge and surviving until we do so. Surviving is hardest against the aggressive decks which are able to kill us consistently before turn 4 (where Duress gains its advantage over IoK). Unless I'm missing something obvious, how is running Duress advantageous to IoK in stabilizing early game. Only time I could advocate Duress is as a budget option or as a 5th IoK.
Double dipping my focus into the Abrupt Decay conversation: it's our fix it button. It's a catch-all to things we can't grab the first time through.
No discard until Turn 2 on the draw? How do you handle their early Swiftspear/Goyf/Blighted Agent? With Collective Brutality? Sure, but you can't run four, not to mention any instant foils CB in this situation. Enter Abrupt Decay — the stop-gap between cards for which you can't run more than two. Abrupt Decay pulls double duty post-board too, hitting most hate cards we could expect. If I had a third, I'd throw it into my 75.
Unwinding clock anyone?
I was thinking about replacing Tez with one, 2 trading post and 2 elixirs.
I run the thopter combo in mine (3-2), I'll test some soon. Our magic crew is really small now, so I mostly play against American nahiri.
Duress also gets fracturing gust.
The stuff you mentioned is important in it gets coco, gust, shatterstorm, cryptic, also through the breach.
Same reasoning as abrupt, I'm more interested in protecting the combo then establishing it. Duress takes all the hate cards, and in aggro matches it still takes the red burn and infect pump.
I'm a lot more afraid of red burn once the dudes are blocked off and with infect I'm a lot more afraid of become immense than one extra dude, and more afraid of pump in general as a heirarch can still sneak in under bridge then get pumped for lethal. A blighted agent getting in for 8 then getting bridged doesn't worry me. Also yes, collective brutality for the dudes in both decks.
I ran 4 iok before CB was a thing, it's great. But I think you need the duress effect and I'm leaning on maybe testing it as ts once fair is legal and I can get a good handle on exactly what my running life total looks like. And I'd like a 4th iok, but I think the deck needs 2 1 mana take a big spell
If you want to mention cards I missed, you can add the entire 75 of Affinity (barring lands).
If you want to focus on protecting the combo, then more power to you. However, most of the the games I lose are due to not being able to get the combo down against the hyper-agressive lists. With Thoughtseize, Collective Brutality, Welding Jar, and Lantern+mill rock, we should have enough game against Shatterstorm/Fracturing Gust.
What it all comes down to though is personal preference. My personal winrate against GBx decks is well above that of Burn and Infect so I'd rather improve a 40/60 matchup over a 60/40. It could be that running Ghirapur Aether Grid allows for Duress to be a better card. But considering most everyone has turned away from the card at this point, I'll probably never test it.
how many lands you guys running? what's the concensus on 17 vs 18.. even seen a guy running 16.
I also saw someone mention faithless looting and trying out a miser's copy mainboard as a way to be more consistent with getting the lanterns and bridges, most people probably play infernal tutor but that is 44$ on magic online.
I could afford it but I am not to keen on buying it, do you guys really find it to be very good?
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
The tutor is irreplacable, in my opinion. It just does way too many things for it to be useless. It's an extra copy of ... well, everything.
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CRUGGCCCCCCCGBGBGBCCCCCCCBBUWC 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
So, my build is 4 color instead of Jund colors since I splashed blue for Thopter Foundry. Been toying with the idea of Saheeli Rai as a 1 of. Essentially since we get them locked out that they can't do much she's pretty much safe to Ult letting me go get the Thopter combo pieces, or an extra bridge, or what have you. What are your thoughts on this? Just testing it a little I cut my 1 of Pyxis for her.
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Standard: GR Pummeler
Modern: Mono-Red Control, Lantern Control, Eldrazi Taxes, Skred Infect
Pauper: Affinity
EDH: Gaddock Teeg Kithkin Tribal, Meren
Legacy: 8 Rack, Omnitell (Both in progress)
That's where I was torn. I was able to just slip it in there as 1 ofs by cutting the Mishra's Baubles. The deck was going to time too often so I needed to speed it up. Plus that was right around the time Bauble spiked so I cashed them in. I do see what you're saying though, to add Saheeli would mean I would take out something I need for something that doesn't to a whole lot. I'll probably test with it this week then ditch her if she's not right.
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Standard: GR Pummeler
Modern: Mono-Red Control, Lantern Control, Eldrazi Taxes, Skred Infect
Pauper: Affinity
EDH: Gaddock Teeg Kithkin Tribal, Meren
Legacy: 8 Rack, Omnitell (Both in progress)
That's where I was torn. I was able to just slip it in there as 1 ofs by cutting the Mishra's Baubles. The deck was going to time too often so I needed to speed it up. Plus that was right around the time Bauble spiked so I cashed them in. I do see what you're saying though, to add Saheeli would mean I would take out something I need for something that doesn't to a whole lot. I'll probably test with it this week then ditch her if she's not right.
The "going to time" thing is a real problem, regardless of how quickly we play. Not all games are going to be as simple as "mill until they hit a land". Opponents will tank and re-read cards and do absurd things to avoid going to time, and honestly it's a pain to deal with.
You should look at Tezzeret, Agent of Bolas. He's basically everything this deck has ever wanted in a top end. He digs for pieces, protects you in a pinch, and you can fire his ult a turn after playing him to gain some life, or even wait a few turns for lethal. No need for a 2- or 3-card combo when you can just have a 1-card combo. I will be picking one up myself once i fix my mana base.
CRUGGCCCCCCCGBGBGBCCCCCCCBBUWC 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
Hey y'all, a while ago I had posted something regarding an idea that I had regarding Lantern (wanted to utilize Blood Moon to make a build not unlike Free-Win Red).
Against Tron, I tend to keep hands that have needle + hand disruption (thoughtseize, duress are the best two here), and ways of getting lantern + mill rocks. Ensnaring bridge is alright to land early, but Tron isn't necessarily going to kill us quickly. Just keep them off an early O-stone/Karn.
EDIT: Is anyone still using the burn version of this deck? I was considering mixing Free Win Red with Lantern just for some fun. Something cool to consider: use of rituals allows us to land earlier locks (or early Blood Moons to disrupt our opponent). So bear with me:
I'm currently trading cards away to build this and will give y'all updates as to my performance with a build like the one I posted. So some questions:
- Is removing the presence of black/green worthwhile just to run bmoon? OR is a splash appropriate?
- What holes does this have over the traditional lantern build?
@buriedevil: Sorry about your luck and getting sick at the tourney
In game 1, when you took the Skullcrack, I would have personally taken Bump in the Night. When I have the choice between pulling two similar burn spells, but one costs less, I choose the one that cost less. This means that my opp has to work around that extra mana cost, and sometimes that's enough to buy us some time. I agree that we want Spellskites main. You may not have drawn them if you ran them, but they would have saved you from Ravager. Spellskite also saves our Bridge from Karn in a pinch (although that situation didn't come up for you), and as you stated, would have helped with the Infect matchup. Lastly, it chump blocks in an emergency, so it could have blocked your Burn opp's Swiftspear and redirects burn.
@Gul_Dukat: I will be taking out my Sea Gate Wreckage as soon as I get my Inventors' Fairs. They were nice, and I did get use out of them, but Fair is just better. I like to keep Surgical Extraction in, since it does work against quite a few decks (Ad Nauseum, Tron, anything with Snapcaster, Nahiri-Emrakul, Valakut...). I've recently gone to a 1-1 split in the main, 1 Extirpate 1 Surgical, with 1 extra Surgical in the side. In my most recent video against UR Breach, those things did work in locking my opp completely out of the game.
Thanks. That was a first time for me: getting sick in a tourney and dropping. Now that I think of it, it makes sense to get Bump in the Night. I'll remember this as a guide when casting a discard spell.
With artfranc's explanation on Spellskite I'm maindecking it again come Oct 1 and plan to stick it in there maybe forever. I am passing up on Modern tourneys this week as I'm focusing on Sealed or Draft. Me and my buds want to try Standard 18 months from now so we gotta get those cards. I might play the new list on Saturday for a PPTQ.
Flashback is the reason why I added a copy in my SB. That game I mentioned RoR came from the graveyard. I usually mill it and it stays there and catches opponents by surprise.
With your artifact/enchantment hate package I guess you can remove Ancient Grudge. I find Ancient Grudge unnecessary as I have 2 main deck Abrupt Decay. And Pithing Needle would most likely take care of artifact threats. Let's see, at the top of my head we have: Inkmoth Nexus, Cranial Plating, Blinkmoth Nexus, Arcbound Ravager, Aether Vial, Relic of Progenitus... all of these can be handled by Claim, AD and Pithing Needle. I'd like to focus on enchantments as they are limited to Claim and AD (mostly): Leylines, Blood Moon, Stony Silence, Rest in Peace, Eidolon... so I decided to put one RoR in the sb.
I currently have a 2 Nature's Claim 1 RoR split but might have a 1/1/1 split for Claim, RoR and either: Naturalize, Seal of Primordium and Quiet Disrepair. It might actually be a toss up between Naturalize and Seal as QD's life gain option might not be necessary anymore with the printing of Inventors' Fair. Seal has it's advantage since you can cast it anytime unlike Claim which you hold in your hand which might be a liability when Bridge is up. I want to bring in a 2 cc disenchant spell for Chalice of the Void.
2 Academy Ruins
2 Blackcleave Cliffs
1 Copperline Gorge
1 Forest
1 Ghost Quarter
4 Glimmervoid
4 Llanowar Wastes
1 Mirrodin's Core
1 Sea Gate Wreckage
Artifacts: 25
4 Codex Shredder
4 Ensnaring Bridge
3 Ghoulcaller's Bell
4 Lantern of Insight
3 Mox Opal
3 Pithing Needle
2 Pyrite Spellbomb
2 Pyxis of Pandemonium
2 Abrupt Decay
2 Extirpate
Sorceries: 14
4 Ancient Stirrings
1 Duress
1 Infernal Tutor
3 Inquisition of Kozilek
2 Pyroclasm
3 Thoughtseize
2 Spellskite
3 Leyline of Sanctity
1 Quiet Disrepair
2 Grafdigger's Cage
1 Pithing Needle
1 Sun Droplet
2 Welding Jar
1 Extirpate
1 Pyroclasm
1 Ray of Revelation
ROUND 1
Naya Humans
G1 - I was on the draw and I have an early Lantern out on Turn 1. My opponent seemed new to the Pithing Needle interaction so I stopped him when he responded to crack his Windswept Heath after I named the card. I know this was an easy game unless he can grow his army immediately before Bridge comes. I got Bridge and stabilized at 4 life.
SB: - 2 Thoughtseize, - 3 Pithing Needle, + 1 Pyroclasm, + 2 Spellskite and + 2 Grafdigger's Cage
I don't know what to bring in and I forgot that he is playing white so he might have brought Stony Silence but I never saw it. I brought in Cage for Grudges.
G2 - He kept 2 Path to Exiles after I cast a discard spell but clarified he just realized that he left it after he mulliganed on game 2 after we finished the game. I mulliganed to 5 with a Bridge. I've taken no damage this game and I had just to be wary of that 0 powered ally creature,I didn't even know if it will be a threat but I made sure he has no 0 powered creature in play.
1-0
ROUND 2
Affinity
G1 - I mulled to 6 but I was on the draw. An early discard revealed 2 Signal Pest, Steel Overseer, Vault Skirge and Master of Etherium. I took the Signal Pest, it won't work if it's alone. This was a weird win as I won without Lantern on the field. My opponent is a Standard player and only has Affinity for Modern big events. He didn't concede as he wanted to know my win con and he has a way out via Galvanic Blast as I was down to 10. Luckily the Pyrite Bomb loop was on time.
SB: I forgot to write it down but I remember bringing in Quiet Disrepair.
G2 - I was a turn short. I just landed a Bridge but he just cast Aether Grid. I was down to 2 life and he has 4 artifacts in play. On my last turn I got Disrepair but it's no use as he killed me on his turn.
G3 - He got a slow start. With 2 Steel Overseers, Inkmoth and Ravager I named Steel Overseer with Needle. I had Lantern out but had to get a Bridge. I think I had 3 mill rocks and a Stirrings in hand which would help me dig. Again, it was a turn short as he topdecked another Ravager that sealed the deal for an exact 10 poison counters when he attacked with Inkmoth. By next turn I would have been able to find Bridge after I continued the play. I asked him if it was the correct play to name Steel Overseer instead of the Ravager and Inkmoth and he said yes as he might've finished me off a turn earlier if I named the wrong creature.
1-1
I was still confident by this time as I only lost by a turn and was really optimistic I can win my next matches.
ROUND 3
Rakdos Burn
G1 - I established Lantern on Turn 1, followed by a Thoughtseize on Turn 2. I saw: Skullcrack, Blackcleave Cliffs, 2 Arid Mesa and Bump in the Night. Got the Crack and named Arid on Needle. I had to dig through Bridge and mill rocks. Luckily I stabilized at 1 life and milled him out.
SB: - 3 TS, -2 Pithing, - 2 Extirpate, + 1 Ghoulcaller's Bell, + 3 Leyline, + 2 Jar, + 2 Spellskite, + 1 Disrepair and + 1 Clasm
G2 - An early discard removed an Eidolon.I have Lantern and a mill rock out but no Bridge. I got Disrepair while I'm on 5 life. I was being attacked by a Swiftspear. I had a precarious situation where I had to look out for a burn spell. It took 3 turns where I had to sac Lantern as I'm going to be dead. Unfortunately he top decked a burn spell.
G3 - He kept a one lander and I was able to land Bridge. I kept him off lands.I was able to hard cast Leyline but we were going to time so it was a draw.
Another heartbreaker. The only consolation I had was I have no misplays so far. Probably with my sideboarding choices but on the play I don't have any mistakes. I also noticed by this round that my throat started to hurt and I think I'm having a fever. I should've toned down talking to my mates when I arrived in the area.
1-1-1
ROUND 4
Temur Control
Talk about not doing anything on this game. This guy had me shut out. With main deck Engineered Explosives and Academy Ruins too, I was blown out. He had a slow start by Game 2 but discard won't be enough as I didn't see any Lantern. I was even wondering if he has Chalice of the Void. I was cold during this game and I confirmed I have fever. I've decided to stay for points. I kept reminding myself that I still have no mistakes. I might've been eliminated but I played optimally.
1-2-1
ROUND 4
Infect
This guy had blistering starts for both games. There's no way I'm winning against that. This made me realize to main deck Spellskites on my next deck configuration. I was actually very silent from this game on as my throat really hurts.
1-3-1
ROUND 5
RG Tron
G1 - He had an early Tron. I was still able to hold my own by naming Oblivion Stone for Needle but he has inevitability already.
SB: - 2 Clasm, - 3 IOK, - 1 Duress, + 1 Extirpate, + 1 Disrepair, + 1 Moratorium Stone, + 2 Spellskite
G2 - It was a long game. I had only mill rocks. He had Tron again as early as turn 4. He cast Karn and exiled one of my mill rock. I was able to exile his Karn using Moratorium Stone as he had one in the graveyard. I had no luck getting Bridge as I was overwhelmed by 3 Thragtusks.
I think I could've sided out Decay and left Duress in. I'm just being exposed to Tron as I haven't played them that much but I think it's a winnable match. An early Lantern and mill rocks is the key. I've decide to stay one more match if I lose as I wasn't feeling good at this point.
ROUND 7
U Tron
G1 - Great. Another Tron match. Can't remember if he achieved Tron this game but I managed the lock early and milled him out.
SB: - 2 Clasm, - 2 Decay, + 1 Needle, + 1 Extirpate, + 1 Moratorium, + 1 Disrepair
G2 - He had an early tron and was able to lock me quickly.
G3 - Couldn't find Bridge. I was overwhelmed by Wurmcoil Engines.
1-5-1
I dropped after this game. What a horrible record, but the overall feel for me is better as I know I never had misplays. I just have to work on my sideboarding skills and be mindful of mulligans. I played better against Tron and I consider the Infect and Temur matches the only unwinabble matches for the day. With the new list, I guess the deck will be much resilient to damage and would give us more turns to establish the lock.
In general, Leyline is not that much of a threat like you posted. I just listed a number of enchantments that matter for RoR. Coincidentally, Leyline was the enchantment on that RoR highlight. I've targeted other enchantments too but without using the flashback.
anyone think they are not just win more?
also I have found that surgical doesn't really do anything, it can be nice now and then. I guess the best thing it does is exile Valakut vs RG Titan which feels like my worst matchup. what are the best arguments to keeping it? what do you side it in for?
overrall I have been very impressed with this deck though.. liking it alot. played like eight leagues with it now and a bunch on cockatrice
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
In game 1, when you took the Skullcrack, I would have personally taken Bump in the Night. When I have the choice between pulling two similar burn spells, but one costs less, I choose the one that cost less. This means that my opp has to work around that extra mana cost, and sometimes that's enough to buy us some time. I agree that we want Spellskites main. You may not have drawn them if you ran them, but they would have saved you from Ravager. Spellskite also saves our Bridge from Karn in a pinch (although that situation didn't come up for you), and as you stated, would have helped with the Infect matchup. Lastly, it chump blocks in an emergency, so it could have blocked your Burn opp's Swiftspear and redirects burn.
@Gul_Dukat: I will be taking out my Sea Gate Wreckage as soon as I get my Inventors' Fairs. They were nice, and I did get use out of them, but Fair is just better. I like to keep Surgical Extraction in, since it does work against quite a few decks (Ad Nauseum, Tron, anything with Snapcaster, Nahiri-Emrakul, Valakut...). I've recently gone to a 1-1 split in the main, 1 Extirpate 1 Surgical, with 1 extra Surgical in the side. In my most recent video against UR Breach, those things did work in locking my opp completely out of the game.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
knowing how and when to use surgical, is probably the most nuanced part of the deck. it is definitely needed against decks that run snapcaster, combo decks, and dredge. extracting all there grave trolls in response to a neonite activation feels great.
will be testing on cockatrice this morning. right click my name to spectate.
By the way, for those of you who like playing Lantern, this reminds me of Lantern. Looks like it'd be a blast to play as well.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
A significant portion of my deck is Japanese cards - will this cause enough confusion to cause me to have extra draws? I play pretty fast, but my friends think that my opponents will take to long asking for Oracle text, etc.
@esdawt: Yes, I would absolutely expect that many opponents will use that as an excuse to try to go to time.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Any reason you guys are still running Duress? I played this as a one-of in my list before cutting it for the 4th IoK.
Just off the top of my head, IoK misses the following:
Become Immense, Collected Company, Karn, Nahiri, Cryptic Command, Scapeshift, Shatterstorm, Ad Nauseum, Leyline(?), and Gideon (plus other fringe walkers).
Duress misses:
Birds of Paradise, Noble Hierarch, Glistener Elf, Blighted Agent, Eldrazi Displacer, Death's Shadow, Wild Nacatl, Monastery Swiftspear, Goblin Guide, Eidolon of the Great Revel, Snapcaster Mage, Vendilion Clique, Tarmogoyf, Knight of the Reliquary, and all creatures hit by Company.
Our entire gameplan focuses around finding (and landing) Ensnaring Bridge and surviving until we do so. Surviving is hardest against the aggressive decks which are able to kill us consistently before turn 4 (where Duress gains its advantage over IoK). Unless I'm missing something obvious, how is running Duress advantageous to IoK in stabilizing early game. Only time I could advocate Duress is as a budget option or as a 5th IoK.
Double dipping my focus into the Abrupt Decay conversation: it's our fix it button. It's a catch-all to things we can't grab the first time through.
No discard until Turn 2 on the draw? How do you handle their early Swiftspear/Goyf/Blighted Agent? With Collective Brutality? Sure, but you can't run four, not to mention any instant foils CB in this situation. Enter Abrupt Decay — the stop-gap between cards for which you can't run more than two. Abrupt Decay pulls double duty post-board too, hitting most hate cards we could expect. If I had a third, I'd throw it into my 75.
Edit: formatting
I was thinking about replacing Tez with one, 2 trading post and 2 elixirs.
I run the thopter combo in mine (3-2), I'll test some soon. Our magic crew is really small now, so I mostly play against American nahiri.
If you want to mention cards I missed, you can add the entire 75 of Affinity (barring lands).
If you want to focus on protecting the combo, then more power to you. However, most of the the games I lose are due to not being able to get the combo down against the hyper-agressive lists. With Thoughtseize, Collective Brutality, Welding Jar, and Lantern+mill rock, we should have enough game against Shatterstorm/Fracturing Gust.
What it all comes down to though is personal preference. My personal winrate against GBx decks is well above that of Burn and Infect so I'd rather improve a 40/60 matchup over a 60/40. It could be that running Ghirapur Aether Grid allows for Duress to be a better card. But considering most everyone has turned away from the card at this point, I'll probably never test it.
I also saw someone mention faithless looting and trying out a miser's copy mainboard as a way to be more consistent with getting the lanterns and bridges, most people probably play infernal tutor but that is 44$ on magic online.
I could afford it but I am not to keen on buying it, do you guys really find it to be very good?
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
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: Mono-Red Control, Lantern Control, Eldrazi Taxes, Skred Infect
Pauper: Affinity
EDH: Gaddock Teeg Kithkin Tribal, Meren
Legacy: 8 Rack, Omnitell (Both in progress)
Modern: Mono-Red Control, Lantern Control, Eldrazi Taxes, Skred Infect
Pauper: Affinity
EDH: Gaddock Teeg Kithkin Tribal, Meren
Legacy: 8 Rack, Omnitell (Both in progress)
You should look at Tezzeret, Agent of Bolas. He's basically everything this deck has ever wanted in a top end. He digs for pieces, protects you in a pinch, and you can fire his ult a turn after playing him to gain some life, or even wait a few turns for lethal. No need for a 2- or 3-card combo when you can just have a 1-card combo. I will be picking one up myself once i fix my mana base.
Speaking of mana, Aether Hub is a fantastic land.
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
I'm currently trading cards away to build this and will give y'all updates as to my performance with a build like the one I posted. So some questions:
- Is removing the presence of black/green worthwhile just to run bmoon? OR is a splash appropriate?
- What holes does this have over the traditional lantern build?
Multiplayer Cube
Thanks. That was a first time for me: getting sick in a tourney and dropping. Now that I think of it, it makes sense to get Bump in the Night. I'll remember this as a guide when casting a discard spell.
With artfranc's explanation on Spellskite I'm maindecking it again come Oct 1 and plan to stick it in there maybe forever. I am passing up on Modern tourneys this week as I'm focusing on Sealed or Draft. Me and my buds want to try Standard 18 months from now so we gotta get those cards. I might play the new list on Saturday for a PPTQ.