I just 5/0d a competitive modern league with this hybrid version. The thopter half has issues with specific hate cards being top decked, and the lantern half has issues with some random creatures (noble/signal pest) and officially ending the game (especially post board).
I was able to beat chalice on one and burn very easily with this version as well which sometimes traditional lantern has trouble with.
I'll likely play it at a $2k event this weekend and see how it goes. I'm not completely convinced on no ancient stirrings, but thought seize is really good. I'm also not super sure how to beat traditional lantern with my existing board, likely need to modify it some.
The minor green splash for Abrupt Decay seems like a good choice. I see now that the list I mentioned was more outdated than I thought and your suggestions look good - Capsule and Bauble were both cards I was highly suspicious of but Prism seems powerful in tandem with Whir. Still though, we have access to things that fit out game plan like the innovate Demon - I'm surprised to see that card largely relegated to the sideboard or passed over entirely. Maindeck hand disruption is also exactly what I think we should be doing if we are passing on traditional permission cards.
This card is the REAL DEAL. 2 mana for a card that can continually sculpt our hand? Yes please. We don't even want it to flip, but once it does it can make a ton of thopters for you in a hurry. I will definitely be testing 1-2 copies of this.
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U/B Tezzeret Control
Sultai Midrange
Anything Innovative
This card is the REAL DEAL. 2 mana for a card that can continually sculpt our hand? Yes please. We don't even want it to flip, but once it does it can make a ton of thopters for you in a hurry. I will definitely be testing 1-2 copies of this.
I will test 2 copies as well but I am trying to figure out what should I remove for it ???? the deck is already so tight
A hybrid Lantern / Tezzerator list... This looks interesting! I will see if I can't test one out. I personally would like less Thopter Foundry and more discard though, so I will make appropriate changes.
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@radouf seems neat, but if you have that much time the red transform land Spitfire Bastion seems more reliable/less disruptable. Could fit alongside aethergrid well, too.
Are you guys at all stoked about Mastermind's Aquisition?
Get any card in your deck or SB for 2BB? Seems pretty damn powerful, I could see a more control-y version of the deck that has shaved a few copies of thopter/sword/sieve and tossed them in the SB.
could be a cool direction to try out in addition to whir goodness.
Call me crazy, but I don't think we need more alternate win conditions. We just need either increased velocity to keep up with the fast decks or much better disruption for big mana. There are few cards I could imagine being printed that increase our velocity. I mean we already have a bunch of free cards and a Mox. We just need better lock pieces for the decks we have a hard time beating. Blood Sun was close but we really want something that can beat up on Tron and is preferably tutor-able by Whir of Invention.
We have alternate win-cons a plenty between new cards, Aether Grid, 5-6 Planeswalkers, a beat down plan. We already have more alternate lines to victory than most modern decks.
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U/B Tezzeret Control
Sultai Midrange
Anything Innovative
Call me crazy, but I don't think we need more alternate win conditions. We just need either increased velocity to keep up with the fast decks or much better disruption for big mana. There are few cards I could imagine being printed that increase our velocity. I mean we already have a bunch of free cards and a Mox. We just need better lock pieces for the decks we have a hard time beating. Blood Sun was close but we really want something that can beat up on Tron and is preferably tutor-able by Whir of Invention.
We have alternate win-cons a plenty between new cards, Aether Grid, 5-6 Planeswalkers, a beat down plan. We already have more alternate lines to victory than most modern decks.
Agreed.
And for the Lantern / Tezzerator hybrid builds, the Lantern lock and mill out with Shredder is another wincon in itself, as well as a way not-to-die nor get blown out by a Shatterstorm.
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MODERN Blue Lantern, UBx Tezzerator. OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
So after my last post I got pretty psyched on Mastermind's Aquisition. My head spun at being able to access 15 more cards at any time. I think it does so much for the deck and takes all this pressure off of having to have a bunch of bullets floating around while trying to sculpt streamlined draws.
It also ecourages blazing speed.
It brought me back to my turbo whir build with gemstone caverns. The deck was so fast but whir was sometimes clunky with the caverns and ultimately not a low down enough payoff for being so all in.
So I started with that shell, moved all the bullets and a thopter/sword/time sieve in the SB just put in a 2/2 split of tezzerets, a few bridges and shuffled up.
I noticed right away that having whirs and so many tezzerets were giving me a lot more really busted lines, and after sculpting around what I was seeing I finally decided to see what happened if we went all in.
It's beautiful. Needs work but I played it tonight without the aquisitions and it's surely the flyest version of the deck I've played yet. It feels like a legacy deck.
I'll post a list and then give you the tourney report from tonight.
I'm always on the draw for gemstone caverns, and also I think the extra draw allowing you a look for an extra mox piece is crucial.
Rd 1 Merfolk
I pregame gemstone caverns turn 0.
They play vial pass.
I play land pentad mishra's pass
They tick up vial drop vial drop a land pass.
I play land talisman tezzeret tick down on mishra's swing. Pass. My hand is whir.
So if you follow that's a turn 2 tezzeret with a valid attacker.
To skip details he eventually gets a million merfolk on the board but I don't have an island. I get him down to 3 with 5/5s. He swings at tez. I whir for a foundry with 2 mana open, sac an artifact block, sac another one eot animate and swing.
G2 i sided in aether grid even though it seemed like a long shot I could get a lord before it was out of control.
He plays curse catcher.
I play land mox mishra's mishra's exile simian play grid.
He untaps plays a lord. I ping curse catcher in response. I intap empty handed praying. Get a relic play it, kill lord. For the rest of the game he can't get enough lords to get out of my lock.
Rd2 Dragon Stompy
He plays a turn 1 slumbering dragon.
I play land mox artifact artifact pentad prism.
He plays dragon tempest.
I play land tezzeret tick him down to 2 for a foundry pass.
He plays two hasty birds eldrich evolutions his dragon egg for a scourge of valkas, does all the domage from dragon tempest to me, swings at me and leaves me at maybe 4.
I untap. Play mox land tick tez
Down for
Time sieve play sword make 3 tokens sac my baubles and the three tokens to take an extra turn with 5 mana available. Gg.
G2 I get turn 3 thopter sword aether grid, fight over his relic and just mow his board down.
Rd3 storm
Young kid, plays land serum visions pass.
I play land relic pass. Feeling stronk.
He misses land for 2 more turns gets a baral and passes. I habe 3 lands but get thopter sword up, get to 23.
He goes infinite, has the entire combo in hand complete with noxious revival to respond to my relic and keep the chain going. Grapeshots me for 24. Bummed.
I realize that all I have for the MU are 3 chalices. I wished I had curse of death's hold. And grafdigger's.
G2 I get 4 artifacts including 2 relics and aether grid fast. He naturally has baral fights around my two relics to make 20 goblins turn 3. Cool. I whir for a thopter
Foundry and untap with sword and whir
Both allowing me to stabilize fast enough to win. I do my pings wrong and kill an electromancer instead of blocking it and leaving me at 1 with another redraw. Womp.
Rd 3 humans
If you're still reading this, thanks. This match was a high point in my magic life.
G1 He plays land hierarch.
I play land mox mishra's mishra's simian pitch mox tezzeret animate bauble. Turn 1 tezzeret with a 5/5 and a whir in hand. Seriously.
The game was over quickly. I actually ended the game by stalling w 5/5s and getting thopter sword cause his board got cluttered so fast.
G2 I got turn 0 cavern
He played land hierarch.
I play land pentad mishra's pitch guide for aether grid kill his hierarch. Seriously turn 1 grid with 2 untapped artifacts.
The next three turns were a little clunky I drew monkey and gemstone tezzeret. But he was stuck not being able to play stuff out. I eventually got the land I needed to play big tez, search for a thopter foundry. He used his turn to dump his hand to try to get past my grid. I untapped with tez and showed him the sadness of thopter sword grid doing a damage, gaining a life and a thopter for every mana. It was gruesome.
Anyway, the deck really sails and I think it will be cool whe ROI comes out and we can add the tutor.
I really liked the maindeck maybe shave a GQ for an artifact or serum, actually. As for SB I'd get some anti storm stuff like a cage, curse of death's hold. Might be good to find a spot for damnations too.
The deck will be a little soft to tons of hand hate is my guess, but that's not confirmed.
Anyway, glad to be back on team thopter for a bit. This deck is fun as hell.
Hi all, has anyone tried building this deck with a transformational sideboard - into grixis or temur death's shadow? It'd require a few potential tweaks to the maindeck, but not too much - perhaps play a playset of thoughtseize and thought scour in the main and more fetches.
Meanwhile the sideboard would be:
4x death's shadow,
3x gurmag angler or 4x grim flayer (if bug) or 4x tarmogoyf?
3x street wraith
3x stubborn denial
2x snapcaster mage
We'd cut some lands (go from 22 down to 18 or 19, and cut thopter combo (perhaps leaving 1 and 1), moxes and some other artifacts.
I really don't think the tutor will do work for us. Spending 4 on a tutor is just too steep, though if I had to target SB cards, they would be: surgical, crumble to dust, slaughter games, and worship. You would want to include game-enders for specific matchups. I would also want to run brutality so that you can pitch the tutors against aggro.
I'm also down on lili at the moment, though she was amazing a number of months ago. Just too much big mana/ go wide these days, and not enough storm or fair midrange (at least on mtgo).
The tournament was a ~2k for a handful of duals. I ended up winning with only a single game loss all day.
Round 1: boggles
Round 2: uw control
Round 3: 4 color control (K commands, counters, snaps, Rev)
Round 4: blue moon breach emrakul
Round 5: living end
Double draw
Quarterfinals: dredge
Semi finals: temur moon
Finals: red black goryo breach
Ancient stirrings was great. I mulliganed a lot to 5 and still won.
Many times I needed thopter combo to win through leyline/emrakul/gideons and lantern portion helped make my draws smoother and post board keep hate away.
Overall very impressed. Many decisions and a long tournament but I had a blast and clearly did very well. Losing 1 game to fused wear tear on my search/foundry and then snap wear tear + ashiok.
I'd suggest giving it a shot!
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I was able to beat chalice on one and burn very easily with this version as well which sometimes traditional lantern has trouble with.
I'll likely play it at a $2k event this weekend and see how it goes. I'm not completely convinced on no ancient stirrings, but thought seize is really good. I'm also not super sure how to beat traditional lantern with my existing board, likely need to modify it some.
The minor green splash for Abrupt Decay seems like a good choice. I see now that the list I mentioned was more outdated than I thought and your suggestions look good - Capsule and Bauble were both cards I was highly suspicious of but Prism seems powerful in tandem with Whir. Still though, we have access to things that fit out game plan like the innovate Demon - I'm surprised to see that card largely relegated to the sideboard or passed over entirely. Maindeck hand disruption is also exactly what I think we should be doing if we are passing on traditional permission cards.
This card is the REAL DEAL. 2 mana for a card that can continually sculpt our hand? Yes please. We don't even want it to flip, but once it does it can make a ton of thopters for you in a hurry. I will definitely be testing 1-2 copies of this.
Sultai Midrange
Anything Innovative
I will test 2 copies as well but I am trying to figure out what should I remove for it ???? the deck is already so tight
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
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
‘Xcept none of them are artifact / Whir-able for. Dang.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Get any card in your deck or SB for 2BB? Seems pretty damn powerful, I could see a more control-y version of the deck that has shaved a few copies of thopter/sword/sieve and tossed them in the SB.
could be a cool direction to try out in addition to whir goodness.
We have alternate win-cons a plenty between new cards, Aether Grid, 5-6 Planeswalkers, a beat down plan. We already have more alternate lines to victory than most modern decks.
Sultai Midrange
Anything Innovative
And for the Lantern / Tezzerator hybrid builds, the Lantern lock and mill out with Shredder is another wincon in itself, as well as a way not-to-die nor get blown out by a Shatterstorm.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
So after my last post I got pretty psyched on Mastermind's Aquisition. My head spun at being able to access 15 more cards at any time. I think it does so much for the deck and takes all this pressure off of having to have a bunch of bullets floating around while trying to sculpt streamlined draws.
It also ecourages blazing speed.
It brought me back to my turbo whir build with gemstone caverns. The deck was so fast but whir was sometimes clunky with the caverns and ultimately not a low down enough payoff for being so all in.
So I started with that shell, moved all the bullets and a thopter/sword/time sieve in the SB just put in a 2/2 split of tezzerets, a few bridges and shuffled up.
I noticed right away that having whirs and so many tezzerets were giving me a lot more really busted lines, and after sculpting around what I was seeing I finally decided to see what happened if we went all in.
It's beautiful. Needs work but I played it tonight without the aquisitions and it's surely the flyest version of the deck I've played yet. It feels like a legacy deck.
I'll post a list and then give you the tourney report from tonight.
Lands
4 Gemstone Caverns
4 darkslick shores
6 islands
4 polluted delta
1 watery grave
1 ghost quarter
Artifacts
3 pentad prism
4 mox opal
4 mishras bauble
4 relic of progenitous
3 talisman of dominance
3 thopter foundry
2 sword of the meek
1 time sieve
Creature
4 simian spirit guide
Sorcery
2 serum visions
Planeswalker
3 tezzeret the seeker
4 tezzeret agent of bolas
Instant
3 whir of invention
SB (it's a mess)
3 Ghirapur Aether Grid
4 crumble to dust
3 blood moon
3 chalice of the void
2 spreading seas
I'll talk about changes after the tourney report.
I'm always on the draw for gemstone caverns, and also I think the extra draw allowing you a look for an extra mox piece is crucial.
Rd 1 Merfolk
I pregame gemstone caverns turn 0.
They play vial pass.
I play land pentad mishra's pass
They tick up vial drop vial drop a land pass.
I play land talisman tezzeret tick down on mishra's swing. Pass. My hand is whir.
So if you follow that's a turn 2 tezzeret with a valid attacker.
To skip details he eventually gets a million merfolk on the board but I don't have an island. I get him down to 3 with 5/5s. He swings at tez. I whir for a foundry with 2 mana open, sac an artifact block, sac another one eot animate and swing.
G2 i sided in aether grid even though it seemed like a long shot I could get a lord before it was out of control.
He plays curse catcher.
I play land mox mishra's mishra's exile simian play grid.
He untaps plays a lord. I ping curse catcher in response. I intap empty handed praying. Get a relic play it, kill lord. For the rest of the game he can't get enough lords to get out of my lock.
Rd2 Dragon Stompy
He plays a turn 1 slumbering dragon.
I play land mox artifact artifact pentad prism.
He plays dragon tempest.
I play land tezzeret tick him down to 2 for a foundry pass.
He plays two hasty birds eldrich evolutions his dragon egg for a scourge of valkas, does all the domage from dragon tempest to me, swings at me and leaves me at maybe 4.
I untap. Play mox land tick tez
Down for
Time sieve play sword make 3 tokens sac my baubles and the three tokens to take an extra turn with 5 mana available. Gg.
G2 I get turn 3 thopter sword aether grid, fight over his relic and just mow his board down.
Rd3 storm
Young kid, plays land serum visions pass.
I play land relic pass. Feeling stronk.
He misses land for 2 more turns gets a baral and passes. I habe 3 lands but get thopter sword up, get to 23.
He goes infinite, has the entire combo in hand complete with noxious revival to respond to my relic and keep the chain going. Grapeshots me for 24. Bummed.
I realize that all I have for the MU are 3 chalices. I wished I had curse of death's hold. And grafdigger's.
G2 I get 4 artifacts including 2 relics and aether grid fast. He naturally has baral fights around my two relics to make 20 goblins turn 3. Cool. I whir for a thopter
Foundry and untap with sword and whir
Both allowing me to stabilize fast enough to win. I do my pings wrong and kill an electromancer instead of blocking it and leaving me at 1 with another redraw. Womp.
Rd 3 humans
If you're still reading this, thanks. This match was a high point in my magic life.
G1 He plays land hierarch.
I play land mox mishra's mishra's simian pitch mox tezzeret animate bauble. Turn 1 tezzeret with a 5/5 and a whir in hand. Seriously.
The game was over quickly. I actually ended the game by stalling w 5/5s and getting thopter sword cause his board got cluttered so fast.
G2 I got turn 0 cavern
He played land hierarch.
I play land pentad mishra's pitch guide for aether grid kill his hierarch. Seriously turn 1 grid with 2 untapped artifacts.
The next three turns were a little clunky I drew monkey and gemstone tezzeret. But he was stuck not being able to play stuff out. I eventually got the land I needed to play big tez, search for a thopter foundry. He used his turn to dump his hand to try to get past my grid. I untapped with tez and showed him the sadness of thopter sword grid doing a damage, gaining a life and a thopter for every mana. It was gruesome.
Anyway, the deck really sails and I think it will be cool whe ROI comes out and we can add the tutor.
I really liked the maindeck maybe shave a GQ for an artifact or serum, actually. As for SB I'd get some anti storm stuff like a cage, curse of death's hold. Might be good to find a spot for damnations too.
The deck will be a little soft to tons of hand hate is my guess, but that's not confirmed.
Anyway, glad to be back on team thopter for a bit. This deck is fun as hell.
Meanwhile the sideboard would be:
4x death's shadow,
3x gurmag angler or 4x grim flayer (if bug) or 4x tarmogoyf?
3x street wraith
3x stubborn denial
2x snapcaster mage
We'd cut some lands (go from 22 down to 18 or 19, and cut thopter combo (perhaps leaving 1 and 1), moxes and some other artifacts.
Thoughts?
I'm also down on lili at the moment, though she was amazing a number of months ago. Just too much big mana/ go wide these days, and not enough storm or fair midrange (at least on mtgo).
4 darkslick shores
4 glimmervoid
4 spire of industry
2 Island
3 botanical sanctum
1 academy ruins
Spells
4 whir of invention
4 ancient stirrings
4 thoughtseize
Artifacts
3 thopter foundry
2 sword of the meek
1 Pithing needle
1 sorcerous spyglass
1 grafdigger's cage
1 witchbane orb
4 lantern of insight
4 codex shredder
2 ghoul caller's bell
4 Mishra's bauble
4 mox opal
3 ensnaring bridge
2 ghirapur aethergrid
2 tezzeret agent of bolas
1 search for azcanta
2 welding jar
2 abrupt decay
1 Maelstrom pulse
1 Pithing needle
2 leyline of sanctity
2 surgical extraction
The tournament was a ~2k for a handful of duals. I ended up winning with only a single game loss all day.
Round 1: boggles
Round 2: uw control
Round 3: 4 color control (K commands, counters, snaps, Rev)
Round 4: blue moon breach emrakul
Round 5: living end
Double draw
Quarterfinals: dredge
Semi finals: temur moon
Finals: red black goryo breach
Ancient stirrings was great. I mulliganed a lot to 5 and still won.
Many times I needed thopter combo to win through leyline/emrakul/gideons and lantern portion helped make my draws smoother and post board keep hate away.
Overall very impressed. Many decisions and a long tournament but I had a blast and clearly did very well. Losing 1 game to fused wear tear on my search/foundry and then snap wear tear + ashiok.
I'd suggest giving it a shot!