On the SCG stream today 2/21/16, Andrew Tenjum states Eldrazi is too good and needs a ban. He then a gives a nod that Lantern is the best to fight it's meta.
I've been encountering a lot more Lantern players lately. Anyone else noticing this deck picking up popularity?
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I just 0-3rd a small tournament. Again a "learn to play/knowledge warp" issue.
Round 1 I was against Jeskai good stuff and got burned game 1, game 2 with Leyline I cruised to an easy victory, poor bud had to Clique himself. Game 3 I was mostly stabilized with Bridge and Leyline out but he "Wear/Tear" both, I redirect the Tear to Spellskite but the Leyline drops and so do my life points.
Round 2 v. Scapeshift, many mistakes were made. I totally brain fart on Needle on Khalni Heart and don't get much going game 1 so I lose. Game 2 I get the Leyline but have a slow start so he Beast Withins the Leyline then wins.
Round 3 v Merfolk, Lose 0-2 because...just bleh. Game 1 he gets insane pumpers and I am taking 9+ on turns 3-4 with no BRidge. Game 2 I never get the BRidge but he uses Vandalblast on it (he is splashing Red for stuff...) and I explode.
Going back for more Modern tournaments tomorrow. Just some notes though.
Sun Droplets have been...very uneven. I end up with some counters, then they just bolt my face and I die. I'm seriously considering Sunbeam Spellbomb instead, since I'll always bank +5 to +15 life except against Atarka's Command.
Leyline of Sanctity is crazy good.
Running 3 Surgicals and 1 Gharipur, but the Gharipur might become a Sunbeam.
No longer running Pyrites, they just didn't do enough.
Nature's Claim is very good, saved my butt many times.
Spellskites are in a the moment because my Meta is super burn dependant. My discard stuff is 4 IoK, 2 Thoughtseize but I might go 2 Duress instead. I lvoe the option of making them discard a creature though.
Evan Berry, a super cool friend, stated how hard the deck was too play and I agree. I mill myself with Bell too much on my turn to get to something useful, I feel I should just chug a Lantern instead to shuffle or something.
More practice on the way...so far my results are 0-4, 2-1, 3-1, 0-3. The flaws are nearly entirely knowledge based.
GO TEAM LANTERN!
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The "Crazy One", playing casual magic and occasionally dipping his toes into regular play since 1994.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
Just lost to BW Sisters because i forgot about Ayli's exile effect. I felt very dumb. lol
Codex Shredder's second ability is very useful, as it turns out. Academy Ruins, eight other mana sources, and enough mana/life to cast whatever spell you want lets you cast that spell once a turn. I used this combo to surgically extract parts of my opponent's deck, letting me lower their library's card count even through Leyline.
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Not sure if the t8 from this week's SCG Open bodes well for us/ On the one hand every deck in the top 8 is a good matchup. On the other, I see more and more terrible decks designed to only beat the eldrazi/affinity meta. I'm seeing a lot of decks pop up In the Modo leagues that run 10-15 affinity hate cards between main and board. I can beat amcient grudge, shatterstorm, chalice or stoney silence; but all 3 is a bit much!
2nd question. Is 2x pyrite spellbomb still needed in this meta? I think it may be time to turn them into additional flex slots. Burn seems to be all but dead atm and without eidelon to worry about there arent really any must answer 2 drops. Id rather cut those for thw md pyoclasms everyone seems to love rather than the spellskites.
I made 3rd in a gpt on the weekend. Ill try and get a report up after work.
Which do you play first, a Lantern or a Millrock? Playing the Lantern means you see what's coming, but a blind mill might set them back a play. It seems inefficient though.
Is Thoughtseize + Surgical turn one ever a good play? It can remove all their bolts, Scapeshifts, etc but you are at the mercy of incoming damage a little more.
When stacking from Ancient Stirrings, safe to think that the unwanted junk goes to bottom of pile, then the key stuff to want to fuel into on top? Or do you set this up with junk on top to mill away via Bell?
And this is the big one...
Sun Droplets, how good are they still? I've had very mixed results with them. Against a deck like Valakut I'm never reaching the next upkeep, but against small weenies it's been fairly good, as has the interaction with Llanowar Wastes. I keep inching for Sunbeam Spellbomb though, perhaps incorrectly feeling that going to 30 to start might be bettter.
Thanks for all responses, going to another Modern even tonight (then Friday), thank you creators for a very fun and cool deck!
The "Crazy One", playing casual magic and occasionally dipping his toes into regular play since 1994.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
I've been using Quiet Disrepair instead of the droplet. I like it a lot better.
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Which do you play first, a Lantern or a Millrock? Playing the Lantern means you see what's coming, but a blind mill might set them back a play. It seems inefficient though.
Is Thoughtseize + Surgical turn one ever a good play? It can remove all their bolts, Scapeshifts, etc but you are at the mercy of incoming damage a little more.
When stacking from Ancient Stirrings, safe to think that the unwanted junk goes to bottom of pile, then the key stuff to want to fuel into on top? Or do you set this up with junk on top to mill away via Bell?
And this is the big one...
Sun Droplets, how good are they still? I've had very mixed results with them. Against a deck like Valakut I'm never reaching the next upkeep, but against small weenies it's been fairly good, as has the interaction with Llanowar Wastes. I keep inching for Sunbeam Spellbomb though, perhaps incorrectly feeling that going to 30 to start might be better.
Unless if I have two lanterns + a millrock in hand, I'll always run out the lantern over a millrock for the information it gives and to keep it safe from discard or counters.
Thoughtseize + Surgical T1 would be completely dependent on the matchup, it can straight-up win the game or be a great tempo play if they have a pair of sorcery-speed threats. It's worth noting that you should wait for their draw step before using the Surgical since it'll give you more information.
For Ancient Stirrings, I'm not as disciplined as I should be with it, but you'd want to put the relevant cards like Ruins, Bridge or Lantern on top of the pile. If I didn't run Infernal Tutor I'd likely be more diligent about doing so.
As long as we're in an Eldrazi-infested meta, I'm not a fan of cards like Sun Droplet, Sunbeam Spellbomb or Dragon's Claw. I haven't changed out my Sun Droplets just yet, but something like Quiet Disrepair seems well-positioned... being able to free up some sideboard slots is nice, and the burn matchup was always abysmal anyway.
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These visions of mine... are they still daydreams if the sun is dead? Are they waking nightmares, instead, or is that what they always were?
Thanks of the feedback guys, and especially on Extract on draw step,great nuance! Will pick up disrepairs tonight then, cheers!
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The "Crazy One", playing casual magic and occasionally dipping his toes into regular play since 1994.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
I have won so many games with Thoughtseize + Surgical Extraction, it's not even funny. Destroy Tron / Grishoalbrand / Nauseam / Storm / Whatever.
I would also agree about typically landing Lantern first. There are a couple exceptions. The one mentioned earlier, where you have double lantern... and if they mulligan and scry to top, i will *always* land a mill rock first and take their scry. Not only does it give you information as to what they are lacking, but it often sets your opponent on tilt. Some people will keep a risky one- or no-land hand, and seeing what kind of card they kept gives you information as to what kind of cards you should keep them off of. I will often times surgical that card, too. Punish those mulligans as hard as you can!
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I would always lantern first game one. There are only 4 lanterns in the deck, and 8 mill rocks. The worst feeling is getting a lantern stripped away by their discard and losing the game for it. You also get to see their first draw step. Blind milling is almost never the correct play (I would hazard to say it's a negative EV play game 1 every time if you don't know what they are on)
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Semi-retired Lantern Player. I try to get out to play every once in awhile!
Q. When the opponent leads on a fetch land turn one, and passes, and our hand contains both lantern and a mill rock, what do you do?
A. In the blind game 1 I prefer to always play lantern first for multiple reasons:
It entices them to use their fetch now vs. later, which can be a big deal midgame.
It shows you what they do / dont want on top of their deck, giving you insight into their hand.
It gives you insight on your turn 2 what you need to prioritize before you have to spend any of your mana.
The trick is that most opponents have little experience against the Lantern deck. You can catch onto their decisions better than they can catch onto yours. You get more useful information from the small things they apparently care about.
All that said, leading with a mill rock doesn't provide any benefit whatsoever. You usually can't risk blind milling an opponent. Any number of threats could appear, like goyf or snapcaster or w/e.
@jknott85, what's special besides +1 decay and +1 clasm in the main? Neither of these help combat the Seers or Smashers. I also can't imagine 8 discard spells being correct.
@valleysdai, to claim that game 1 with mill rock, lantern, surgical in hand its correct to play mill rock is not correct imo. You claim that top card is the one that they need to combo. Instead, it could just as equally likely be the 2nd top card. If you play lantern first you get info on everything. Its also unlikely your game 1 opponent is on combo vs something else that has discard spells.
What are people's plans against Eldrazi decks running World Breakers? It's the only match up I feel I have to get very lucky to win against.
Sure the dream is to surgically extract a World Breaker before they get a chance to use it but that can be tricky, not to mention you are still trying to get a bridge intro play asap to avoid the heavy beats and any other incidental hate they have.
I just feel the deck has inevitability against us.
Thanks. Infect was just turn 3 ing me. And the abzhan company game 3 i just never found a bridge.
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Lantern Control
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Round 1 I was against Jeskai good stuff and got burned game 1, game 2 with Leyline I cruised to an easy victory, poor bud had to Clique himself. Game 3 I was mostly stabilized with Bridge and Leyline out but he "Wear/Tear" both, I redirect the Tear to Spellskite but the Leyline drops and so do my life points.
Round 2 v. Scapeshift, many mistakes were made. I totally brain fart on Needle on Khalni Heart and don't get much going game 1 so I lose. Game 2 I get the Leyline but have a slow start so he Beast Withins the Leyline then wins.
Round 3 v Merfolk, Lose 0-2 because...just bleh. Game 1 he gets insane pumpers and I am taking 9+ on turns 3-4 with no BRidge. Game 2 I never get the BRidge but he uses Vandalblast on it (he is splashing Red for stuff...) and I explode.
Going back for more Modern tournaments tomorrow. Just some notes though.
Sun Droplets have been...very uneven. I end up with some counters, then they just bolt my face and I die. I'm seriously considering Sunbeam Spellbomb instead, since I'll always bank +5 to +15 life except against Atarka's Command.
Leyline of Sanctity is crazy good.
Running 3 Surgicals and 1 Gharipur, but the Gharipur might become a Sunbeam.
No longer running Pyrites, they just didn't do enough.
Nature's Claim is very good, saved my butt many times.
Spellskites are in a the moment because my Meta is super burn dependant. My discard stuff is 4 IoK, 2 Thoughtseize but I might go 2 Duress instead. I lvoe the option of making them discard a creature though.
Evan Berry, a super cool friend, stated how hard the deck was too play and I agree. I mill myself with Bell too much on my turn to get to something useful, I feel I should just chug a Lantern instead to shuffle or something.
More practice on the way...so far my results are 0-4, 2-1, 3-1, 0-3. The flaws are nearly entirely knowledge based.
GO TEAM LANTERN!
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
Codex Shredder's second ability is very useful, as it turns out. Academy Ruins, eight other mana sources, and enough mana/life to cast whatever spell you want lets you cast that spell once a turn. I used this combo to surgically extract parts of my opponent's deck, letting me lower their library's card count even through Leyline.
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
Not sure if the t8 from this week's SCG Open bodes well for us/ On the one hand every deck in the top 8 is a good matchup. On the other, I see more and more terrible decks designed to only beat the eldrazi/affinity meta. I'm seeing a lot of decks pop up In the Modo leagues that run 10-15 affinity hate cards between main and board. I can beat amcient grudge, shatterstorm, chalice or stoney silence; but all 3 is a bit much!
2nd question. Is 2x pyrite spellbomb still needed in this meta? I think it may be time to turn them into additional flex slots. Burn seems to be all but dead atm and without eidelon to worry about there arent really any must answer 2 drops. Id rather cut those for thw md pyoclasms everyone seems to love rather than the spellskites.
I made 3rd in a gpt on the weekend. Ill try and get a report up after work.
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
Which do you play first, a Lantern or a Millrock? Playing the Lantern means you see what's coming, but a blind mill might set them back a play. It seems inefficient though.
Is Thoughtseize + Surgical turn one ever a good play? It can remove all their bolts, Scapeshifts, etc but you are at the mercy of incoming damage a little more.
When stacking from Ancient Stirrings, safe to think that the unwanted junk goes to bottom of pile, then the key stuff to want to fuel into on top? Or do you set this up with junk on top to mill away via Bell?
And this is the big one...
Sun Droplets, how good are they still? I've had very mixed results with them. Against a deck like Valakut I'm never reaching the next upkeep, but against small weenies it's been fairly good, as has the interaction with Llanowar Wastes. I keep inching for Sunbeam Spellbomb though, perhaps incorrectly feeling that going to 30 to start might be bettter.
Thanks for all responses, going to another Modern even tonight (then Friday), thank you creators for a very fun and cool deck!
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
MODERN – LANTERN (aka Fateseal or Barbershop)
Primer – Subreddit – Facebook – Decklist – Gameplay
Thnkr's Content: Gameplay – Datasheet
Each eye sees a different possibility for tomorrow.
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Unless if I have two lanterns + a millrock in hand, I'll always run out the lantern over a millrock for the information it gives and to keep it safe from discard or counters.
Thoughtseize + Surgical T1 would be completely dependent on the matchup, it can straight-up win the game or be a great tempo play if they have a pair of sorcery-speed threats. It's worth noting that you should wait for their draw step before using the Surgical since it'll give you more information.
For Ancient Stirrings, I'm not as disciplined as I should be with it, but you'd want to put the relevant cards like Ruins, Bridge or Lantern on top of the pile. If I didn't run Infernal Tutor I'd likely be more diligent about doing so.
As long as we're in an Eldrazi-infested meta, I'm not a fan of cards like Sun Droplet, Sunbeam Spellbomb or Dragon's Claw. I haven't changed out my Sun Droplets just yet, but something like Quiet Disrepair seems well-positioned... being able to free up some sideboard slots is nice, and the burn matchup was always abysmal anyway.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
I would also agree about typically landing Lantern first. There are a couple exceptions. The one mentioned earlier, where you have double lantern... and if they mulligan and scry to top, i will *always* land a mill rock first and take their scry. Not only does it give you information as to what they are lacking, but it often sets your opponent on tilt. Some people will keep a risky one- or no-land hand, and seeing what kind of card they kept gives you information as to what kind of cards you should keep them off of. I will often times surgical that card, too. Punish those mulligans as hard as you can!
MODERN – LANTERN (aka Fateseal or Barbershop)
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Agreed on that for sure.
Q. When the opponent leads on a fetch land turn one, and passes, and our hand contains both lantern and a mill rock, what do you do?
A. In the blind game 1 I prefer to always play lantern first for multiple reasons:
All that said, leading with a mill rock doesn't provide any benefit whatsoever. You usually can't risk blind milling an opponent. Any number of threats could appear, like goyf or snapcaster or w/e.
2 Blackcleave Cliffs
1 Forest
2 Ghost Quarter
4 Glimmervoid
1 Grove of the Burnwillows
4 Llanowar Wastes
1 Sea Gate Wreckage
Spells
3 Abrupt Decay
4 Ancient Stirrings
4 Codex Shredder
4 Ensnaring Bridge
4 Ghoulcaller's Bell
1 Infernal Tutor
4 Inquisition of Kozilek
4 Lantern of Insight
4 Mox Opal
3 Pithing Needle
1 Pyrite Spellbomb
3 Pyroclasm
4 Thoughtseize
Sideboard
1 Grafdigger's Cage
3 Leyline of Sanctity
3 Nature's Claim
1 Pithing Needle
3 Spellskite
2 Surgical Extraction
2 Welding Jar
What do you guys think of this configuration to fight the eldrazi menace?
@jknott85, what's special besides +1 decay and +1 clasm in the main? Neither of these help combat the Seers or Smashers. I also can't imagine 8 discard spells being correct.
@valleysdai, to claim that game 1 with mill rock, lantern, surgical in hand its correct to play mill rock is not correct imo. You claim that top card is the one that they need to combo. Instead, it could just as equally likely be the 2nd top card. If you play lantern first you get info on everything. Its also unlikely your game 1 opponent is on combo vs something else that has discard spells.
Sure the dream is to surgically extract a World Breaker before they get a chance to use it but that can be tricky, not to mention you are still trying to get a bridge intro play asap to avoid the heavy beats and any other incidental hate they have.
I just feel the deck has inevitability against us.