@Skitzafreak: and Production on Welding Jar or Codex Shredder already has built-in removal resiliency, given that you untap with Production online just once; Jar clone can regen Mechanized Jar, and Shredder clone can recur Production. So the window where there's a real benefit to running Citadel is kind of tiny, whereas the mana-base is pretty much 95% strained colorless-wise already IMO.
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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 a friend of mine brought up an interesting thing with concerns to Mechanized Production. Specifically, putting production on a Darksteel Citadel. The idea is because Citadel is Indestructible it makes it almost impossible to stop Production from winning us the game.
I've thought about the same thing myself, but I seriously doubt that it's worth the slot. Mechanized Production is so good because it actually does two things in one card:
1) It lets you win from behind by providing a clock. It will straight-up win you the game when you'd otherwise tie or lose if your opponent had the time to piece together their game plan. This is what most people see when they look at it.
2) More practically, it builds your board using whatever tools you happen to have when you cast it. You don't need a special target for Production to be good; just slap it on any ol' artifact you have lying around, and it will provide you with tools you can use to take back the game.
I'd argue that the second use for Production is its strongest. You can slap it on Lantern of Insight and control their draws with additional shuffles. You can enchant Codex Shredder and build a massive millrock army for cheap. If you have Pithing Needle in play, you can shut down their entire strategy without even needing a lock. Mishra's Bauble gives you information and draws, Welding Jar provides protection. And if you only have Ensnaring Bridge, then just enchant that and poop out Bridges until you win - even if the original Bridge is blown up, you've still bought yourself plenty of time to establish control.
The problem with Citadel is that it provides no additional value. Having five Citadels in play is really no different than having one or zero Citadels. On the other hand, literally any other artifact that Lantern runs has additional value in multiples.
In addition, Production has a habit of protecting itself. You're often using Production as a way to shut down the entire game, which in one way or another includes shutting down your opponent's ability to remove Production or the artifact it enchants. Think about every artifact you have in the deck, and what ways you can use five copies of that artifact to create some sort of lock; I'm sure you'll think of something with almost every artifact Lantern plays.
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I agree with your points. I've seen MP in a live tournament. Enchanting it to Citadel is probably the last target. I am planning to build a U list and give it a shot but MP will be in the SB.
I have a couple of questions. i've been churning out lantern games after picking it up, but I am allowing a couple of beginner mistakes to linger with me, as i'm using my own anecdotal situations to reinforce some bad habits and a lack of knowledge to persist in my gameplay. my question is about Bell. whenever I bell, I get rid of my good cards. if I hold off, the opp gets what he needs. in the past 2 FNMs I have repeatedly drawn a second/third mox off of choosing to not bell at their end, or they get the Kcommand because I didn't. I realize this is all anecdotal, but it has been reinforced in my mind so strongly recently simply due to the number of draws, be they unlucky or what have you. I guess I just don't know how to use Bell. when do I Bell early? (that's when i'm talking btw, having a Bell early and we'll assume no lantern in play yet.)
also @crexalbo, I saw a post where you said you'll have to pry Infernal Tutor out of your cold dead hands, me too man. me too. just the other night I was surviving v affinity with inventor's fair while he had 2 signal pests out and I had a mechanized production on codex 2 turns behind his clock. I was able to shred my tutor back to my hand, cast it for an abrupt decay and destroy his signal pest. the card is just too good to ever remove unless a card that's just so good comes along to where you can say "yup sure drop it." until then the card never leaves. hellbent makes everyone go "you don't reveal? wow." not that they didn't know. the card just isn't used often enough I think
I have a couple of questions. i've been churning out lantern games after picking it up, but I am allowing a couple of beginner mistakes to linger with me, as i'm using my own anecdotal situations to reinforce some bad habits and a lack of knowledge to persist in my gameplay. my question is about Bell. whenever I bell, I get rid of my good cards. if I hold off, the opp gets what he needs. in the past 2 FNMs I have repeatedly drawn a second/third mox off of choosing to not bell at their end, or they get the Kcommand because I didn't. I realize this is all anecdotal, but it has been reinforced in my mind so strongly recently simply due to the number of draws, be they unlucky or what have you. I guess I just don't know how to use Bell. when do I Bell early? (that's when i'm talking btw, having a Bell early and we'll assume no lantern in play yet.)
Without having the lock in place, it's really just a gut feeling most of the time. It depends a lot on the current game state -- how likely it is that you'll dig them into answers, how likely you can dig yourself into answers, what actions each player can take to utilize the graveyard. It takes time to fully gain an intuitive sense of when blind milling in general is appropriate, especially with Bell and Pyxis.
also @crexalbo, I saw a post where you said you'll have to pry Infernal Tutor out of your cold dead hands, me too man. me too. just the other night I was surviving v affinity with inventor's fair while he had 2 signal pests out and I had a mechanized production on codex 2 turns behind his clock. I was able to shred my tutor back to my hand, cast it for an abrupt decay and destroy his signal pest. the card is just too good to ever remove unless a card that's just so good comes along to where you can say "yup sure drop it." until then the card never leaves. hellbent makes everyone go "you don't reveal? wow." not that they didn't know. the card just isn't used often enough I think
100% agree with you there! Tutor is simply too useful in too many situations for me to drop it, especially since it can grab any card in the deck. I've searched for non-artifact cards like Thoughtseize, Abrupt Decay, Inventors' Fair, Surgical Extraction, and Mechanized Production far too often for it to be a dead card. I have not in recent memory lost a game due to Tutor being stranded in hand, but I have lost due to me not playing to using Tutor as my out.
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@Mike: Thanks for the link! I've read it over, and it really makes me interested in dipping my toe into Legacy... Especially if Lantern is viable.
Tournament Report (in spoiler) 3-0 (1st Place) at my local Modern Weekly
Another blah tournament. I didn't face anything too terribly interesting this week. My fourth-round opponent conceded to me immediately since he needed to go home, so I only marked it as 3-0 even though technically I got the win in the fourth round. I didn't lose a single game this week, so there's that
Decided to cut Padeem entirely in favor of Noxious Revival, just to see how it would work. Unfortunately, it didn't matter in the slightest...
Match 1
2-0
Mono-Green Stompy
On the Play
My opponent is highly skilled and frequently switches decks just to keep things interesting. He lets me know before the match begins that this is an extremely poor matchup for him. Game 1: Turn 3 Bridge prompts a concession. He doesn't even wait for me to dump my hand. Game 2: I had to dig deep for a timely Bridge, but ended up finding it in time. I regen'd my Lantern in response to his Natural State, and took the game with my Pyrite Spellbomb loop. OUT: 1 Crucible of Worlds | 2 Pithing Needle | 2 Surgical Extraction | 2 Thoughtseize IN: 4 Welding Jar | 2 Spellskite | 1 Fatal Push Notes: I'm particularly glad I had Spellskite in my sideboard, since my opponent was packing Deglamer. Not that he ever saw it since I was able to mill it away, but it could have been relevant.
Match 2
2-0
Affinity
On the Play
I've never seen my opponent before; either he's new to my shop, or I've just managed to avoid him. His build runs one Hope of Ghirapur and one Arcbound Worker because why not. Game 1: A timely Needle takes care of my opponent's Cranial Plating, buying me the time I need to stabilize. I dig myself into Inquisition of Kozilek to make sure he's not holding anything particularly bad, and use the Pyrite Spellbomb loop to finish him off. Game 2: I keep a shaky five with Lantern, Quiet Disrepair, two lands, and Bridge. Fortunately, he kept a shaky six that relied on Chalice of the Void buying him time to dig into outs. I'm able to land Disrepair on his Chalice and gain some life from it while he draws into a few creatures. I land Bridge, and am then able to Tutor for a mill rock. I take some time laying more mill rocks and protection while keeping him off zero-power creatures for a live Plating and Ravager. I set up the Spellbomb loop and begin work on his life total. I do need to pause it for a few turns to find another Jar to deal with his second Ancient Grudge, but am able to resolve that problem by shuffling it away with my Lantern before digging myself into more protection. I then resume the Spellbomb loop to take the game. OUT: 3 Inquisition of Kozilek | 2 Thoughtseize | 2 Surgical Extraction | 1 Crucible of Worlds | 1 Pyxis of Pandemonium IN: 4 Welding Jar | 2 Spellskite | 1 Quiet Disrepair | 1 Nature's Claim | 1 Fatal Push Notes: In retrospect, I should have sided out a Bell instead of a Pyxis, specifically to deal with Ancient Grudge. But I was able to handle it anyway.
Match 3
2-0
Naya Burn
On the Draw
My opponent played (and beat) me at the midnight Amonkhet prerelease I went to. He'd gotten the bye Match 1. I had no idea what he would be running to begin with, and was extremely disheartened when I saw Turn 1 Monastery Swiftspear. He doesn't seem to be familiar with my deck, and reads my cards a few times. Maybe I got lucky this round, or maybe my opponent was just unskilled with the deck; who knows? Game 1: Opal is live Turn 1, and Stirrings finds me Bridge. I'm able to discard his last piece of burn as I stabilize at around 14 life, and control his topdeck for the rest of the game. He doesn't concede even with five mill rocks and Inventors' Fair in play, so I humor him by sitting behind my lock for about 15 minutes, letting him draw burn spells on occasion to keep the game going for a bit longer. Game 2:Shattering Blow? Really? At least it takes my Skite and not my Lantern! He took an entire turn off simply to play this spell, and this made me extremely glad I slow-rolled my Bridge. My opponent conceded when I stabilize at 10 life and begin ticking up once a turn thanks to Fair. OUT: 3 Pithing Needle | 2 Surgical Extraction | 2 Thoughtseize | 1 Crucible of Worlds | 1 Pyxis of Pandemonium IN: 4 Welding Jar | 2 Spellskite | 1 Fatal Push | 1 Quiet Disrepair | 1 Nature's Claim
My Match 4 opponent conceded to me immediately at the beginning of the round; turns out it was his birthday, and his wife was waiting for him to come home.
I spent the next fourty minutes or so just hanging out at the store's counter, going through the bulk box with a few acquaintences. One person there pulled a foil Seal of Primordium! I, of course, went for Wall of Denial, hoping to add to a theoretical jank kitchen table brew featuring Door to Nothingness as a win condition. Ah... Sometimes I do miss my old jank brews, where I used Clearwater Goblet and Energy Chamber to stall for days...
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So back in March, I told you guys I'd let you know when Inked gets the Lantern playmats uploaded, just so happens they had a turnover and it ended up taking well over a month, but here they are, finally!
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I know :/ The only three decks I faced all night had no hand disruption and minimal removal! Sideboarding for all of them was essentially the same...
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I don't think it's really sideboard material to be honest. The way I see it, lantern wants to aggressively self-mill barring some particular situations and matchups, which makes Noxious Revival a powerful consistency tool taking the place of ruins 3-4 and adding some flexibility into the slot. The fact that it makes a great answer to thoughtseize or removal is just an incidental benefit. Time walking with it is also hugely relevant against burn, tron, maybe grixis, anything that has an abundance of runners. I could see it going out when these aren't huge concerns and you really need some extra sideboard tech that you're willing to sacrifice a little consistency for, but I can't think of any matchups where it shines so much that you want to board into more revival. It's just an all around good card for our deck.
I don't think it's really sideboard material to be honest. The way I see it, lantern wants to aggressively self-mill barring some particular situations and matchups, which makes Noxious Revival a powerful consistency tool taking the place of ruins 3-4 and adding some flexibility into the slot. The fact that it makes a great answer to thoughtseize or removal is just an incidental benefit. Time walking with it is also hugely relevant against burn, tron, maybe grixis, anything that has an abundance of runners. I could see it going out when these aren't huge concerns and you really need some extra sideboard tech that you're willing to sacrifice a little consistency for, but I can't think of any matchups where it shines so much that you want to board into more revival. It's just an all around good card for our deck.
You know ... that is an excellent point. Can you take a look at my current list and suggest what changes I should make to accomodate this? I'd like to try at least one Revival in the main.
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How's it been testing? Any results? We tried Artificer's Intuition and Reshape quite some time ago
I'm not in the USA so my wifi has been rather lack luster making it all theory. But, I hope once I get a VPN I'll be able to play it on MTGO. Just from the looks of it a Bridge is easy to land followed by Orb then Engine and GG. lol Though, everything works in theory right. lol
Can you take a look at my current list and suggest what changes I should make to accomodate this? I'd like to try at least one Revival in the main.
I've always found maindeck crucible to be a weak choice, unless you have an insane tron representation in your meta it's probably sideboardable. The reason being that GQ lock doesn't really jive that well with the usual lantern game plan if your opponent has more than 1 or 2 basics, and even then it's slow and probably won't happen until the game is yours anyway. At least that's been my experience with it, I've seen it maindecked by my fellow local lanterners for the fair every turn move, but I don't think it's quite worth the include given how often it comes up dead.
The only other things that I would consider flexible are spellbomb and maybe one of the needles, but I can see where those could both be valid includes depending on what your meta does look like. My maindeck is almost identical to yours, I just run -1 needle, -1 spellbomb, -1 crucible, -1 tutor, +1 inquisition, +1 bauble, +2 revival and split my gold lands to 2/2 spire and void.
FNM Rep
I took 4th of 23 going 4-1 this weekend, revival has continued to be a house. I played against some interesting decks that I hadn't seen yet, which is always engaging.
Round 1: BW Shadow (2-1)
Good black and/or white cards dot deck, featured a lot of pain spells (TS, Anguished Unmaking, Sign in Blood, Caves, etc.) to support Death's Shadow and otherwise just played goodstuff like lili, bob, souls and path. Lost game 1 to a wad of combat damage slipping through before I could find a bridge. Game 2 he kept a great hand with 2 Oblivion Rings 2 Unmakings and some discard, but his only white came from a marsh flats fetch. I got lucky and shuffled him into a marsh flats on top, milled it and extracted to keep him off white the rest of the game. Shredder and revival managed to get me decays for 2 lilis before needle came down on her. Game 3 he mulliganed aggressively for stony silence or answers and I stripped his hand clean and set up shop before his dudes could get there. Sign in blood could have won him the game a couple times but I had to let him take one blind card both times anyway because I was on one rock, so I let that happen to encourage death by bob. Which is a thing that we can make happen fairly regularly against decks that jam confidants for value.
Round 2: Bant Eldrazi (2-1)
Game 1 went easy, he was spinning his wheels for a while just swinging in with hierarch and I landed bridge early enough to take my time. Game two he landed an explosives on 3 and took my bridge to reality smash me to death. Game three I got needle on EE early, he misplayed displacer forgetting to blink Seers to make me draw harder and I locked it up with the second needle and pyxis on the worldbreaker to seal the deal.
Round 3: RW Prison (1-2)
Game 1 was a gimme, he kept a bad five and I drew an early lock to contend with no real threats. Games 2 and 3 I just got destroyed by turn 2 chalice/silence. I keep losing to this deck because silence and chalice always seem to sequence perfectly against me and at just the right time. I've changed up my mana and built my sideboard to tech against it but it just never seems to do quite enough when I have to fight through 3-4 cards in the first 5 or so turns which totally hose me. In game 2 revival got me a second decay to take down silence and in game 3 the basic forest I added did become relevant when I could have drawn a quiet disrepair or abrupt decay to get out from under his other stuff, but it never happened. I'm really stuck on this matchup, I keep getting paired against the guy every week and I usually win-lose-lose without much of a contest in the post-board games. Is there any saucy tech I'm missing for it? I could have a fourth needle in my 75, but I already have 6 answers for chalice after board and I don't know how much harder I can afford to dedicate to boarding against that one deck before it becomes problematic. Maybe wear/tear? I'm getting desperate here.
Round 4: Jeskai Ascendancy (2-1)
So this deck was actually a nightmare, I've never played against it before and I'm not really even sure how I managed to win. Game 1 he thought scoured me into a bridge which came back off of ready ruins and I landed it just in time. He had zero removal cards for it maindeck and drew through the entire deck trying to burn me out, but I managed to mill him off a bolt at the right time and brutality stabilized me at 5. Game 2 he wear/teared my first bridge and I did find a second one but unfortunately I didn't end up with the mana to cast it because fatestitcher kept me tapped down. I did catch him off guard by revivaling him for a time walk though. Game 3 was tense, but I stuck two bridges and exiled one of his wear tears which left him with no outs. He also boarded out burn cards game 3 but kept mentors in which seemed like a mistake to me. What was so scary about the deck is the fact that it has an 8of for spells that let it draw a mystery card. Thought Scour and Sleight of Hand can both draw one card blind through mill effects, and there's so much fast card selection in the deck that it's very easy for them to sandbag answers or just draw into the right cards randomly. Not to mention the number of free loots it gets off of ascendancy weakening the lock in the first place and that it can swing in under bridge sometimes with armies of 1/1s that get big. It would have been a lot worse for me but he had very few answers to my lock pieces and lots of ways to dig for them. I'm not sure if that's just how ascendancy is, simply due to the crazy number of cantrips it wants to run, but it's frightening to think about trying to control 6-8 draws a turn, some of which could be totally blind.
Round 5: BG Delirium (2-1)
Basically redless jund with pox, ghast and LftL working in tandem with tec edge effects and mages to make life hard for me, not sure if this is an established modern deck somewhere but I've never seen it played before. We traded discard spells and my removal kept me safe in game 1 long enough to land bridge. Game 2 he blew out all my lands early on, but I had an explosive start and landed lantern/rock/mopal before it happened. Unfortunately I didn't quite get the mana to play my bridge in time and I got beat down by goyfs and ghasts. Game 3 I had to fight hard to protect my bridges, one got removed and I lost my academy ruins to a fulminator mage, but I had the mana up and topped the final bridge in response. After that I just let his pair of bobs dome him for lethal with useless cards.
@Commissar_Kharn, nice For the Ascendancy matchup, I've found that Surgicals are great. They normally don't run a whole lot of threats, and using a Surgical on Ascendancy is also good.
Not sure if this has been mentioned, but has anyone seen the example Lantern list currently up on MTGGoldfish?
It came 2nd place at an SCG Modern IQ in Edmonton on April 2 (apparently there aren't any other successful decklist results for Goldfish to go off of) and some of the card choices are well...interesting.
For the Ascendancy matchup, I've found that Surgicals are great. They normally don't run a whole lot of threats, and using a Surgical on Ascendancy is also good.
Yeah, I figured out how to board for it by game 3 I think, surgicals are definitely an asset there. They can whiff on the actual answer cards because there are so few, but at least they can take away some of the blind draw or burn cards if there's nothing else. Ascendancy is also a pretty crushing loss like you said and you can board into more decay to make it happen.
Not sure if this has been mentioned, but has anyone seen the example Lantern list currently up on MTGGoldfish?
It came 2nd place at an SCG Modern IQ in Edmonton on April 2 (apparently there aren't any other successful decklist results for Goldfish to go off of) and some of the card choices are well...interesting.
All those one-ofs; and TKS, whaaaaaaat? Thoughtseize certainly seems like a better maindeck option. Even if he was worried about recursion for the discards he could just be running more extraction. Faithless looting is interesting territory though. It digs you without increasing your bridge count and you can cast it out of the bin, I don't know that it's any better than what we've settled on, but it's different. Between that and baubles and stirrings his bridge hits have to be pretty consistent at least.
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OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
1) It lets you win from behind by providing a clock. It will straight-up win you the game when you'd otherwise tie or lose if your opponent had the time to piece together their game plan. This is what most people see when they look at it.
2) More practically, it builds your board using whatever tools you happen to have when you cast it. You don't need a special target for Production to be good; just slap it on any ol' artifact you have lying around, and it will provide you with tools you can use to take back the game.
I'd argue that the second use for Production is its strongest. You can slap it on Lantern of Insight and control their draws with additional shuffles. You can enchant Codex Shredder and build a massive millrock army for cheap. If you have Pithing Needle in play, you can shut down their entire strategy without even needing a lock. Mishra's Bauble gives you information and draws, Welding Jar provides protection. And if you only have Ensnaring Bridge, then just enchant that and poop out Bridges until you win - even if the original Bridge is blown up, you've still bought yourself plenty of time to establish control.
The problem with Citadel is that it provides no additional value. Having five Citadels in play is really no different than having one or zero Citadels. On the other hand, literally any other artifact that Lantern runs has additional value in multiples.
In addition, Production has a habit of protecting itself. You're often using Production as a way to shut down the entire game, which in one way or another includes shutting down your opponent's ability to remove Production or the artifact it enchants. Think about every artifact you have in the deck, and what ways you can use five copies of that artifact to create some sort of lock; I'm sure you'll think of something with almost every artifact Lantern plays.
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also @crexalbo, I saw a post where you said you'll have to pry Infernal Tutor out of your cold dead hands, me too man. me too. just the other night I was surviving v affinity with inventor's fair while he had 2 signal pests out and I had a mechanized production on codex 2 turns behind his clock. I was able to shred my tutor back to my hand, cast it for an abrupt decay and destroy his signal pest. the card is just too good to ever remove unless a card that's just so good comes along to where you can say "yup sure drop it." until then the card never leaves. hellbent makes everyone go "you don't reveal? wow." not that they didn't know. the card just isn't used often enough I think
100% agree with you there! Tutor is simply too useful in too many situations for me to drop it, especially since it can grab any card in the deck. I've searched for non-artifact cards like Thoughtseize, Abrupt Decay, Inventors' Fair, Surgical Extraction, and Mechanized Production far too often for it to be a dead card. I have not in recent memory lost a game due to Tutor being stranded in hand, but I have lost due to me not playing to using Tutor as my out.
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3-0 (1st Place) at my local Modern Weekly
4 Lantern of Insight
4 Codex Shredder
2 Ghoulcaller's Bell
2 Pyxis of Pandemonium
Hand Control (9)
2 Surgical Extraction
2 Thoughtseize
3 Inquisition of Kozilek
2 Collective Brutality
Board Control (10)
2 Abrupt Decay
4 Ensnaring Bridge
3 Pithing Needle
1 Pyrite Spellbomb
4 Ancient Stirrings
2 Mishra's Bauble
1 Infernal Tutor
1 Crucible of Worlds
Mana Sources (21)
4 Mox Opal
4 Glimmervoid
4 Blooming Marsh
1 Swamp
1 Forest
2 Inventors' Fair
2 Academy Ruins
3 Ghost Quarter
4 Welding Jar
2 Spellskite
2 Noxious Revival
1 Thoughtseize
1 Duress
1 Lost Legacy
1 Fatal Push
1 Nature's Claim
1 Quiet Disrepair
1 Mechanized Production
Match 1
2-0
Mono-Green Stompy
On the Play
My opponent is highly skilled and frequently switches decks just to keep things interesting. He lets me know before the match begins that this is an extremely poor matchup for him.
Game 1: Turn 3 Bridge prompts a concession. He doesn't even wait for me to dump my hand.
Game 2: I had to dig deep for a timely Bridge, but ended up finding it in time. I regen'd my Lantern in response to his Natural State, and took the game with my Pyrite Spellbomb loop.
OUT: 1 Crucible of Worlds | 2 Pithing Needle | 2 Surgical Extraction | 2 Thoughtseize
IN: 4 Welding Jar | 2 Spellskite | 1 Fatal Push
Notes: I'm particularly glad I had Spellskite in my sideboard, since my opponent was packing Deglamer. Not that he ever saw it since I was able to mill it away, but it could have been relevant.
Match 2
2-0
Affinity
On the Play
I've never seen my opponent before; either he's new to my shop, or I've just managed to avoid him. His build runs one Hope of Ghirapur and one Arcbound Worker because why not.
Game 1: A timely Needle takes care of my opponent's Cranial Plating, buying me the time I need to stabilize. I dig myself into Inquisition of Kozilek to make sure he's not holding anything particularly bad, and use the Pyrite Spellbomb loop to finish him off.
Game 2: I keep a shaky five with Lantern, Quiet Disrepair, two lands, and Bridge. Fortunately, he kept a shaky six that relied on Chalice of the Void buying him time to dig into outs. I'm able to land Disrepair on his Chalice and gain some life from it while he draws into a few creatures. I land Bridge, and am then able to Tutor for a mill rock. I take some time laying more mill rocks and protection while keeping him off zero-power creatures for a live Plating and Ravager. I set up the Spellbomb loop and begin work on his life total. I do need to pause it for a few turns to find another Jar to deal with his second Ancient Grudge, but am able to resolve that problem by shuffling it away with my Lantern before digging myself into more protection. I then resume the Spellbomb loop to take the game.
OUT: 3 Inquisition of Kozilek | 2 Thoughtseize | 2 Surgical Extraction | 1 Crucible of Worlds | 1 Pyxis of Pandemonium
IN: 4 Welding Jar | 2 Spellskite | 1 Quiet Disrepair | 1 Nature's Claim | 1 Fatal Push
Notes: In retrospect, I should have sided out a Bell instead of a Pyxis, specifically to deal with Ancient Grudge. But I was able to handle it anyway.
Match 3
2-0
Naya Burn
On the Draw
My opponent played (and beat) me at the midnight Amonkhet prerelease I went to. He'd gotten the bye Match 1. I had no idea what he would be running to begin with, and was extremely disheartened when I saw Turn 1 Monastery Swiftspear. He doesn't seem to be familiar with my deck, and reads my cards a few times. Maybe I got lucky this round, or maybe my opponent was just unskilled with the deck; who knows?
Game 1: Opal is live Turn 1, and Stirrings finds me Bridge. I'm able to discard his last piece of burn as I stabilize at around 14 life, and control his topdeck for the rest of the game. He doesn't concede even with five mill rocks and Inventors' Fair in play, so I humor him by sitting behind my lock for about 15 minutes, letting him draw burn spells on occasion to keep the game going for a bit longer.
Game 2: Shattering Blow? Really? At least it takes my Skite and not my Lantern! He took an entire turn off simply to play this spell, and this made me extremely glad I slow-rolled my Bridge. My opponent conceded when I stabilize at 10 life and begin ticking up once a turn thanks to Fair.
OUT: 3 Pithing Needle | 2 Surgical Extraction | 2 Thoughtseize | 1 Crucible of Worlds | 1 Pyxis of Pandemonium
IN: 4 Welding Jar | 2 Spellskite | 1 Fatal Push | 1 Quiet Disrepair | 1 Nature's Claim
My Match 4 opponent conceded to me immediately at the beginning of the round; turns out it was his birthday, and his wife was waiting for him to come home.
I spent the next fourty minutes or so just hanging out at the store's counter, going through the bulk box with a few acquaintences. One person there pulled a foil Seal of Primordium! I, of course, went for Wall of Denial, hoping to add to a theoretical jank kitchen table brew featuring Door to Nothingness as a win condition. Ah... Sometimes I do miss my old jank brews, where I used Clearwater Goblet and Energy Chamber to stall for days...
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
You can't really expect it to do much if you leave it in the sideboard and never bring it in.
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
SUPPORT: 40
3x Paradox Engine
1x Witchbane Orb
4x Ensnaring Bridge
4x Lantern of Insight
4x Codex Shredder
4x Ghoulcaller's Bell
4x Voltaic Key
4x Mox Opal
4x Whir of Invention
3x Artificer's Intuition
1x Reshape
4x Dramatic Reversal
4x Gemstone Caverns
16x Island
YOUTUBE CHANNEL: GOBOTS
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
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
I'm not in the USA so my wifi has been rather lack luster making it all theory. But, I hope once I get a VPN I'll be able to play it on MTGO. Just from the looks of it a Bridge is easy to land followed by Orb then Engine and GG. lol Though, everything works in theory right. lol
YOUTUBE CHANNEL: GOBOTS
I've always found maindeck crucible to be a weak choice, unless you have an insane tron representation in your meta it's probably sideboardable. The reason being that GQ lock doesn't really jive that well with the usual lantern game plan if your opponent has more than 1 or 2 basics, and even then it's slow and probably won't happen until the game is yours anyway. At least that's been my experience with it, I've seen it maindecked by my fellow local lanterners for the fair every turn move, but I don't think it's quite worth the include given how often it comes up dead.
The only other things that I would consider flexible are spellbomb and maybe one of the needles, but I can see where those could both be valid includes depending on what your meta does look like. My maindeck is almost identical to yours, I just run -1 needle, -1 spellbomb, -1 crucible, -1 tutor, +1 inquisition, +1 bauble, +2 revival and split my gold lands to 2/2 spire and void.
Round 1: BW Shadow (2-1)
Good black and/or white cards dot deck, featured a lot of pain spells (TS, Anguished Unmaking, Sign in Blood, Caves, etc.) to support Death's Shadow and otherwise just played goodstuff like lili, bob, souls and path. Lost game 1 to a wad of combat damage slipping through before I could find a bridge. Game 2 he kept a great hand with 2 Oblivion Rings 2 Unmakings and some discard, but his only white came from a marsh flats fetch. I got lucky and shuffled him into a marsh flats on top, milled it and extracted to keep him off white the rest of the game. Shredder and revival managed to get me decays for 2 lilis before needle came down on her. Game 3 he mulliganed aggressively for stony silence or answers and I stripped his hand clean and set up shop before his dudes could get there. Sign in blood could have won him the game a couple times but I had to let him take one blind card both times anyway because I was on one rock, so I let that happen to encourage death by bob. Which is a thing that we can make happen fairly regularly against decks that jam confidants for value.
Round 2: Bant Eldrazi (2-1)
Game 1 went easy, he was spinning his wheels for a while just swinging in with hierarch and I landed bridge early enough to take my time. Game two he landed an explosives on 3 and took my bridge to reality smash me to death. Game three I got needle on EE early, he misplayed displacer forgetting to blink Seers to make me draw harder and I locked it up with the second needle and pyxis on the worldbreaker to seal the deal.
Round 3: RW Prison (1-2)
Game 1 was a gimme, he kept a bad five and I drew an early lock to contend with no real threats. Games 2 and 3 I just got destroyed by turn 2 chalice/silence. I keep losing to this deck because silence and chalice always seem to sequence perfectly against me and at just the right time. I've changed up my mana and built my sideboard to tech against it but it just never seems to do quite enough when I have to fight through 3-4 cards in the first 5 or so turns which totally hose me. In game 2 revival got me a second decay to take down silence and in game 3 the basic forest I added did become relevant when I could have drawn a quiet disrepair or abrupt decay to get out from under his other stuff, but it never happened. I'm really stuck on this matchup, I keep getting paired against the guy every week and I usually win-lose-lose without much of a contest in the post-board games. Is there any saucy tech I'm missing for it? I could have a fourth needle in my 75, but I already have 6 answers for chalice after board and I don't know how much harder I can afford to dedicate to boarding against that one deck before it becomes problematic. Maybe wear/tear? I'm getting desperate here.
Round 4: Jeskai Ascendancy (2-1)
So this deck was actually a nightmare, I've never played against it before and I'm not really even sure how I managed to win. Game 1 he thought scoured me into a bridge which came back off of ready ruins and I landed it just in time. He had zero removal cards for it maindeck and drew through the entire deck trying to burn me out, but I managed to mill him off a bolt at the right time and brutality stabilized me at 5. Game 2 he wear/teared my first bridge and I did find a second one but unfortunately I didn't end up with the mana to cast it because fatestitcher kept me tapped down. I did catch him off guard by revivaling him for a time walk though. Game 3 was tense, but I stuck two bridges and exiled one of his wear tears which left him with no outs. He also boarded out burn cards game 3 but kept mentors in which seemed like a mistake to me. What was so scary about the deck is the fact that it has an 8of for spells that let it draw a mystery card. Thought Scour and Sleight of Hand can both draw one card blind through mill effects, and there's so much fast card selection in the deck that it's very easy for them to sandbag answers or just draw into the right cards randomly. Not to mention the number of free loots it gets off of ascendancy weakening the lock in the first place and that it can swing in under bridge sometimes with armies of 1/1s that get big. It would have been a lot worse for me but he had very few answers to my lock pieces and lots of ways to dig for them. I'm not sure if that's just how ascendancy is, simply due to the crazy number of cantrips it wants to run, but it's frightening to think about trying to control 6-8 draws a turn, some of which could be totally blind.
Round 5: BG Delirium (2-1)
Basically redless jund with pox, ghast and LftL working in tandem with tec edge effects and mages to make life hard for me, not sure if this is an established modern deck somewhere but I've never seen it played before. We traded discard spells and my removal kept me safe in game 1 long enough to land bridge. Game 2 he blew out all my lands early on, but I had an explosive start and landed lantern/rock/mopal before it happened. Unfortunately I didn't quite get the mana to play my bridge in time and I got beat down by goyfs and ghasts. Game 3 I had to fight hard to protect my bridges, one got removed and I lost my academy ruins to a fulminator mage, but I had the mana up and topped the final bridge in response. After that I just let his pair of bobs dome him for lethal with useless cards.
@Commissar_Kharn, nice For the Ascendancy matchup, I've found that Surgicals are great. They normally don't run a whole lot of threats, and using a Surgical on Ascendancy is also good.
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
It came 2nd place at an SCG Modern IQ in Edmonton on April 2 (apparently there aren't any other successful decklist results for Goldfish to go off of) and some of the card choices are well...interesting.
2x Academy Ruins
2x Blackcleave Cliffs
1x Forest
1x Ghost Quarter
4x Glimmervoid
3x Grove of the Burnwillows
2x Inventors' Fair
2x Llanowar Wastes
Creatures - 1
1x Thought-Knot Seer
Spells - 15
4x Ancient Stirrings
4x Faithless Looting
4x Inquisition of Kozilek
1x Surgical Extraction
1x Abrupt Decay
1x Infernal Tutor
4x Mishra's Bauble
4x Mox Opal
4x Codex Shredder
3x Ghoulcaller's Bell
4x Lantern of Insight
2x Pithing Needle
1x Pyrite Spellbomb
1x Pyxis of Pandemonium
4x Ensnaring Bridge
1x Welding Jar
1x Grafdigger's Cage
2x Nature's Claim
1x Pithing Needle
1x Thoughtseize
1x Ancient Grudge
1x Collective Brutality
1x Spellskite
1x Ghirapur Æther Grid
3x Leyline of Sanctity
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Yeah, I figured out how to board for it by game 3 I think, surgicals are definitely an asset there. They can whiff on the actual answer cards because there are so few, but at least they can take away some of the blind draw or burn cards if there's nothing else. Ascendancy is also a pretty crushing loss like you said and you can board into more decay to make it happen.
All those one-ofs; and TKS, whaaaaaaat? Thoughtseize certainly seems like a better maindeck option. Even if he was worried about recursion for the discards he could just be running more extraction. Faithless looting is interesting territory though. It digs you without increasing your bridge count and you can cast it out of the bin, I don't know that it's any better than what we've settled on, but it's different. Between that and baubles and stirrings his bridge hits have to be pretty consistent at least.