Haven't seen it, but personally not interested. Last premium article I saw was a blue-based list with 1 Bridge and cards like Thoughtcast. As far as builds with 3 Surgical and no Decay, that is about on par with lists from 2015 (specifically, mine). Zac is who ended up convincing me on the Decay.
I tested a decent amount against KCI. I found that disruption into a combination of Pithing Needle on Engineered Explosives and a Damping Sphere nearly auto-wins the game. Postboard they'll have Nature's Claims to answer the Sphere/Needle, but we'll also have more answers. I personally like a copy of Rest in Peace from the side. I do run one Sphere main, and it's been great. Not just against KCI, but Tron variants, Amulet Titans, Storm...
The thing is with AT in the format we also want to be playing more basics, which makes the whir version worse. Maybe with AT we can go back to a mostly golgari list and play more basics?
What are the differences between the "straight" GB and Whir of Invention builds? With Assassin's Trophy most likely getting added to the deck, will we want to shift more often into the GB option to cast it more consistently, or will Whir be a little better at getting redundant pieces?
Obviously Asstrophy isn't going to shift the meta wildly or anything, but since we'll be playing them it might be good to think about!
The main difference isn't that much. I haven't really seen or played a black/green deck in the past couple of years but I think the only difference is ghost quarter, and collective brutality main board. The answer with asstrophy is that whir of invention is too good to give up for slightly better mana. I think that the deck will also want to play unmoored ego which is blue. And also won't have a problem casting assassinations trophy
Has anyone had any luck with Unmoored Ego? I was thinking about playing one main and/or board. Main in place of a discard going down to 4TS, 2 IOK, 1 unmoored ego. Has anyone done any testing?
Hey mikemaz! I have not tested it. I'd considered it, but really been kind of focusing work on Skred here recently. I almost feel that having to pay the extra colored mana instead of colorless might make Sadistic Sacrament slightly better, really, or the extra colorless mana for Slaughter Games.
Maybe I've had Rest in Peace in my sideboard for quite some time now, as it's great against other decks as well, like GDS, Storm, and Eggs. I expected the Dredge matchup to get harder due to Creeping Chill, but that sort of thing is to be expected. Lantern is at its best when decks are super linear, and Creeping Chill helps give Dredge not only a faster clock, but a way to deal damage outside of just creatures and Conflagrate. That's why decks like Bogles has been so easy (so linear) and Jund has been so hard (such a diverse group of threats and answers and angles of attack).
My response it to continue to run Rest in Peace in my sideboard and kind of hope for the best. The meta shifts, as always, and maybe we'll get fed some more cards again like we were given in Kaladesh (Blooming Marsh, Botanical Sanctum, Whir of Invention, Padeem, Glint-Nest Crane) and Eldritch Moon (Collective Brutality). Time will tell, though.
Hey! I've been playing the artifact prison variants for a bit, but now I'm back on lantern. Has anyone tested ghirapur orrery? It draws a ton of cards vs control and jund. I'll let you know what my list is when I nail it down after some testing and rust shaking.
I'm planning on going to the SCG modern in worchester in January if anyone wants to meet up.
I'm definitely testing out the Rest In Peace in my sb
Went 3-1 last week. I tried out trading post, but it just too durdle-ly and didn't do much except waste my time. It felt great to get back on the lantern plan again.
My sideboard is below, and any suggestions or ideas are welcome. (1 MD trophy and jar)
1 Welding Jar
1 Surgical Extraction
1 Assassin's Trophy
1 Abrupt Decay
1 Collective Brutality
1 Damping Sphere
1 Rest In Peace
1 Sorcerous Spyglass
1 Spellskite
1 Bontu's Last Reckoning
1 Unmoored Ego
2 Leyline of Sanctity
1 Tezzeret, Agent of Bolas
Went 4-0 on Friday at FNM.
Took a break from the deck for a couple years and just finished the deck in paper (again) a week ago.
R1: Burn, 2-1
Lose game 1.
Out: 3x Thoughtseize, 2x Pithing Needle, 2x Surgical
In: 2x Leyline, 2x Welding Jar, 2x Assassin's trophy, 1x Spellskite
G2, stabilize at 1 life and work my way back up to 10 with Inventors' Fair.
G3, lock it up with a protected Witchbane followed by Bridge. Spellskite + Academy Ruins keeps me safe.
R2: RB Hollow One, 2-0
Lock it up with bridge plus multiple rocks game 1 after needling Street Wraith.
Out: 2x Pithing Needle, 2x Thoughtseize, 1x Spellbomb
In: 2x Assassin's Trophy, 1x Spellskite, 2x Welding Jar
Game 2, get a Cage on turn 1, then lock it up with bridge and Spellskite + Academy Ruins to blank his Ancient Grudges.
R3: UB Mill, 2-0
Game 1, Witchbane Orb ends the game.
Out: 2x Needle, 3x Bridge
In: 2x Leyline, 2x Tezzeret, 1x Nature's Claim
Game 2 goes long, but I've got Witchbane + Leyline to stave off an empty library. He eventually concedes after digging through his entire library with Azcanta and figuring out that I had blind Pyxis'd his last out.
He had all 4 crabs in play and was not making land drops so he didn't have to mill himself. I was Pyxis'ing his lands after a while, because I planned on cracking the Pyxis to force him to mill himself out with his crabby bois.
Note: I should have kept 1 needle in, because he had Ashiok post board. Didn't see that coming.
R4: Burn, 2-1
Stabilized at 2 life game 1, then locked it up with Witchbane.
Same sideboarding as round 1.
Game 2 lose to a quick clock + Eidolon.
Game 3, lock it up with bridge, orb, multiple rocks, along with a jar and Spellskite for protection.
the main change being the addition of Psychic Surgery - and in doing so effectively making the deck monoblue. this idea is about enhancing the strenght of the lock while speeding up game time by milling more eficiently.
the gameplan remains the same while adding another layer of control over opp draw via PS. this enchantment benefits both from the decks' 16 ways of making an opponent shuffle (which is awesome imteraction with Lantern, making multiples even more useful) and the prevalence of library searching in modern. PS also exiles, benefitting the pilot with better selection of what's hitting the opp's grave. as with the other millers, multiples are backbreaking.
meanwhile, turning the deck U allows the LD package of GQ and FoR (accounting for 8 of the previously mentioned ways of turning PS on): while field 3-for-1s fixing your mana, blowing a land and demanding a shuffle, GQ destroys any land and leaves the bitter choice of a ***** next draw or getting a land back. i may be overboard on utility lands though.
but also importantly, staying blue keeps Whir/Ensnaring as an option.
Wow that is a cool new take. I love innovation and that looks really fresh. Please share your results once you tested it a bit. It may be completely correct to cut the discard package due to it not being the strongest in the current meta.
Only problem I see is the amount of blue sources. You are playing whir. That requires more than 9 blue sources if you don't plan on casting it after turn 7+ reliably. Maybe stirrings is better than whir in this build.
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
https://www.mtggoldfish.com/deck/1251166#paper
They seem to putting up good results with it and I am curious to hear their thoughts.
Here's one thread that he talks about the deck a little bit.
https://www.reddit.com/r/LanternMTG/comments/928w21/need_advice/
Obviously Asstrophy isn't going to shift the meta wildly or anything, but since we'll be playing them it might be good to think about!
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
My response it to continue to run Rest in Peace in my sideboard and kind of hope for the best. The meta shifts, as always, and maybe we'll get fed some more cards again like we were given in Kaladesh (Blooming Marsh, Botanical Sanctum, Whir of Invention, Padeem, Glint-Nest Crane) and Eldritch Moon (Collective Brutality). Time will tell, though.
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 planning on going to the SCG modern in worchester in January if anyone wants to meet up.
I'm definitely testing out the Rest In Peace in my sb
My sideboard is below, and any suggestions or ideas are welcome. (1 MD trophy and jar)
1 Welding Jar
1 Surgical Extraction
1 Assassin's Trophy
1 Abrupt Decay
1 Collective Brutality
1 Damping Sphere
1 Rest In Peace
1 Sorcerous Spyglass
1 Spellskite
1 Bontu's Last Reckoning
1 Unmoored Ego
2 Leyline of Sanctity
1 Tezzeret, Agent of Bolas
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
Took a break from the deck for a couple years and just finished the deck in paper (again) a week ago.
R1: Burn, 2-1
Lose game 1.
Out: 3x Thoughtseize, 2x Pithing Needle, 2x Surgical
In: 2x Leyline, 2x Welding Jar, 2x Assassin's trophy, 1x Spellskite
G2, stabilize at 1 life and work my way back up to 10 with Inventors' Fair.
G3, lock it up with a protected Witchbane followed by Bridge. Spellskite + Academy Ruins keeps me safe.
R2: RB Hollow One, 2-0
Lock it up with bridge plus multiple rocks game 1 after needling Street Wraith.
Out: 2x Pithing Needle, 2x Thoughtseize, 1x Spellbomb
In: 2x Assassin's Trophy, 1x Spellskite, 2x Welding Jar
Game 2, get a Cage on turn 1, then lock it up with bridge and Spellskite + Academy Ruins to blank his Ancient Grudges.
R3: UB Mill, 2-0
Game 1, Witchbane Orb ends the game.
Out: 2x Needle, 3x Bridge
In: 2x Leyline, 2x Tezzeret, 1x Nature's Claim
Game 2 goes long, but I've got Witchbane + Leyline to stave off an empty library. He eventually concedes after digging through his entire library with Azcanta and figuring out that I had blind Pyxis'd his last out.
He had all 4 crabs in play and was not making land drops so he didn't have to mill himself. I was Pyxis'ing his lands after a while, because I planned on cracking the Pyxis to force him to mill himself out with his crabby bois.
Note: I should have kept 1 needle in, because he had Ashiok post board. Didn't see that coming.
R4: Burn, 2-1
Stabilized at 2 life game 1, then locked it up with Witchbane.
Same sideboarding as round 1.
Game 2 lose to a quick clock + Eidolon.
Game 3, lock it up with bridge, orb, multiple rocks, along with a jar and Spellskite for protection.
4x Codex Shredder
3x Ensnaring Bridge
1x Ghoulcaller's Bell
1x Grafdigger's Cage
4x Lantern of Insight
4x Mishra's Bauble
3x Mox Opal
2x Pithing Needle
1x Pyrite Spellbomb
1x Pyxis of Pandemonium
1x Witchbane Orb
Instant (6)
1x Abrupt Decay
2x Surgical Extraction
3x Whir of Invention
1x Academy Ruins
3x Botanical Sanctum
3x Darkslick Shores
4x Glimmervoid
1x Inventors' Fair
2x Island
4x Spire of Industry
Sorcery (11)
4x Ancient Stirrings
1x Collective Brutality
3x Inquisition of Kozilek
3x Thoughtseize
2x Assassin's Trophy
1x Damping Sphere
1x Engineered Explosives
2x Leyline of Sanctity
1x Nature's Claim
1x Pyroclasm
1x Rest in Peace
1x Sorcerous Spyglass
1x Spellskite
2x Tezzeret, Agent of Bolas
2x Welding Jar
4 Lantern of Insight 1
3 Codex Shredder 1
4 Ghoulcaller's Bell 1
3 Pyxis of Pandemonium 1
3 Mishra's Bauble 0
4 Mox Opal 0
4 Ensnaring Bridge 3
4 Psychic Surgery 1U
4 Surgical Extraction 0
3 Whir of Invention XUUU
1 Dismember 1
1 Noxious Revival 0
4 Field of Ruin
4 Ghost Quarter
1 Mana Confluence
1 Mikokoro, Center of the Sea
2 Academy Ruins
1 Spire of Industry
4 Glimmervoid
2 Inventors' Fair
1 Darksteel Citadel
2 Island
the main change being the addition of Psychic Surgery - and in doing so effectively making the deck monoblue. this idea is about enhancing the strenght of the lock while speeding up game time by milling more eficiently.
the gameplan remains the same while adding another layer of control over opp draw via PS. this enchantment benefits both from the decks' 16 ways of making an opponent shuffle (which is awesome imteraction with Lantern, making multiples even more useful) and the prevalence of library searching in modern. PS also exiles, benefitting the pilot with better selection of what's hitting the opp's grave. as with the other millers, multiples are backbreaking.
meanwhile, turning the deck U allows the LD package of GQ and FoR (accounting for 8 of the previously mentioned ways of turning PS on): while field 3-for-1s fixing your mana, blowing a land and demanding a shuffle, GQ destroys any land and leaves the bitter choice of a ***** next draw or getting a land back. i may be overboard on utility lands though.
but also importantly, staying blue keeps Whir/Ensnaring as an option.
anyway, it needs testing
Only problem I see is the amount of blue sources. You are playing whir. That requires more than 9 blue sources if you don't plan on casting it after turn 7+ reliably. Maybe stirrings is better than whir in this build.