I've been playing a more budgeted version of this list with Zombie Infestation before I knew this thread existed.
I've only just started playing this list. I got it on MTGO for less than a $1. I've been playing around with a few things for this deck.
So first off, I already owned a playset of Day's Undoing so I threw them in the list for S's & G's and man was I impressed. I know the point of this deck is to Treasure Hunt for your win-condition, play said win-condition, discard your hand and win. As we all know sometimes it doesn't go that smoothly. Sometimes you mulligan to 3 without seeing anything other than lands. Sometimes your opponent counters your Hunts or win-conditions. Day's Undoing helps to remedy all of those problems. Because it shuffles your graveyard back into your library it refills your Hunts and win-cons. Its another big draw spell, I mean you only get 7 cards but its like a mid-game mulligan. It makes more starting hands keepable because you can just get to three mana and Day's to try and get where you are going. Also, it exiles itself so each copy you cast reduces the chances that Treasure Hunt stops at an Undoing. Also, since our win-cons are instant speed the whole "ends your turn thing" doesn't matter. You just respond to your opponent's upkeep step by discarding all your stuff or whatever. I won't play this deck without Day's Undoing.
Another thing I've tried is running 4 Maze's End and 1 of each Guildgate. Its not great but its a land based win-con in a deck that plays like 50 lands. The biggest problem I've had is that it occasionally color screws you and sometimes the ETB tapped thing slows you down too much. So you might think, well 1 of each Gate isn't enough if we are going to discard it for our win-con or if the opponent destroys one. Well Day's Undoing helps with that because it shuffles those discarded lands back into your deck and your next Treasure Hunt might find them or you can tutor them up with Maze's End. Also, Maze's End is kind of like a draw spell in that it tutors up a land and puts it straight onto the battlefield then you drop Maze's End again and you untap next turn with 1 more mana than you had without having to spend a land out of your hand so you can save those for discarding. Its a little slow. I think the closest I've ever gotten to winning that way was 7 Gates. On the plus side its a very passive win-con. You don't even really have to dedicate resources to it. You just durdle with it when you don't have anything else going on.
Just my two cents.
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The following link is an invitation to join Pucatrade (card trading service though similar to TCGPLayer). If you follow the link then it awards me with tokens to exchange for actual cards. Thanks! https://pucatrade.com/invite/gift/86097
I've been playing a more budgeted version of this list with Zombie Infestation before I knew this thread existed.
I've only just started playing this list. I got it on MTGO for less than a $1. I've been playing around with a few things for this deck.
So first off, I already owned a playset of Day's Undoing so I threw them in the list for S's & G's and man was I impressed. I know the point of this deck is to Treasure Hunt for your win-condition, play said win-condition, discard your hand and win. As we all know sometimes it doesn't go that smoothly. Sometimes you mulligan to 3 without seeing anything other than lands. Sometimes your opponent counters your Hunts or win-conditions. Day's Undoing helps to remedy all of those problems. Because it shuffles your graveyard back into your library it refills your Hunts and win-cons. Its another big draw spell, I mean you only get 7 cards but its like a mid-game mulligan. It makes more starting hands keepable because you can just get to three mana and Day's to try and get where you are going. Also, it exiles itself so each copy you cast reduces the chances that Treasure Hunt stops at an Undoing. Also, since our win-cons are instant speed the whole "ends your turn thing" doesn't matter. You just respond to your opponent's upkeep step by discarding all your stuff or whatever. I won't play this deck without Day's Undoing.
Another thing I've tried is running 4 Maze's End and 1 of each Guildgate. Its not great but its a land based win-con in a deck that plays like 50 lands. The biggest problem I've had is that it occasionally color screws you and sometimes the ETB tapped thing slows you down too much. So you might think, well 1 of each Gate isn't enough if we are going to discard it for our win-con or if the opponent destroys one. Well Day's Undoing helps with that because it shuffles those discarded lands back into your deck and your next Treasure Hunt might find them or you can tutor them up with Maze's End. Also, Maze's End is kind of like a draw spell in that it tutors up a land and puts it straight onto the battlefield then you drop Maze's End again and you untap next turn with 1 more mana than you had without having to spend a land out of your hand so you can save those for discarding. Its a little slow. I think the closest I've ever gotten to winning that way was 7 Gates. On the plus side its a very passive win-con. You don't even really have to dedicate resources to it. You just durdle with it when you don't have anything else going on.
That's basically it. Obviously the land base could get a lot better but all those Guildgates makes playing other ETB tapped lands harder to run (like Temple of Deceit).
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The following link is an invitation to join Pucatrade (card trading service though similar to TCGPLayer). If you follow the link then it awards me with tokens to exchange for actual cards. Thanks! https://pucatrade.com/invite/gift/86097
I run this deck on cockatrice and a budget version on MTGO.
4 Treasure Hunt
4 Reliquary Tower
4 Boseiju, Who Shelters All
4 Tolaria West
4 Mutavault
4 City of Brass
4 Mana Confluence
4 Reflecting Pool
2 Scalding Tarn
4 Creeping Tar Pit
1 Izzet Boilerworks
1 Minamo, School at Water's Edge
1 Snow-Covered Island
2 Ghost Quarter
1 Bojuka Bog
2 Violent Outburst
2 Breeding Pool
2 Steam Vents
1 Mouth of Ronom
2 Lightning Storm
4 Stomping Ground
3 Verdant Catacombs
SB: 1 Mystifying Maze
SB: 4 Conflagrate
SB: 4 Zombie Infestation
SB: 1 Mouth of Ronom
SB: 1 Bojuka Bog
SB: 2 Violent Outburst
SB: 2 Seismic Assault
Violent adds consistency in the mulligans. You can get more turn 3 wins without it, but you loose consistency for it. The goal is to get a treasure hunt, but if you get to 5 cards or 4 cards, then keep a violent. If you keep it you want to use it at your opponents EOT. That brings into play treasure, and the goal is to treasure into a lightning storm. Does not always work that way. If you get another violent repeat, if you get a treasure hunt repeat, play the Reliquary to save your hand. Ghost is for anti tron. Could play 2 extra in SB in place of zombie. Mouth of Ronom is to kill spellskite. Bokuka Bog to slow down tarmogoyf. But it can win turn 3 if you have a reliquary in play and treasure into a Lightning storm, and consistently 4 and 5. Slower if you play against counter decks and you need to use Boseiju, Who Shelters All. Against discard decks speed gets them, IOK and the first turn removals are tough. You could use ad nauseam in SB if you have a meta for it. Play through with the man lands and get them g2 and g3 sidboarding in more violent as you see fit. Most of the aggro this deck can beat 2/3, control takes longer but it can be done.
The printing of Nephalia Academy just made this deck a lot more viable.
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CRUGGCCCCCCCGBGBGBCCCCCCCBBUWC MODERN – LANTERN(aka Fateseal or Barbershop) Primer–Subreddit–Facebook–Decklist–Gameplay Thnkr's Content:Gameplay–Datasheet Each eye sees a different possibility for tomorrow. CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
Alternate win-con:Fateful Snowdown Advantages, doesn't need critical number of lands in hand as it refills your hand, instant speed. Disadvantages, 4 cmc instead of Lightning Storm's 3 cmc,loses to counter spells
Have people been trying this post London mull? Horizons brought a couple possible additions I think. Ayula's Influence as a different wincon and Hall of Heliod's Generosity could help if the opponents finds a way to make you discard an enchantment based wincons.
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It costs a mana to activate, but you can land it on turn one, and it helps deal with some creatures.
I've only just started playing this list. I got it on MTGO for less than a $1. I've been playing around with a few things for this deck.
So first off, I already owned a playset of Day's Undoing so I threw them in the list for S's & G's and man was I impressed. I know the point of this deck is to Treasure Hunt for your win-condition, play said win-condition, discard your hand and win. As we all know sometimes it doesn't go that smoothly. Sometimes you mulligan to 3 without seeing anything other than lands. Sometimes your opponent counters your Hunts or win-conditions. Day's Undoing helps to remedy all of those problems. Because it shuffles your graveyard back into your library it refills your Hunts and win-cons. Its another big draw spell, I mean you only get 7 cards but its like a mid-game mulligan. It makes more starting hands keepable because you can just get to three mana and Day's to try and get where you are going. Also, it exiles itself so each copy you cast reduces the chances that Treasure Hunt stops at an Undoing. Also, since our win-cons are instant speed the whole "ends your turn thing" doesn't matter. You just respond to your opponent's upkeep step by discarding all your stuff or whatever. I won't play this deck without Day's Undoing.
Another thing I've tried is running 4 Maze's End and 1 of each Guildgate. Its not great but its a land based win-con in a deck that plays like 50 lands. The biggest problem I've had is that it occasionally color screws you and sometimes the ETB tapped thing slows you down too much. So you might think, well 1 of each Gate isn't enough if we are going to discard it for our win-con or if the opponent destroys one. Well Day's Undoing helps with that because it shuffles those discarded lands back into your deck and your next Treasure Hunt might find them or you can tutor them up with Maze's End. Also, Maze's End is kind of like a draw spell in that it tutors up a land and puts it straight onto the battlefield then you drop Maze's End again and you untap next turn with 1 more mana than you had without having to spend a land out of your hand so you can save those for discarding. Its a little slow. I think the closest I've ever gotten to winning that way was 7 Gates. On the plus side its a very passive win-con. You don't even really have to dedicate resources to it. You just durdle with it when you don't have anything else going on.
Just my two cents.
https://pucatrade.com/invite/gift/86097
4x Treasure Hunt
4x Day's Undoing
4x Zombie Infestation
LANDS (48)
4x Reliquary Tower
4x Maze's End
1x Azorious Guildgate
1x Dimir Guildgate
1x Rakdos Guildgate
1x Gruul Guildgate
1x Selesnya Guildate
1x Orzhov Guildgate
1x Boros Guildgate
1x Izzet Guildgate
1x Simic Guildgate
1x Golgari Guildgate
15x Island
15x Swamp
That's basically it. Obviously the land base could get a lot better but all those Guildgates makes playing other ETB tapped lands harder to run (like Temple of Deceit).
https://pucatrade.com/invite/gift/86097
4 Treasure Hunt
4 Reliquary Tower
4 Boseiju, Who Shelters All
4 Tolaria West
4 Mutavault
4 City of Brass
4 Mana Confluence
4 Reflecting Pool
2 Scalding Tarn
4 Creeping Tar Pit
1 Izzet Boilerworks
1 Minamo, School at Water's Edge
1 Snow-Covered Island
2 Ghost Quarter
1 Bojuka Bog
2 Violent Outburst
2 Breeding Pool
2 Steam Vents
1 Mouth of Ronom
2 Lightning Storm
4 Stomping Ground
3 Verdant Catacombs
SB: 1 Mystifying Maze
SB: 4 Conflagrate
SB: 4 Zombie Infestation
SB: 1 Mouth of Ronom
SB: 1 Bojuka Bog
SB: 2 Violent Outburst
SB: 2 Seismic Assault
Violent adds consistency in the mulligans. You can get more turn 3 wins without it, but you loose consistency for it. The goal is to get a treasure hunt, but if you get to 5 cards or 4 cards, then keep a violent. If you keep it you want to use it at your opponents EOT. That brings into play treasure, and the goal is to treasure into a lightning storm. Does not always work that way. If you get another violent repeat, if you get a treasure hunt repeat, play the Reliquary to save your hand. Ghost is for anti tron. Could play 2 extra in SB in place of zombie. Mouth of Ronom is to kill spellskite. Bokuka Bog to slow down tarmogoyf. But it can win turn 3 if you have a reliquary in play and treasure into a Lightning storm, and consistently 4 and 5. Slower if you play against counter decks and you need to use Boseiju, Who Shelters All. Against discard decks speed gets them, IOK and the first turn removals are tough. You could use ad nauseam in SB if you have a meta for it. Play through with the man lands and get them g2 and g3 sidboarding in more violent as you see fit. Most of the aggro this deck can beat 2/3, control takes longer but it can be done.
http://tcdecks.net/deck.php?id=19051&iddeck=144697
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