Oddly enough i faced slivers at my fnm as well.
Went 2-2 beat burn and slivers lost to burn and puresteel paladin combo.
Slivers is easy game 1 game 2 is rough.
But i let him land a harmonic, abrupt decayed with its trigger on stack then surgical extracted it.
Felt so good.
Burn is well burn.
Had a heads up play game 1. He lead with turn 1 wild nekatal i dropped a bell and passed. He played a fetchland poped it. I responded with bell hit a foundry surgical extracted the foundry.
His hand had eidolon so i still lost that game but the look on his face was amazing.
Game 2 i could not keep him off enough burn for my fair to keep up.
Puresteel combo is scary stuff.
Like really scary, i seen him win turn 1 vs a deck while on the play, literally killed his opponent before he could play his first land.
This guy went 3-1 and didnt even have a sideboard.
I lost to him by the virtue of never landing s leyline and honestly the deck is almost impossible to keep off equipment.
without Leyline that match up does seem incredibly frightening. Do you happen to know his list? That sounds like a deck I would want to test against, and a deck where surgical on puresteel pally needs to happen.
Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
Or Surgical on Sram. Needle can still be used a little bit, naming Golem-Skin Gauntlets That would force them to need to resort to the Grapeshot or attacking over multiple turns with small dudes with big butts.
Hello everyone, this is late to posting but I have been a watcher of this thread for awhile and I recently took my lantern deck to two tournaments.
One was a free tournament my local store holds every first Friday that I managed to win. The second was a much larger tournament with entry fees and such that I managed to get second at.
I know the Tezzeret is not usually played but I have been holding off on getting infernal tutors and honestly he has saved me more times then I thought and I have never been hurt yet by him.
So here are the results:
Free Tourney (5 rounds: 4-0-1):
Round 1: vs. Budget 8-rack (2-0)
Game 1: He turn one plays a rack which I abrupt decay on my turn. He doesn't have many creatures to apply pressure so I land a lantern and some mill rocks and sit back as I keep him off rack effects.
Game 2: He doesn't land a turn one rack effect and my hand has enough redundant pieces that I get the lantern lock going esrly. He sided in Pack Rats but several bridges later he scoops it up.
Record: 1-0-0 Round 2: vs. Tron (2-0)
Game 1: I manage to get lanturn and mill stones online early and surgical extract World Breaker while keeping him off Karn's and Ugins. After the third ensnaring bridge and pithing needle on O-stone and Karn he scoops it up.
Game 2: This was a quick game, he had to mull to 6 and had no green sources, I kept him off of maps and green and ghost quartered + extraced his tower. After the three pithing needles named anything relavent he scooped it up.
Record: 2-0-0 Round 3: vs. Affinity (2-1)
Game 1: Dumped his hand like affinity is known to do. Manage to land a quick bridge and use Glint-Nest Cranes to put an end to his signal Pests. Lantern Lock comes down soon after and he scoops after a few more bridges.
Game 2: I have to mull to five and he has another blistering start, short game to say the least.
Game 3: Manage to get a quick bridge but he has two signel pests on board. One is equiped with cranial plating so they can't both attack yet. He taps out without moving the plate and I pithing needle it so it is stuck there. With the threat subdued I keep my lantern lock going and manage to take the game.
Record: 3-0-0 Round 4: vs. Grixis Delver (1-1-1)
Game 1: I strip his hand of anything relevant with IoK and ten manage to get the lock and bridge. He decides to play it out the whole way and sadly I had to mill my Tezzeret at an earlier point (At this point it should be noted Tezzeret was the reason my opponents were scooping so fast before, when they were locked and he was out they would just concede speeding up games immensly). I have to keep reminding him to play with the top card revealed and everytime I mill him he ponders it. (This was probably slow play but it comes to bite him in the butt so I didn't mind.) Game takes forever but eventually I win.
Game 2: He has a nice quick start and my deck stumbles, he gets an easy win.
Game 3: We both have to mull to 6, his hand is better, luckily though because of his slow playing from game 1, we go to time and draw.
Record: 3-0-1 Round 5: vs. Eldrazi Taxes (2-1)
Game 1: Final round is against my brother and we are both very happy since this is our first attempt at a tourney with our decks. The game was not very good for me though, he gets a turn-2 seer followed by displacer to wreck my hand and take the game.
Game 2: I manage to strip his hand of relevant cards and get the lock for the win, making sure to hit all Flickerwisps.
Game 3: Game three is really close and I get a bit lucky, its a pretty decent game with my lock looking strong but then he gets three Flickerwhisps on the top in a row and I am forced to crack my lantern. Luckily I have a shredder but that gives him a turn. I decide to untap and draw first and manage to get a lantern and proceed to win. I get 1st and my brother 2nd
Ending Record: 4-0-1 Not Free Tourney (5 Rounds 4-1-0): Round 1: vs. 8-Whack? (Maybe just goblin Tribal) (2-1):
Game 1: He gets an aggressive start as one would expect, I manage to stabilize but due to an excessive amount of bridge draws he is able to attack with 2 piledrivers which get around my crane.
Game 2: He has a slower start and I am able to get the lock and bridge to take the game
Game 3: He has a decent start but collective brutality and spellbomb make quick work of his little creatures and buy me enough time to get the lock in place.
Record: 1-0-0 Round 2: vs. GW Hatebears (2-1):
Game 1: Pretty uneventful, I manage to get the lock and take the game.
Game 2: I get wrecked pretty hard, turn-2 Thalia followed by new Thalia and I just can get anything done.
Game 3: Very close game, I have the lock but am down to one life with my spellskite and crane tapped because of New Thalia, he doesn't realize Noble can get under bridge and passes turn. My creatures untap and fair starts healing me and I manage to take the game.
Record: 2-0-0 Round 3: vs. Amulet Scout (2-1):
Game 1: This round is against my friend who I test with in modern and I already know I am in for a hard round. Game 1 I get lucky and am faster at assembling my lock then he is at getting lands.
Game 2: I get a basic lock but then he is able to get Ruric Thar and the game ends quickly.
Game 3: I get a lock with bridges but am low on milling effects and and hate and he is able to get off a pact for Thar, all hope looks lost but I top deck Tezzeret and slam him going to 1. I tick him up a few times and take the game. (I will always have a bias for Tezzy now because of this)
Record: 3-0-0 Round 4: vs. Infect (1-2)
Game 1: Game 1 he is just too fast and I can barely blink beofre the probe into become immense becomes my reality.
Game 2: I manage to strip away his threats and land a bridge and lantern lock to take the game.
Game 3: I IoK his only creature in his hand and prepare for next turn to play lantern and a shredder followed by a bridge and a near empty hand. He top decks a blighted agent and probe followed by become immense leaves me dead.
Record: 3-1-0 Round 5: vs. Patriot Delver (2-1)
Game 1: His deck is very quick and manages to stop me with remands and delvers and burn.
Game 2: I land the lock and then some millstones and lantern and take the game.
Game 3: Once again I manage to land the lock before he can do to much and take the final game and end up placing second.
Record: 4-1-0
Overall I love this deck, I want to make room for another Inventors' Fair and a crucible if possible. I was wondering if there is anything I should be considering for the matches I struggled with and what changes I should make to my list which I know is very unrefined.
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Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
Hey guys, preparing for tomorrow's open, I'd really appreciate it if seasoned Lantern players could walk me through what's legal / not and tips on managing concession discussions that might come up. Real life examples are even better. Would you mind?
Side-question: Is it true that if someone has zero outs left in their decks, a Judge can force a concession because «technical loss»? Hear that once, source unsure.
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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.
Not sure if anyone else noticed, but we got moved to Tier 2
@radouf, I've never heard of the technical loss thing, and I wouldn't trust it. In my opinion, the surest way to play it is to just accept that opponents will sometimes want to play it out. If you see they are getting slow, call a judge. Be on the watch of some opponents trying to use meaningless triggers to stall. For example, an Affinity opponent constantly using Steel Overseer abilities with a Bridge out and no outs in their deck. In a case like that, I would highly suggest landing a Pithing Needle on Overseer to stop those shenanigans. I've seen someone do that to a Lantern player before and get a draw because of it. If you can stop activated abilities or triggers, it's a good idea. It's one of the reasons that I'll play out Needles naming fetches/etc if I've got a good lock. But I'm no stranger to just calling a judge if I see an opponent getting salty and trying to stall out. If they really want the DQ bad enough to earn it, then I'm not opposed to helping them get it.
I have had opponents where I've looked through their deck with Surgical and I know they have zero outs. I explained to them that I am aware that they have zero outs and that they are relying on me to make a mistake, and that I will be playing fast enough to not allow for a draw. I did have to be very respectful and matter-of-fact when I say this, or it could be misinterpreted as unsportsmanlike conduct. If they want to play it out, then it's probably best to just do it and be able to just play fast. The faster we play, the slower they will look, and it starts to look real bad on them.
Overall I love this deck, I want to make room for another Inventors' Fair and a crucible if possible. I was wondering if there is anything I should be considering for the matches I struggled with and what changes I should make to my list which I know is very unrefined.
Congratulations on the good finishes!
The one card that has tilted the Infect matchup in my favor more than anything else is Collective Brutality. Kill a dude, nab a pump spell, and get empty handed for the bridge asap all in one package.
Interesting. What's your list like? I've found that Burn isn't so bad any more, but my list might be different than yours and that might account for it.
Im on the bauble list atm.
The issue i had game 1 vs him was he landed the eidolon and i never drew a answer for it and game 2 he sandbagged 2 boros charms from turn 1. He landed 2 eidolons but i managed to kill both. Double attarkas commanded my fair lol. It was close even with all that. I was one mill rock from locking it up i just couldnt find a lantern that game.(bauble kept me drawing cards just never seen a lantern)
The combo deck he played was something like
20 0 cost equipment(paradise mantal, bone saw,signal of distinction, silkweave net, acorders shield) 4 pally 4 sram 4 opal 4 retract 1 echoing truth 4 simian spirt guide 2 monastary mentors 2 grapeshot 15ish lands.
I dont think surgical on sram or pally is where you need to be they still have the other and all it takes is one to go off. Its the retracts and the grapeshots that either give them the cards and storm count and ability to kill us. Mentor is the least of the problems bridge does a great job keeping him home.
Honestly the deck has 2 issues, it gets hit cold by 1 cost removal spells in response to the first equipment cast or chalice for 0 completely wrecks it.
The problem with 1 cost removal, its only a stop gap since you have to kill them before they get another.
The hand he won the game on turn 1 with was, sram, ssg, 3 equipments, flooded strand, retract. Yeah took a little luck but all he had to find was a mox and he ended up drawing half his deck before casting grapeshot.
It'll be only when i've got the time to do so, but hopefully will be semi-regularly.
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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
Side-question: Is it true that if someone has zero outs left in their decks, a Judge can force a concession because «technical loss»? Hear that once, source unsure.
There are no rules that state an opponent must concede. Someone can have zero outs and play on, seeking a draw. You have the option to seek a concession, buy they are under no obligation to do so.
The rules in such a situation will normally come down to their actions from here. IPG section 3.3 lays out slow play, something that you can argue they are engaged in only if they are stalling. The correct course of action if you feel they have no outs and seek to stall for time is to:
Note time left in the round.
Raise your hand.
Call a judge.
To this judge explain that you believe your opponent is out of options, you seek to end the round before time concludes and you seek an extension of time equal to the amount of time expended since you paused to call. Then play out the game as you would normally at a rate you are comfortable with. If you feel you are being taken advantage of without the judge calling out your opponent, feel free to escalate to the head judge.
Judges, not players are the arbitrator's of the IPG. If someone is abusing the rules, you need to call for assistance as soon as you notice it. You can't buy back lost time due to your opponents actions if you can't prove they are abusing the situation. The simplest way to prove it is to call.
Overall I love this deck, I want to make room for another Inventors' Fair and a crucible if possible. I was wondering if there is anything I should be considering for the matches I struggled with and what changes I should make to my list which I know is very unrefined.
Congratulations on the good finishes!
The one card that has tilted the Infect matchup in my favor more than anything else is Collective Brutality. Kill a dude, nab a pump spell, and get empty handed for the bridge asap all in one package.
Yeah that card seems sweet against them, I'll need to go more aggressively for it in the future.
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Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
Side-question: Is it true that if someone has zero outs left in their decks, a Judge can force a concession because «technical loss»? Hear that once, source unsure.
There are no rules that state an opponent must concede. Someone can have zero outs and play on, seeking a draw. You have the option to seek a concession, buy they are under no obligation to do so.
The rules in such a situation will normally come down to their actions from here. IPG section 3.3 lays out slow play, something that you can argue they are engaged in only if they are stalling. The correct course of action if you feel they have no outs and seek to stall for time is to:
Note time left in the round.
Raise your hand.
Call a judge.
To this judge explain that you believe your opponent is out of options, you seek to end the round before time concludes and you seek an extension of time equal to the amount of time expended since you paused to call. Then play out the game as you would normally at a rate you are comfortable with. If you feel you are being taken advantage of without the judge calling out your opponent, feel free to escalate to the head judge.
Judges, not players are the arbitrator's of the IPG. If someone is abusing the rules, you need to call for assistance as soon as you notice it. You can't buy back lost time due to your opponents actions if you can't prove they are abusing the situation. The simplest way to prove it is to call.
Thanks for your answer! Will keep that in mind.
This being said, headin' out (to the Open)! Cheers good people.
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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.
In case anyone missed it, I highly recommend subscribing to Crexalbo's Youtube channel. His list is different than mine, and it's great to get more variance in data and perspective on builds
Also, just plugged in the data from the videos there, Burn is now 52.94% for us
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
I don't have opening hands, I just have opponent's hands in my notes. If you like I can take better notes next week.
Edit:
Game two of burn I started with Leyline, followed up with Bridge and won. Game three I had a pair of Brutality. My opponent mulled after I kept seven and got torn apart.
Hey Guys, long time lurker. I love the discussion that goes on in this group and it has helped me grow immensely as a player for the 1.5 years I have been playing magic. In order to generate more discussion, and to promote others to join the discussion, I am trying to start a facebook group for Lantern Control, so we can continue discussion away from MTGS. If you are interested in something similar to this, search up Lantern Control MTG, and join, would love to interact on a more regular basis!.
I haven't finished building the deck yet but i like the initiative to make a facebook page. It helps speeding up the conversation about decklists, concerns and report from event. The creator of esper transcendant has done the same and the page is growing fast and the feedbacks are useful.
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Modern:
-Rg valakut
-U/W control
-U/R storm
-G/W value town
Hey. Just back from the 2.6K Open, 45-ish players turnout. Lukewarm finish for me, but still allright: 3 wins, 2 loss, 1 tie was my score, placing me around 20th missing top 16 (and the prize pool) on tiebreakers. However! There was that gentleman rocking Lantern too, called Robert I believe, who DID TOP 8!!! We had a chat, he is running @Thnkr's exact 75. Maybe he'll report back?
As for me, I have to say my metagame expectations (expecting lots of Tron, and Burn and Infect) were COMPLETELY OFF. So the way I've skewed my build to attack this didn't pay out so well. There were only 3 Tron decks in the room; 1x GW Tron (that Robert played and lost to in Round 1) and 2x Eldrazi Tron, that's it. One Burn. Zero infect. You NEVER don't run into Infect, in Montreal. Maybe Push scared them all off? Well what there was was a boatload of UWR and Grixis Control, at least 2x Esper control, 2x RW Prison, lots of Grixis Delver, a couple of Jund and GB Rock and two Affinity decks trending among other things. With us, two Lanterns. So this was my list:
Round 1 lasted seven turns altogether. Lolz. G1 I topdeck (offline) Opal after Opal and can't ever cast my Bridge, I'm dead to a giant Kiln Fiend by the end of his turn 3. G2 I remove the first Fiend and nab a spell, he resolves a second Fiend. I land a Bridge, he topdecks Ancient Grudge and stomps me for lethal already on his turn 4. [0-1]
Round 2 I was up against UWR Control with Nahiri. Same old, win 2-1 through his 2x Engineered explosives, Wear/tear and sided-in Geists. [1-1]
Round 3 up against Esper control. I'm on the play, T1 Thoughtseize his Cryptic command away (he had two in hand), then extract them out of existence. He has no out to Bridge left in his entire deck. He still wants to play it out, and he plays slow-ish but not enough for me to act on it, meh. Shame. G2 I come out the gate full steam ahead with a Lantern lock, but he Engineered Explosives my board as soon as he can. We stare at each other for a couple of turns, he holds on to an Esper Charm that will force discard on Bridge, which he will extract. My own Surgical lets me see he has sided-in two Runed Halo, 2x Engineered Explosives and Crucible. I scoop it up. G3 has an action-packed first couple of turns, but I think I mis-sequenced at one point and it might have costed me the game. Also, if guy hadn't taken 20 minutes to scoop the first game, we could've got somewhere. But halas! So my Lantern meets his EE, which meets my Needle, and then my Brutality takes an Esper Charm; I then somehow get over-excited and just jam the Aether Grid. Then he obviously casts and names it with the Runed Halo I had seen. To be fair, in the previous game he had named Codex Shredder as his first go-to target with Halo. Punt count: 1. We go nowhere, fast. Tie. [1-1-1]
/edit: Coming back to stress on the fact that Aether Grid would've been so amazing, had I not just misplayed here. As a faster, alternate win-con, it could've taken the game within time. Also, there's the fact the my opponent at some point had a Snappy in play that perhaps could've gone the distance. And the Grid snipe it down too, screaming utility. So there, even though I didn't make the best use out of it (hey it was the first time ever that I was casting the card)... Grid looked outstanding.
Round 4 was weird, against Grixis Control, which is not a bad matchup. However this guy was packing MB full playsets of both Kolaghan's and Cryptic Commands! To my great surprise after a couple of Shredder hits and Extraction, I take G1 pretty quickly. G2 My opening Thoughtseize sees a hand of Snap, Snap, Cryptic and Kommand. wtf do you even do? G3, I get in good control but his T1 Ancestral, I'll find out the hard way, drew him into Bolt, Bolt and Bolt. While he was gripping onto Snappy and Kommand. My double Bridge didn't matter, there. [1-2-1]
Round 5 against RG Ponza. What can I say? His deck has 32 mana sources. [2-2-1]
Round 6 against UW Spirits Tempo. It comes down to my discard spells vs his Quellers, fighting over the resolution of my Ensnaring Bridge. I get G1. G2 is lost to his double Stony Silence, Queller and D-Sphere opener. I fight hard to resolve a Lantern lock and a Bridge through double Spell Pierce and a Ceremonious Rejection to take G3. [3-2-1]
So overall this was a positive experience for me, my first big, big tourney on Lantern. A couple of openers didn't have access to T1 black mana and that was an issue, I'll rework on the mana-base. Also, Bauble is out. It feels gimmicky to me, I'd rather have business. Every time I topdecked it I was like: «Uh Ok and then what?» and one turn later I'd find out. Crane was great, as was SB Quiet Disrepairs with their dual function. After more testing vs Eldrazi Tron yesterday (won 4-3 games), I also had decided to play Tezz AoB as a Fast Forward button. Also expecting some faster decks, I figured Aether Grid could also double up as removal. I wasn't wrong: every time I cast it, they had to have an immediate answer or it would have taken over. This is a great find for me. Also redefines how many SB slots we have to dedicate to answer Stony Silence specifically. Lastly, a bit relieved that I didn't get too much salted on. Ponza and Grixis Control players were kind of visibly desperate under the lock, so I guess it's my good fortune that they were on the sad side rather than on the angry side. But then hey, his Ancestral Visions gave him 3x friggin' Lightning Bolts FTW!!!
without Leyline that match up does seem incredibly frightening. Do you happen to know his list? That sounds like a deck I would want to test against, and a deck where surgical on puresteel pally needs to happen.
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
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
One was a free tournament my local store holds every first Friday that I managed to win. The second was a much larger tournament with entry fees and such that I managed to get second at.
Here is my decklist:
2 Glint-Nest Crane
Instants/Soceries:
4 Ancient Stirrings
4 Inquisition of Kozilek
2 Abrupt Decay
2 Surgical Extraction
1 Collective Brutality
1 Thoughtseize
Planeswalkers:
1 Tezzeret, Agent of Bolas
Artifacts:
4 Ensnaring Bridge
4 Lantern of Insight
4 Codex Shredder
4 Mox Opal
4 Ghoulcaller's Bell
2 Pithing Needle
2 Pyxis of Pandemonium
1 Pyrite Spellbomb
4 Glimmervoid
4 Blooming Marsh
2 Botanical Sanctum
2 Academy Ruins
1 Aether Hub
1 Llanowar Wastes
1 ghost Quarter
1 Inventors' Fair
1 Swamp
1 Forest
2 Spellskite
2 Welding Jar
2 Nature's Claim
2 Leyline of Sanctity
1 Sun Droplet
1 Pithing Needle
1 Relic of Progenitus
1 Grafdigger's Cage
1 Abrupt Decay
1 Thoughtseize
1 Collective Brutality
I know the Tezzeret is not usually played but I have been holding off on getting infernal tutors and honestly he has saved me more times then I thought and I have never been hurt yet by him.
So here are the results:
Free Tourney (5 rounds: 4-0-1):
Round 1: vs. Budget 8-rack (2-0)
Round 2: vs. Tron (2-0)
Round 3: vs. Affinity (2-1)
Round 4: vs. Grixis Delver (1-1-1)
Round 5: vs. Eldrazi Taxes (2-1)
Not Free Tourney (5 Rounds 4-1-0):
Round 1: vs. 8-Whack? (Maybe just goblin Tribal) (2-1):
Round 2: vs. GW Hatebears (2-1):
Round 3: vs. Amulet Scout (2-1):
Round 4: vs. Infect (1-2)
Round 5: vs. Patriot Delver (2-1)
Overall I love this deck, I want to make room for another Inventors' Fair and a crucible if possible. I was wondering if there is anything I should be considering for the matches I struggled with and what changes I should make to my list which I know is very unrefined.
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
Side-question: Is it true that if someone has zero outs left in their decks, a Judge can force a concession because «technical loss»? Hear that once, source unsure.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
@radouf, I've never heard of the technical loss thing, and I wouldn't trust it. In my opinion, the surest way to play it is to just accept that opponents will sometimes want to play it out. If you see they are getting slow, call a judge. Be on the watch of some opponents trying to use meaningless triggers to stall. For example, an Affinity opponent constantly using Steel Overseer abilities with a Bridge out and no outs in their deck. In a case like that, I would highly suggest landing a Pithing Needle on Overseer to stop those shenanigans. I've seen someone do that to a Lantern player before and get a draw because of it. If you can stop activated abilities or triggers, it's a good idea. It's one of the reasons that I'll play out Needles naming fetches/etc if I've got a good lock. But I'm no stranger to just calling a judge if I see an opponent getting salty and trying to stall out. If they really want the DQ bad enough to earn it, then I'm not opposed to helping them get it.
I have had opponents where I've looked through their deck with Surgical and I know they have zero outs. I explained to them that I am aware that they have zero outs and that they are relying on me to make a mistake, and that I will be playing fast enough to not allow for a draw. I did have to be very respectful and matter-of-fact when I say this, or it could be misinterpreted as unsportsmanlike conduct. If they want to play it out, then it's probably best to just do it and be able to just play fast. The faster we play, the slower they will look, and it starts to look real bad on them.
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
Congratulations on the good finishes!
The one card that has tilted the Infect matchup in my favor more than anything else is Collective Brutality. Kill a dude, nab a pump spell, and get empty handed for the bridge asap all in one package.
Im on the bauble list atm.
The issue i had game 1 vs him was he landed the eidolon and i never drew a answer for it and game 2 he sandbagged 2 boros charms from turn 1. He landed 2 eidolons but i managed to kill both. Double attarkas commanded my fair lol. It was close even with all that. I was one mill rock from locking it up i just couldnt find a lantern that game.(bauble kept me drawing cards just never seen a lantern)
The combo deck he played was something like
20 0 cost equipment(paradise mantal, bone saw,signal of distinction, silkweave net, acorders shield) 4 pally 4 sram 4 opal 4 retract 1 echoing truth 4 simian spirt guide 2 monastary mentors 2 grapeshot 15ish lands.
I dont think surgical on sram or pally is where you need to be they still have the other and all it takes is one to go off. Its the retracts and the grapeshots that either give them the cards and storm count and ability to kill us. Mentor is the least of the problems bridge does a great job keeping him home.
Honestly the deck has 2 issues, it gets hit cold by 1 cost removal spells in response to the first equipment cast or chalice for 0 completely wrecks it.
The problem with 1 cost removal, its only a stop gap since you have to kill them before they get another.
The hand he won the game on turn 1 with was, sram, ssg, 3 equipments, flooded strand, retract. Yeah took a little luck but all he had to find was a mox and he ended up drawing half his deck before casting grapeshot.
It'll be only when i've got the time to do so, but hopefully will be semi-regularly.
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
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
There are no rules that state an opponent must concede. Someone can have zero outs and play on, seeking a draw. You have the option to seek a concession, buy they are under no obligation to do so.
The rules in such a situation will normally come down to their actions from here. IPG section 3.3 lays out slow play, something that you can argue they are engaged in only if they are stalling. The correct course of action if you feel they have no outs and seek to stall for time is to:
Note time left in the round.
Raise your hand.
Call a judge.
To this judge explain that you believe your opponent is out of options, you seek to end the round before time concludes and you seek an extension of time equal to the amount of time expended since you paused to call. Then play out the game as you would normally at a rate you are comfortable with. If you feel you are being taken advantage of without the judge calling out your opponent, feel free to escalate to the head judge.
Judges, not players are the arbitrator's of the IPG. If someone is abusing the rules, you need to call for assistance as soon as you notice it. You can't buy back lost time due to your opponents actions if you can't prove they are abusing the situation. The simplest way to prove it is to call.
Current decks of choice:
Vintage: Shops.
Legacy: Lands.
Modern: Lantern.
Yeah that card seems sweet against them, I'll need to go more aggressively for it in the future.
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
This being said, headin' out (to the Open)! Cheers good people.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
In case anyone missed it, I highly recommend subscribing to Crexalbo's Youtube channel. His list is different than mine, and it's great to get more variance in data and perspective on builds
Also, just plugged in the data from the videos there, Burn is now 52.94% for us
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
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
Burn 2-1
Dredge 2-1
Infect 2-0
Valakut 0-2
I don't have opening hands, I just have opponent's hands in my notes. If you like I can take better notes next week.
Edit:
Game two of burn I started with Leyline, followed up with Bridge and won. Game three I had a pair of Brutality. My opponent mulled after I kept seven and got torn apart.
Current decks of choice:
Vintage: Shops.
Legacy: Lands.
Modern: Lantern.
EDIT: Here is the link : https://www.facebook.com/groups/263261777441284/
Tron
Lantern
Affinity
(Pretty Much Any Deck that Loses to Stony Silence)
-Rg valakut
-U/W control
-U/R storm
-G/W value town
Legacy :
-Storm
As for me, I have to say my metagame expectations (expecting lots of Tron, and Burn and Infect) were COMPLETELY OFF. So the way I've skewed my build to attack this didn't pay out so well. There were only 3 Tron decks in the room; 1x GW Tron (that Robert played and lost to in Round 1) and 2x Eldrazi Tron, that's it. One Burn. Zero infect. You NEVER don't run into Infect, in Montreal. Maybe Push scared them all off? Well what there was was a boatload of UWR and Grixis Control, at least 2x Esper control, 2x RW Prison, lots of Grixis Delver, a couple of Jund and GB Rock and two Affinity decks trending among other things. With us, two Lanterns. So this was my list:
1 Forest
4 Blooming Marsh
1 Botanical Sanctum
4 Glimmervoid
1 Spire of Industry
3 Ghost Quarter
2 Academy Ruins
2 Inventors' Fair
4 Mox Opal
Core:
4 Lantern of Insight
4 Codex Shredder
2 Ghoulcaller's Bell
2 Pyxis of Pandemonium
4 Ensnaring Bridge
1 Mishra's Bauble
4 Ancient Stirrings
2 Glint-Nest Crane
2 Surgical Extraction
4 Inquisition of Kozilek
1 Thoughtseize
3 Collective Brutality
1 Abrupt Decay
3 Pithing Needle
1 Spellskite
2 Welding Jar
1 Duress
1 Thoughtseize
1 Surgical Extraction
1 Pithing Needle
1 Grafdigger's Cage
1 Abrupt Decay
2 Quiet Disrepair
1 Ghirapur Aether Grid
4 Leyline of Sanctity
Round 1 lasted seven turns altogether. Lolz. G1 I topdeck (offline) Opal after Opal and can't ever cast my Bridge, I'm dead to a giant Kiln Fiend by the end of his turn 3. G2 I remove the first Fiend and nab a spell, he resolves a second Fiend. I land a Bridge, he topdecks Ancient Grudge and stomps me for lethal already on his turn 4. [0-1]
Round 2 I was up against UWR Control with Nahiri. Same old, win 2-1 through his 2x Engineered explosives, Wear/tear and sided-in Geists. [1-1]
Round 3 up against Esper control. I'm on the play, T1 Thoughtseize his Cryptic command away (he had two in hand), then extract them out of existence. He has no out to Bridge left in his entire deck. He still wants to play it out, and he plays slow-ish but not enough for me to act on it, meh. Shame. G2 I come out the gate full steam ahead with a Lantern lock, but he Engineered Explosives my board as soon as he can. We stare at each other for a couple of turns, he holds on to an Esper Charm that will force discard on Bridge, which he will extract. My own Surgical lets me see he has sided-in two Runed Halo, 2x Engineered Explosives and Crucible. I scoop it up. G3 has an action-packed first couple of turns, but I think I mis-sequenced at one point and it might have costed me the game. Also, if guy hadn't taken 20 minutes to scoop the first game, we could've got somewhere. But halas! So my Lantern meets his EE, which meets my Needle, and then my Brutality takes an Esper Charm; I then somehow get over-excited and just jam the Aether Grid. Then he obviously casts and names it with the Runed Halo I had seen. To be fair, in the previous game he had named Codex Shredder as his first go-to target with Halo. Punt count: 1. We go nowhere, fast. Tie. [1-1-1]
/edit: Coming back to stress on the fact that Aether Grid would've been so amazing, had I not just misplayed here. As a faster, alternate win-con, it could've taken the game within time. Also, there's the fact the my opponent at some point had a Snappy in play that perhaps could've gone the distance. And the Grid snipe it down too, screaming utility. So there, even though I didn't make the best use out of it (hey it was the first time ever that I was casting the card)... Grid looked outstanding.
Round 4 was weird, against Grixis Control, which is not a bad matchup. However this guy was packing MB full playsets of both Kolaghan's and Cryptic Commands! To my great surprise after a couple of Shredder hits and Extraction, I take G1 pretty quickly. G2 My opening Thoughtseize sees a hand of Snap, Snap, Cryptic and Kommand. wtf do you even do? G3, I get in good control but his T1 Ancestral, I'll find out the hard way, drew him into Bolt, Bolt and Bolt. While he was gripping onto Snappy and Kommand. My double Bridge didn't matter, there. [1-2-1]
Round 5 against RG Ponza. What can I say? His deck has 32 mana sources. [2-2-1]
Round 6 against UW Spirits Tempo. It comes down to my discard spells vs his Quellers, fighting over the resolution of my Ensnaring Bridge. I get G1. G2 is lost to his double Stony Silence, Queller and D-Sphere opener. I fight hard to resolve a Lantern lock and a Bridge through double Spell Pierce and a Ceremonious Rejection to take G3. [3-2-1]
So overall this was a positive experience for me, my first big, big tourney on Lantern. A couple of openers didn't have access to T1 black mana and that was an issue, I'll rework on the mana-base. Also, Bauble is out. It feels gimmicky to me, I'd rather have business. Every time I topdecked it I was like: «Uh Ok and then what?» and one turn later I'd find out. Crane was great, as was SB Quiet Disrepairs with their dual function. After more testing vs Eldrazi Tron yesterday (won 4-3 games), I also had decided to play Tezz AoB as a Fast Forward button. Also expecting some faster decks, I figured Aether Grid could also double up as removal. I wasn't wrong: every time I cast it, they had to have an immediate answer or it would have taken over. This is a great find for me. Also redefines how many SB slots we have to dedicate to answer Stony Silence specifically. Lastly, a bit relieved that I didn't get too much salted on. Ponza and Grixis Control players were kind of visibly desperate under the lock, so I guess it's my good fortune that they were on the sad side rather than on the angry side. But then hey, his Ancestral Visions gave him 3x friggin' Lightning Bolts FTW!!!
Keep it lit.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
WE MADE IT LADIES AND GENTLEMEN!!! WE ARE OUT OF DEVELOPING COMPETITIVE!!! (I feel like I am late and missed the celebrations)
.....
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros