About the Hatebears game, you're completely right, I just hadn't thought of that line of play. It would have considerably slowed him down.
And I didn't even catch that part about Production on Pyxis, that's hilarious! Just goes to show that Lantern is still a rogue deck despite its power and tiering, and that it's still got tons of surprises to keep people off-balance.
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I have been running 4xleyline in the main the last couple of fnm's and although its not great sometimes, its almost always worth some value and can be discarded with brutality. Going to an 80-man tourney on sunday so should find out.
What would delaying a spell for a turn do for us that Thoughtseize or Inquisition couldn't already handle?
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Finally got around to watching the coverage of your Cad Kingdom Matches Crex. Looks like pretty solid play, did I spy my old lanterns there? The first two matches the Commentary was amusing, especially match 1, but that last one was just obnoxious on the commentator's parts.
Taking a week off of lantern to play Eldrazi Taxes since the people at my LGS are starting to devote more than half their sideboards to beating lantern. Good luck to the rest of you playing tonight!
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Standard: GR Pummeler
Modern: Mono-Red Control, Lantern Control, Eldrazi Taxes, Skred Infect
Pauper: Affinity
EDH: Gaddock Teeg Kithkin Tribal, Meren
Legacy: 8 Rack, Omnitell (Both in progress)
Finally got around to watching the coverage of your Cad Kingdom Matches Crex. Looks like pretty solid play, did I spy my old lanterns there? The first two matches the Commentary was amusing, especially match 1, but that last one was just obnoxious on the commentator's parts.
Watched it too, it's awesome to see us get coverage! Congrats again @Crexalbo. Those comments though... I'm starting to look at Lantern as a social experiment.
Taking a week off of lantern to play Eldrazi Taxes since the people at my LGS are starting to devote more than half their sideboards to beating lantern. Good luck to the rest of you playing tonight!
You could play Tezzeret control to drain 'em for 28 when they go all Stony Silence on you Shell is pretty much the same, wrapped around Ensnaring Bridge + control.
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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.
I ran a Tezzeret version for a while, just took him out a couple weeks ago. Been looking at the Tezzerator builds that run the Thopter Sword combo though, they look fun. I just have far too many decks in progress I need to finish first, not to mention trying to get my lantern control into all foreign so that I can send it off to get signed. As it sits I only have my Lanterns unfortunately.
1) The Surgical Extraction in the sideboard is suppose to be an Extirpate but I can't find one anywhere.
2) Padeem has been working wonders for me. Thank you to all of you who suggested I start using her.
3) Over 4 rounds I got 3 wins with Mechanized Production tonight. Man this card is GAS.
Here were how my rounds went tonight:
Round 1 VS Sultai Midrange
Game 1: I landed the lock combo pretty early and then suited up a Codex Shredder with Mechanized Production. Won 6 turns later with 8 Shredders
Game 2: Same as game 1 only this time I threw Production of Welding Jar.
Round 2 VS Jund
Game 1: I grind my opponent out pretty hard, after about 35 minutes he concedes since he's about to die to his Bob triggers.
Game 2: Second verse, same as the first. I locked him out hard, yes I'm the worst
Round 3 VS Temur Kiki Control?
This was an interesting round. My opponent was playing this Kiki control deck with Traverse, Saheeli, a bunch of ETB trigger creatures. Was really interesting.
Game 1: I got the lock in place rather easily, but lost due to him bouncing my two bridges with Venser and a Cryptic. Sad day
Game 2: So I am having a pretty poor game. I'm stuck with only a few lands and a Ghoulcaller's Bell and a Pyxis of Pandemonium after mulliganing down to 5. Then my opponent screwed up and played a Courser of Kruphix. Between him having the Courser out and him attacking me with a single Goblin Guide I was able to manipulate the top of both of our decks well enough to get myself into a winning position. Finally I found an Ensnaring Bridge and protect it behind Padeem, Consul of Innovation. The next turn I get to work on mass producing Bridges through Mechanized Production and the game is in the bag.
Game 3: This game goes a bit more according to plan. I'm easily able to land a quick Bridge due to having 6 of them thanks to Whir of Invention. From there I'm able to lock up all my lock pieces under the watchful gaze of Padeem and I end up milling my opponent out in 10 minutes flat.
Round 4 VS Grixis Shadow
I found the secret to beating the Shadow decks guys. Bring more Bridges.
Game 1: Find Bridge via Whir of Invention. Opponent proceeds to have no way to win the game.
Game 2:
Turn 1, Opponent Inquisitions me, makes me discard Lantern of Insight.
Turn 2, Opponent draws another Inquisition and takes my Bridge.
Turn 3, Opponent plays Snapcaster flashing back Inquisition to take my Whir of Invention.
I am still able to find a Bridge to slam onto the board, and I proceed to control and win the game. 6 Bridges are better than 4
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I really really like this deck. I was skeptical to see it on paper, because I couldn't connect this bunch of 'uninpressive' cards and had some problems to find a finisher inside of it, but! Once I tried the core, i fell in love with the deepness of the control that this deck can offer.
So, I like to think myself as a brewer, and while I am well aware that probably somebody has already tested and valued this variant, I have seen no comments about it, and I am curious to know how do you guys feel it and what kind of improvement can have.
So, I will 'throw' here this interpretation of the deck. Please, try to imagine it before complete rejection!
I had some tests and it was interesting. I will also explain the cards if needed, but is pretty much straight forward (manabase is budget, but it never gave me problems, as far as it goes):
With this brew, You have less control on a prevention plan, but You go heavy on removal and lock. which compensate pretty well, in my opinion.
I would like to find a card filtering/draw engine (like Faithless Looting some space for Wheel of Sun and Moon and maybe some extra polishing of the list. I am still searching for other cards that let you see your opponent topdeck, but probably will never be printed (tell me I'm wrong!)
Well... I have never seen any sort of build like that in my entire life. I have no comments at all, other than to practice with it. Take it to a few FNMs or do some playtesting on Cockatrice, and see how it holds up! Report back when you're done :3
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hi everyone
So I have been playing lantern for a while, I was wondering if having one or two more lantern effect in the deck would be a good idea. Sometime all you want is a lantern, but it doesn't show up!
what do you guys thinks of "Orcish Spy" post sideboard? once they took out all their removals? I kwon it means that we need to make some room in the sideboard but it seams to be a good card for the deck. It's actually kind of better than lantern in a way that it gives information of the 3 next cards on the top of one library. Fetchlands will be much more annoying for sure, but it's not a replacement it just a support.
Tell me what do you think.
shanaxe
you may want to try Orcish Spy. it's not great but can help.
i think you mana curve is to high, try to lower it so you can be safe behind the bridge. mox opal and more artefacts would be nice. i like the idea and think that the deck in some tune up. fetch land would be good for you since you can use lantern to your advantage.
Hi everyone, I like lantern and would like to take a try at it. Bellow is my proposed version. Please let me know what you think of it and what suggestions you might have.
SUPPORT: 40
4x Lilliana, of the Veil
4x Ensnaring Bridge
4x Lantern of Insight
4x Codex Shredder
4x Ghoulcaller's Bell
4x Mox Opal
4x Smallpox
4x Collective Brutality
4x Inquisition of Kozelik
4x Fatal Push
Well... I have never seen any sort of build like that in my entire life. I have no comments at all, other than to practice with it. Take it to a few FNMs or do some playtesting on Cockatrice, and see how it holds up! Report back when you're done :3
Thanks for the answer, as soon as I will feel comfortable with the brew I will bring it to FNM, for sure (But is quite a crazy period, so it may take some months for now)
I will definetely share results, as soon as I will develop this brew.
shanaxe
you may want to try Orcish Spy. it's not great but can help.
i think you mana curve is to high, try to lower it so you can be safe behind the bridge. mox opal and more artefacts would be nice. i like the idea and think that the deck in some tune up. fetch land would be good for you since you can use lantern to your advantage.
Thank You!
At the moment I don't know what to cut. I feel prisons are needed because of the lack of black removal, or abrupt decay/liliana strenght. They buy useful time. I also feel the lack of blue, in the meaning of tutoring and protection (I was tinking about a UW variant, but I felt it too cruel, with negate and tutors) Path to exile goes against the denial plan that is given by red, so I am not eager to put them in, the other reason being Chalice of the Void. too many 1 cmc cards means that the deck folds to t2 chalice. Not so common, for sure, yet is something I don't like.
red has Boom/Burst to play with, but with 19 lands seems risky.
As far as fetches/moxes goes, of course when I will afford myself to buy them with shocks and flagstones, everything will line up better, and will be a nice upgrade.
Saving money also for Crucible of Worlds, that I have 1 of, but I would like to see in 2x at least, in this build. (especially in a boom/burst-quarter-flagstone build I am working on, in my head)
So! I am losing myself into words. I wanted to ask what, in your own vision, would you change to lower the mana curve? And, more importantly, what would you lower the curve with?
Thanks again for the advice.
Probably lantern's biggest problem in the meta right now is death's shadow. It's a relatively bad matchup and it's a giant portion of the meta. Has anybody tried maindecking a few copies of grove of the burnwillows? It's basically a forest that gains the opponent life (and can't be found after ghost quarter) and it seems like a t1 grove is very annoying for death's shadow to deal with
Which version of Death's Shadow are you talking about. The people in my meta are playing Grixis Shadow and I haven't had too much trouble after playing a bunch of games with them.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Shadow Jund is the top-tier deck to beat. It's pretty rough. Maybe Condemn could be some tech against them.
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Okay here are some tips for playing against Jund/Grixis Death's Shadow:
1) Pithing Needle their fetch lands. Normally you'd board Pithing Needles out for Games 2 and 3, but in Game 1 using Needle to shut down their fetch lands is huge since it's their main way of reducing their life total for Death's Shadow. If possible you want to Inquisition or Thoughtseize them first and see if they have a lot of a certain type of Fetch in their hand. If that isn't an option....
2) Surgical Extraction key cards. To do this, you obviously need to know what key cards you need to deal with in the deck. If you have a Bridge you want to keep safe, get rid of their Thoughtseizes, or if you're worried about Shadow, hit their fetch lands. If you don't want them being bale to escape the lock, get rid of Traverse the Ulvenwald(Jund) or Thought Scour(Grixis).
3) Know how to mulligan for the match-up. Most Death's Shadow lists have a lot of discard (almost as much as we have) so if you're hand is hinging on a single Ensnaring Bridge but you don't have any way to deal with your opponent making you discard it, you may have a bit of a bad time. This is why I like my version against Shadow since Whir of Invention is able to act as an extra 3 Bridges, which helps me stay alive against the deck.
Those are usually the areas I focus on when playing against the Shadow decks.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
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And I didn't even catch that part about Production on Pyxis, that's hilarious! Just goes to show that Lantern is still a rogue deck despite its power and tiering, and that it's still got tons of surprises to keep people off-balance.
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 am not certain how well Gideon would work in Lantern. It can help to lock down 1 permanent, but I don't know if it does enough.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
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
Saw a few results of Lantern running 4 leylines main. What could be the possible drawback of this ?
like this deck : https://www.mtggoldfish.com/deck/608600#online
Taking a week off of lantern to play Eldrazi Taxes since the people at my LGS are starting to devote more than half their sideboards to beating lantern. Good luck to the rest of you playing tonight!
Modern: Mono-Red Control, Lantern Control, Eldrazi Taxes, Skred Infect
Pauper: Affinity
EDH: Gaddock Teeg Kithkin Tribal, Meren
Legacy: 8 Rack, Omnitell (Both in progress)
You could play Tezzeret control to drain 'em for 28 when they go all Stony Silence on you Shell is pretty much the same, wrapped around Ensnaring Bridge + control.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Modern: Mono-Red Control, Lantern Control, Eldrazi Taxes, Skred Infect
Pauper: Affinity
EDH: Gaddock Teeg Kithkin Tribal, Meren
Legacy: 8 Rack, Omnitell (Both in progress)
4x Darkslick Shores
4x Glimmervoid
4x Mox Opal
2x Academy Ruins
2x Botanical Sanctum
2x Spire of Industry
1x Ghost Quarter
1x Inventors' Fair
1x Swamp
Artifacts (19)
4x Codex Shredder
4x Lantern of Insight
3x Ensnaring Bridge
3x Pithing Needle
2x Ghoulcaller's Bell
2x Mishra's Bauble
1x Pyxis of Pandemonium
4x Ancient Stirrings
3x Inquisition of Kozilek
3x Whir of Invention
2x Abrupt Decay
2x Collective Brutality
2x Surgical Extraction
2x Thoughtseize
1x Mechanized Production
1x Noxious Revival
3x Leyline of Sanctity
3x Welding Jar
2x Padeem, Consul of Innovation
2x Seal of Primordium
1x Crucible of Worlds
1x Ghost Quarter
1x Lost Legacy
1x Mechanized Production
1x Surgical Extraction
Few things of note about the deck:
1) The Surgical Extraction in the sideboard is suppose to be an Extirpate but I can't find one anywhere.
2) Padeem has been working wonders for me. Thank you to all of you who suggested I start using her.
3) Over 4 rounds I got 3 wins with Mechanized Production tonight. Man this card is GAS.
Here were how my rounds went tonight:
Round 1 VS Sultai Midrange
Game 1: I landed the lock combo pretty early and then suited up a Codex Shredder with Mechanized Production. Won 6 turns later with 8 Shredders
Game 2: Same as game 1 only this time I threw Production of Welding Jar.
Round 2 VS Jund
Game 1: I grind my opponent out pretty hard, after about 35 minutes he concedes since he's about to die to his Bob triggers.
Game 2: Second verse, same as the first. I locked him out hard, yes I'm the worst
Round 3 VS Temur Kiki Control?
This was an interesting round. My opponent was playing this Kiki control deck with Traverse, Saheeli, a bunch of ETB trigger creatures. Was really interesting.
Game 1: I got the lock in place rather easily, but lost due to him bouncing my two bridges with Venser and a Cryptic. Sad day
Game 2: So I am having a pretty poor game. I'm stuck with only a few lands and a Ghoulcaller's Bell and a Pyxis of Pandemonium after mulliganing down to 5. Then my opponent screwed up and played a Courser of Kruphix. Between him having the Courser out and him attacking me with a single Goblin Guide I was able to manipulate the top of both of our decks well enough to get myself into a winning position. Finally I found an Ensnaring Bridge and protect it behind Padeem, Consul of Innovation. The next turn I get to work on mass producing Bridges through Mechanized Production and the game is in the bag.
Game 3: This game goes a bit more according to plan. I'm easily able to land a quick Bridge due to having 6 of them thanks to Whir of Invention. From there I'm able to lock up all my lock pieces under the watchful gaze of Padeem and I end up milling my opponent out in 10 minutes flat.
Round 4 VS Grixis Shadow
I found the secret to beating the Shadow decks guys. Bring more Bridges.
Game 1: Find Bridge via Whir of Invention. Opponent proceeds to have no way to win the game.
Game 2:
Turn 1, Opponent Inquisitions me, makes me discard Lantern of Insight.
Turn 2, Opponent draws another Inquisition and takes my Bridge.
Turn 3, Opponent plays Snapcaster flashing back Inquisition to take my Whir of Invention.
I am still able to find a Bridge to slam onto the board, and I proceed to control and win the game. 6 Bridges are better than 4
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Lantern Control
Bogles (RIP)
Living Belcher (RIP)
I really really like this deck. I was skeptical to see it on paper, because I couldn't connect this bunch of 'uninpressive' cards and had some problems to find a finisher inside of it, but! Once I tried the core, i fell in love with the deepness of the control that this deck can offer.
So, I like to think myself as a brewer, and while I am well aware that probably somebody has already tested and valued this variant, I have seen no comments about it, and I am curious to know how do you guys feel it and what kind of improvement can have.
So, I will 'throw' here this interpretation of the deck. Please, try to imagine it before complete rejection!
I had some tests and it was interesting. I will also explain the cards if needed, but is pretty much straight forward (manabase is budget, but it never gave me problems, as far as it goes):
1 Rugged Prairie
1 Battlefield Forge
4 Clifftop Retreat
2 Buried Ruin
2 Inventors' Fair
4 Temple of Triumph
4 Plains
1 Mountain
Enchants
4 Oblivion Ring
3 Ghostly Prison
2 Ghirapur Æther Grid
2 Blood Moon
4 Lantern of Insight
4 Ghoulcaller's Bell
4 Codex Shredder
4 Ensnaring Bridge
1 Decimator Web
Sorceries
4 Molten Rain
1 Wrath of God
Istant
3 Lightning Helix
3 Surgical Extraction
2 Ajani Vengeant
Side
4 Relic of Progenitus
2 Torpor Orb
2 Pithing Needle
2 Rule of Law
2 Disenchant
2 Spirit of the Labyrinth
1 Sun Droplet
With this brew, You have less control on a prevention plan, but You go heavy on removal and lock. which compensate pretty well, in my opinion.
I would like to find a card filtering/draw engine (like Faithless Looting some space for Wheel of Sun and Moon and maybe some extra polishing of the list. I am still searching for other cards that let you see your opponent topdeck, but probably will never be printed (tell me I'm wrong!)
Not convinced about Spirit of the Labyrinth, and valuing the insartion of Dispatch and Pyxis of Pandemonium somehow.
Thank You for the patience, I know is very very different from the maincolors of this thread, but is really the same archetipe!
Peace!
Shanaxe.
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
So I have been playing lantern for a while, I was wondering if having one or two more lantern effect in the deck would be a good idea. Sometime all you want is a lantern, but it doesn't show up!
what do you guys thinks of "Orcish Spy" post sideboard? once they took out all their removals? I kwon it means that we need to make some room in the sideboard but it seams to be a good card for the deck. It's actually kind of better than lantern in a way that it gives information of the 3 next cards on the top of one library. Fetchlands will be much more annoying for sure, but it's not a replacement it just a support.
Tell me what do you think.
you may want to try Orcish Spy. it's not great but can help.
i think you mana curve is to high, try to lower it so you can be safe behind the bridge. mox opal and more artefacts would be nice. i like the idea and think that the deck in some tune up. fetch land would be good for you since you can use lantern to your advantage.
SUPPORT: 40
4x Lilliana, of the Veil
4x Ensnaring Bridge
4x Lantern of Insight
4x Codex Shredder
4x Ghoulcaller's Bell
4x Mox Opal
4x Smallpox
4x Collective Brutality
4x Inquisition of Kozelik
4x Fatal Push
RESOURCES: 20
4x Gemstone Cavern
16x Swamp
CONSIDERING: 1 Slot
- Damnation
- Sudden Spoiling
- Shrivel
- Darkness
YOUTUBE CHANNEL: GOBOTS
Thanks for the answer, as soon as I will feel comfortable with the brew I will bring it to FNM, for sure (But is quite a crazy period, so it may take some months for now)
I will definetely share results, as soon as I will develop this brew.
Thank You!
At the moment I don't know what to cut. I feel prisons are needed because of the lack of black removal, or abrupt decay/liliana strenght. They buy useful time. I also feel the lack of blue, in the meaning of tutoring and protection (I was tinking about a UW variant, but I felt it too cruel, with negate and tutors)
Path to exile goes against the denial plan that is given by red, so I am not eager to put them in, the other reason being Chalice of the Void. too many 1 cmc cards means that the deck folds to t2 chalice. Not so common, for sure, yet is something I don't like.
red has Boom/Burst to play with, but with 19 lands seems risky.
As far as fetches/moxes goes, of course when I will afford myself to buy them with shocks and flagstones, everything will line up better, and will be a nice upgrade.
Saving money also for Crucible of Worlds, that I have 1 of, but I would like to see in 2x at least, in this build. (especially in a boom/burst-quarter-flagstone build I am working on, in my head)
So! I am losing myself into words. I wanted to ask what, in your own vision, would you change to lower the mana curve? And, more importantly, what would you lower the curve with?
Thanks again for the advice.
Shanaxe
Which version of Death's Shadow are you talking about. The people in my meta are playing Grixis Shadow and I haven't had too much trouble after playing a bunch of games with them.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
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
1) Pithing Needle their fetch lands. Normally you'd board Pithing Needles out for Games 2 and 3, but in Game 1 using Needle to shut down their fetch lands is huge since it's their main way of reducing their life total for Death's Shadow. If possible you want to Inquisition or Thoughtseize them first and see if they have a lot of a certain type of Fetch in their hand. If that isn't an option....
2) Surgical Extraction key cards. To do this, you obviously need to know what key cards you need to deal with in the deck. If you have a Bridge you want to keep safe, get rid of their Thoughtseizes, or if you're worried about Shadow, hit their fetch lands. If you don't want them being bale to escape the lock, get rid of Traverse the Ulvenwald(Jund) or Thought Scour(Grixis).
3) Know how to mulligan for the match-up. Most Death's Shadow lists have a lot of discard (almost as much as we have) so if you're hand is hinging on a single Ensnaring Bridge but you don't have any way to deal with your opponent making you discard it, you may have a bit of a bad time. This is why I like my version against Shadow since Whir of Invention is able to act as an extra 3 Bridges, which helps me stay alive against the deck.
Those are usually the areas I focus on when playing against the Shadow decks.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros