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  • posted a message on [Primer] Lantern Control
    This deck is weak to land destruction, but only as much as any other deck (monocolored or not). Since the majority of the cards we use are colorless, any significant color screw is rare. Make no mistake, the deck has plenty of consistency issues. However, the main two issues are being unable to cast Ensnaring Bridge and being unable to land the lock quickly (enough). Notice how both of these issues involve colorless cards? The way to fix these issues is not to remove colors, but rather to use the best dig spells possible (i.e. Ancient Stirrings).

    As others have said, Blood Moon isn't very threatening to this deck, and Tectonic Edge is slow enough that I can't imagine having much difficulty with it (to rephrase: if you lose to Tectonic Edge, you probably would have lost anyways). Ghost Quarter is threatening but fairly uncommon. If your meta has a lot of that, just stick a few basics in your deck. Besides, Mox Opal is immune to land destruction.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from tsukun »
    The only thing that green brings when it comes to setting up the lock is Ancient Stirrings. I lack the Mox Opals to splash every color and feel like two color is a much more stable manabase. Plus, I'm squeezing in a fair amount of utility lands. I think the next color I would splash is red for Faithless Looting and Pyroclasm.

    Forgive me if I sound rude, but I think the goal of this thread is generally not to discuss budget versions of this deck, but rather try to come up with the best version possible. This is definitely not an established deck, so I'm not saying that every build needs Mox Opal. But lacking Mox Opal isn't a reason to eschew entire colors (and, some would argue, crucial cards), at least in theorycrafting. If you want to talk about a budget build, simply say so. Otherwise, I (and I imagine most people) will assume you are talking about a competitive build (i.e. a build without budget constraints).

    Additionally, Ancient Stirrings is ridiculously good. If you haven't tested it out yet, you should. It's easily the best dig card in the deck, and it blows Faithless Looting out of the water. You could argue that red is better, but I think that black is slightly worse than both (assuming Surgical Extraction doesn't count as a black card). Also green gives access to Abrupt Decay (if you choose to go that route), as well as a host of common sideboard cards.

    Anyways, this deck is so heavily colorless that I can't see any real reason not to run 3-5 colors. Mox Opal and Glimmervoid are pretty great at fixing colors. If you go really heavy with artifacts, you can even get away without running dual lands, instead using only 5C lands and Mox.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from tsukun »
    I'm playing a black version splashing blue for a single fabricate, academy ruins, and duskmantle. Running 3 Infernal because it's only okay in multiples. In other news, Trading Post saved me against UR Delver. The life gain was too much for him to race.

    How is this deck viable without green? Seriously, green seems too good to pass up. I think a lot of people are trying to get cute with this deck, and the cards that green offers are probably the best in terms of streamlining the lock.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from Jinnosuke9 »
    Has anyone tested Courser of Kruphix or Jace Beleren in this deck?

    We don't care about our top card nearly as much as the opponent's. Think of self mill as a cool bonus you can do if you need to dig a little, not as a key play. At 3 mana, and doing nothing relevant to the deck (we curve out at 3-4, and by then, we are in topdeck mode), Courser is worthless in this deck.

    As for Jace, I can see some use, but on the whole, it seems really bad compared to Mikokoro, Center of the Sea. I run that card in my build, and it works pretty well. Everything else that Jace does is kind of unecessary. The -1? Fine, I guess. The -10? Why use Jace to close out games when you can use Tezzeret, Agent of Bolas? That card supports the deck 100%, shuts off Affinity tricks, puts us back in the game if we are down on life, and often just wins in 2 turns. And many people think Tezzeret is a wasted slot (myself included)!
    Posted in: Control
  • posted a message on What percent of the time should I expect to draw a 7 or 0 land hand?
    This is entirely luck. Given infinite 7 card hands, you'll find that these types of hands are stunningly rare. Assuming you shuffle so that your deck is random, it's impossible to 'overshuffle.'

    It still sucks, though. Try getting KMCs. Even though they won't help, they're way better Smile
    Posted in: Magic General
  • posted a message on [Primer] Lantern Control
    Pithing Needle is great against Cranial Plating. Abrupt Decay and Beast Within are also strong here. Postboard, you have access to Ancient Grudge, Wear // Tear, and more. Plus, you can always kill Ornithopter with Galvanic Blast before they get a chance to play Cranial Plating. It seems like a pretty easy matchup, actually.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Mana Confluence doesn't matter to us at all. None of us run City of Brass anyway, so why would we suddenly start? We don't need 5-8 Cities.

    I think the manabase is fine as is. Tendo Ice Bridge is just better than anything else (besides Glimmervoid).
    Posted in: Control
  • posted a message on Classic cards that should have been better
    That Yawgmoth is incredibly broken. Like P9 level of broken.
    Posted in: Custom Card Creation
  • posted a message on Tibaltatle (combo)
    Lifegain is terrible, I'm not really sure why you're considering it. Have you actually played with this deck yet? I think you'll find that your combo is inconsistent and way too mana intensive to have a chance of being good. The only lifegain that's remotely viable is Martyr of Sands, and it's only viable in Modern (where it generally is weak).

    Have you considered the fact that each one of your combo pieces is awful? Tibalt is terrible, Transcendence is terrible, and MB Nature's Claim is also pretty terrible. That's about 10 cards devoted to the possibility of gaining 20-ish life. 10 cards. 10. Heroes Remembered would take up 1-4 slots, not make you lose the game, not be a dead card, and still would be terrible.

    Have you even played Legacy? Legacy is about efficiency. Nobody cares if you can stave off death for 3 turns. This is the reason Delver of Secrets is a staple, and not Craw Wurm. Also, I can assure you Sorin Markov is not a staple.
    Posted in: Magic General
  • posted a message on [Primer] Lantern Control
    Yeah, I agree. My build has about 6 black cards, which I suspect is true for most others.

    I am curious to know which of City of Brass or Exotic Orchard is better. Does the 1 damage really matter that much? Or how about Reflecting Pool?

    I am new to this deck, so please excuse any stupid questions.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from RogueOS
    And of course, after Urborg comes down, you can safely tap City of Brass for black without pinging yourself.

    Sorry, but that's not how City of Brass works. If you read it carefully, you'll find that it deals you damage whenever it's tapped, period.

    Urborg is definitely a great addition to the deck, though.
    Posted in: Control
  • posted a message on okay so i got this friend
    Fast aggro? Combo? Control? Stax? Reanimator? There are a plethora of decks that would wreck his strategy. It's incredibly slow and incredibly gimmicky.

    EDIT: Consuming Aberration in an "Ashiok deck?" Seems a little counter-intuitive.
    Posted in: Magic General
  • posted a message on Manaless Dredge
    Quote from Eclipsebolt
    Okay some quick questions for people who may be better with the deck than I am.

    Always keep in mind I will be playing a spy version with green side board since i do not have the leylines and forces and shoals


    1. No dredgers in opening hand, no cantrips, keep or mull? I know the chances to draw a dredger are pretty good, but Ive had multiple games where I keep and lose because I draw random stuff instead.

    2. No dredgers in opening hand but 1 cantrip, keep?

    3. No dredgers in opening hand but 2+ cantrips, keep?

    4. It is the beginning of the game. it is about to be your turn 2, you have a dredger in the grave, and a street wraith in hand, do you cycle it during eot hoping to hit another dredger and ichorid or do you wait til main phase to make sure your draw step dredges and you continue to have the abilty to instant speed cycle whenever you feel comfortable?




    The first 3 depend on the matchup. If it's game 1, I would mull the first, be hesitant on the second, and keep the 3rd. If it's postboard, then it's completely different. It really depends on the speed of your opponents deck. Against a deck like Quinn or Thresh, I might do the same as g1. Honestly, you have to decide whether or not you think a time walk for your opponent will win them the game.

    Depending on whether or not I have dredgers in hand, I usually Wraith EOT for Ichorids. I have had terrible games where I whiff, however.
    Posted in: Combo
  • posted a message on Manaless Dredge
    If I came off as hostile, I apologize. I would like you to read my posts again. You'll notice I didn't attack anyone, and I never denied that Spy was powerful.

    As for the blue SB not putting up results, it already has. Do your research, like I have.

    aj, I understand the logic behind kelpie, but what would you cut? Obviously Rider is a weak card unless you use Disrupting Shoal, in which case it becomes the best "combo piece."

    For reference, here is a stock list with the blue plan. I would be very hard-pressed to deviate from this list, besides small changes like replacing Leyline with Mindbreak Trap.

    4 Street Wraith
    4 Phantasmagorian
    4 Ichorid
    4 Narcomoeba
    4 Nether Shadow
    4 Golgari Grave-Troll
    4 Golgari Thug
    4 Stinkweed Imp
    4 Dread Return
    4 Cabal Therapy
    4 Bridge from Below
    4 Gitaxian Probe
    3 Whirlpool Rider
    1 Flayer of the Hatebound
    4 Shambling Shell
    4 Force of Will
    SB: 4 Leyline of Sanctity
    SB: 4 Disrupting Shoal
    SB: 4 Faerie Macabre
    SB: 3 Contagion (can be replaced with Sickening Shoal depending on how much DRS is in your meta)

    As far as Griselbrand vs Spy, I'm done arguing my point. Rider is so much better that it's completely moot. If you can't afford FoW, I would say that even running Disrupting Shoal alone is better than the green SB or a fearless build.
    Posted in: Combo
  • posted a message on Manaless Dredge
    Quote from RedKid43
    Griselbrand is the best way to turn the engine on. He is the, if you will continue with the engine analogy, Nitrous that makes the engine run faster and lets you win.

    Spy is good. Spy lets you do crazy dumb ***** that Manaless Dredge isn't supposed to do---which is transform into Cephalid Breakfast/Oops! All Spells! as soon as you Dread Return him. If you are feeling fearless and simply don't care about graveyard hate at all, play Spy.

    If you want a deck that can trump and somewhat deal with hate, play Griselbrand.

    If you just want to be nuts and counter stuff, play the blue version.


    Yes, going fearless will win you games. It won't, however, win you every game. Here's a thought. Build a deck as if there is a meta, not as if you can combo every game on turn 2. This is why the blue build is miles better than anything else, and why a griselbrand build beats out a spy build since it DOESN'T FOLD TO FORCE.

    Any large meta will be LOADED with blue decks. Yes, if everyone at your LGS plays affinity, play fearless by all means. But if you want to build a deck for any real tournament setting (which is what should be assumed unless you state that you only play against affinity), you build it to handle the metagame. Affinity is not the metagame, nor will it ever be. The meta is things like UWR Delver and Miracles. Both run FoW and both run RiP. If you play fearless vs these decks, you will cry.

    The deck is, at its core, a grindy attrition deck. Play it and build it like that. If you want to reinvent the wheel, you're too late. Oops already exists.

    If you still can't see how I am right, then you need to play more. Not condescending, just fact.
    Posted in: Combo
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