Today I made 10x0 in a PPTQ with 96 players. From my decklist I'm thinking of taking one Grudge to add something else, I don't know yet what to put. The rest of deck I think is fine.
2x0 Abzan Company
2x1 Storm
2x1 Jund
2x1 Burn
2x1 Jund
2x0 Grishoalbrand
2x1 Living End
Top 8
2x0 Grishoalbrand
2x0 Jund
2x0 Living End
How I sided against these decks (if you have ideas about this plan please share):
The matchup against delver is very thought, even after SB.
I din't had a chance to play against teachings, but I think it is hard to play as well because of the magic counters.
I'm having a great success with the below list, I won more than ~60% of my online matches and got the first place in a local pauper tournament.
My matchups in the tournament:
2-1 Elves
2-0 Slivers
2-0 Mono black
2-0 Mono black
My mainboard list is focused against agro/midrange decks, which I think is the most common decks you will find out there. I don't know if is only my list or the deck per se, but I struggle against tron and delver, that is why I have some slots dedicated against these decks.
Some examples of my sideboard plan:
Mono black: +3 Death Denied, +2 Duress / -3 Songs of the Damned, -2 Gnaw to the Bone
When I played lantern on GP porto alegre, I got so tired on day 1 that, in the end of the day I couldn't even read the menu in the restaurant. I had to ask my friend to order to me whatever he thought was good.
I opened 8-0-1, but should have been 8-1-0 if I didn't commit a mistake in the last match. On day 2 I got screwed, mostly because of my day 1 fatigue and the tilt of the last match mistake.
Sorry to hear that ivorcosta. I also get hit with painful headaches most GPs because sinus issues, loud noises and bright lights.
When I played lantern on GP porto alegre, I got so tired on day 1 that, in the end of the day I couldn't even read the menu in the restaurant. I had to ask my friend to order to me whatever he thought was good.
I opened 8-0-1, but should have been 8-1-0 if I didn't commit a mistake in the last match. On day 2 I got screwed, mostly because of my day 1 fatigue and the tilt of the last match mistake.
After playing more than one hundred games with the deck, I don't remember a game where I thought: "If I had blue mana to cast amalgam I could win this game".
First time posting, lurked a little but having recently made the full switchover to this deck, I'm ready to actually discuss my thoughts on this deck especially now that the Prized Amalgam/Insolent Neonate builds are becoming the standard. To start this is the list I've been on recently to moderate success:
I started playing this deck during Eldrazi Winter, and I really fell in love with it then back when we were still on Gurmag/Grisly Salvage. Hilariously enough my first encounter with the Prized Amalgam/Neonate build was via a mirror match in a modern side event at SCG Columbus.
The one major thing I disagree with in the lists that are starting to show up recently is cutting out the removal package and Satyr Wayfinders. I especially feel that Wayfinder is still a key component to this deck as we're on 20 lands and I've found getting to three is super important. Not to mention chump blocking in a life-greedy deck with 12 creatures that either can't block ever (Gravecrawler and Bloodghast) or can't block the turn they enter (Prized Amalgam) ends up being pretty relevant. Lightning Axe has still been an all-star for me. The ability to handle a G1 Scooze or Kalitas has been pretty critical, and stealing a game one against a deck like Burn or Abzan Coco is huge.
I also realize that my build is lighter on dredgers because of this and some of the flex spots that I use for things like the MB Gnaw and the Pharaoh. One of the things I've found that makes the deck strong is the ability to still be the beatdown with little dudes if necessary. The small hits I take to explosiveness I feel are worth the overall improvement I have in resiliency. Some of the cards in the 75 are certainly local meta calls for me, but again this deck has enough flex spots that it's not hard to tune it to the level of explosiveness you feel comfortable with without messing with the core.
Recently went 4-2 with this at TCGPlayer States, and felt very confident on how the deck performed (Beat Grixis, Death's Shadow, Bant Control, and Burn, lost to Jeskai Geist and Infect). The matchups I lost didn't ever feel like they were un-winnable. I'm still messing around with the numbers, and I could definitely try turning some of the flex cards into more dredgers, but right now I feel pretty confident with the build I'm on.
You are using watery grave only to cast amalgam? I think this is a bad idea, when you need to cast a 3 mana 3/3 enter tapped is because you lost the game already. You list has 14 options to discard cards, why bother having a land to cast a card when you are losing the game?
Saturday I played a 10 man tournament, finished 3-1 with the list bellow. This was my second tournament after amalgam release, I'm 6-2 so far.
2-1 against Living end (he only won 1 because I didn't draw any dredge card)
2-0 against Abzan Company
2-0 against Jund (I won the second game on turn 3)
1-2 against Burn (I find this matchup tough)
I'm playing an All-In Dredge version and this was my opening hand:
I was hoping to get some feedback to and see which line of play would be considered better.
Option 1: Play the Verdant Catacombs get Blood Crypt untapped and cast Faithless Looting, probably discarding the Vengevine and the Grave Troll. T2 Dredge 6 for my draw and this sets me up nicely to go Neonate sac Dredge 6 and then cast Gravecrawler to get back at least a Vengevine, but also returning would be any Bloodghasts and Prized Amalgams from the 12 cards that are milled over. Based on my rough calculations I'm expected to get back an additional 2.5 creatures from the 12 cards that are milled over. The average power of the creatures that returns (from the 4 Bloodghasts, 4 Prized Neonates, 3 Vengevines) is about 2.9. So if I multiply the 2.5 by the 2.9 we get an expected 7.25 additional power on the table (this is in addition to the Gravecrawler that we cast and the Vengevine we know is coming back). So this line of play gets an expected 13.25 power on the board on turn 2 and at least 4 of it is haste power. I consider this the safe play.
Option 2: Play the Verdant Catacombs get Blood Crypt untapped and cast Insolent Neonate, on my opponents end step I sac the Neonate and Dredge 6 with the Grave-troll. By running 10 total Dredge spells in the main deck I'm 70% to dredge into at least another Dredge spell. If I hit the Dredge spell I can hopefully go Faithless Looting Dredge and then another Dredge discarding a Dredge card and the Vengevine. It's not inconceivable to end up with 20-25 cards in the graveyard. In that case playing the swamp for the turn can return all the Bloodghasts and Prized Amalgams (if you mill 22 cards you're 90% to get at least 1 Bloodghast, if you mill 12 cards you're 65% to get at least 1 Bloodghast, and you need at least 1 Bloodghast to get all the Prized Amalgams). Then if all goes to plan on turn 3 you can Dredge again another 6 and then almost certainly cast 2 gravecrawlers (either both from the graveyard or one from your graveyard and one from your hand to trigger all the Vengevines, and all the Prized Amalgams if any are left). So on turn 3 your attack is with all the stuff from turn 2 you brought back and then all the Vengevines you brought back on turn 3. It's much harder to do the math because of all the permutations with this line though but if you have roughly half your deck in the graveyard I would estimate it's likely 2 Bloodghasts, 2 Prized Amalgams, 2.5 Vengevines (the 2.5 Vengevines comes from the fact you know the Vengevine from your hand will be in the graveyard and that leaves 3 remaining in your deck so half is 1.5) and attack for 20 power.
So continuing with Option 2 lets say your original Dredge of the Grave-Troll off the Neonate didn't hit any Dredgers, well you can still use your turn to cast Faithless Looting, Drawing 2 cards and then pitching the Grave-Troll and something else and then spending turn 3 Dredging back the Grave-Troll and then proceeding to hopefully cast Gravecrawler from your hand and hopefully one from the graveyard to bring back all your Vengevines + Amalgams (but this is only with 12 or so cards in the yard so it won't be nearly as powerful). I see option 2 as far riskier but with the potential to do more damage.
Does anyone see any reason to go with option 2?
For sure I would go for option 1, but instead of getting Blood Crypt I would get Stomping Ground, with this hand I probably wouldn't draw anymore and would need the green mana to cast life from the loam when it hits my grave.
2x0 Abzan Company
2x1 Storm
2x1 Jund
2x1 Burn
2x1 Jund
2x0 Grishoalbrand
2x1 Living End
Top 8
2x0 Grishoalbrand
2x0 Jund
2x0 Living End
How I sided against these decks (if you have ideas about this plan please share):
4 Bloodstained Mire
4 Wooded Foothills
3 Copperline Gorge
2 Blood Crypt
2 Mountain
1 Forest
2 Stomping Ground
2 Dakmor salvage
Creatures
4 Bloodghast
4 Prized Amalgam
4 Insolent Neonate
4 Golgari Grave-Troll
4 Stinkweed Imp
4 Narcomoeba
2 Burning Inquiry
3 Shriekhorn
4 Faithless Looting
2 Conflagrate
1 Rally the Peasants
1 Darkblast
3 Life from the Loam
3 Abrupt Decay
3 Ancient Grudge
2 Gnaw to the bone
1 Darkblast
1 Ghost Quarter
1 Bojuka Bog
1 Conflagrate
1 Vengeful Pharaoh
2 Thoughtseize
The deck of this thread is good against agro decks, so it's not suitable for your meta.
I din't had a chance to play against teachings, but I think it is hard to play as well because of the magic counters.
http://www.mtggoldfish.com/deck/432888#paper
http://www.mtggoldfish.com/deck/431382#paper
My matchups in the tournament:
2-1 Elves
2-0 Slivers
2-0 Mono black
2-0 Mono black
My mainboard list is focused against agro/midrange decks, which I think is the most common decks you will find out there. I don't know if is only my list or the deck per se, but I struggle against tron and delver, that is why I have some slots dedicated against these decks.
Some examples of my sideboard plan:
4 Satyr Wayfinder
4 Pit Keeper
3 Gnaw to the Bone
4 Pulse of Murasa
Wrath
2 Swirling Sandstorm
4 Songs of the Damned
4 Crypt Rats
Cycling
4 Deadshot Minotaur
4 Architects of Will
4 Monstrous Carabid
4 Street Wraith
2 Mountain
3 Barren Moor
2 Forest
4 Swamp
4 Jungle Hollow
1 Rugged Highlands
3 Evolving Wilds
2 Pyroblast
3 Doom Blade
2 Duress
1 Nihil Spellbomb
3 Scattershot Archer
1 Ancient Grudge
3 Death Denied
This is my GP list http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/221769-lantern-control?comment=3731
And bellow is my current list, but lately I'm playing more dredgevine and don't know much about how lantern is positioned in the current meta.
3 spellskite
spells : 40
4 mox opal
4 ancient stirrings
4 codex shredder
3 ghoulcaller's bell
1 pyxis of pandemonium
3 inquisition of kozilek
1 duress
3 thoughtseize
4 lantern of insight
3 pithing needle
1 pyrite spellbomb
2 surgical extraction
2 abrupt decay
4 ensnaring bridge
1 infernal tutor
2 academy ruins
2 blackcleave cliffs
2 ghost quarter
4 glimmervoid
4 llanowar wastes
1 buried ruin
1 grove of the burnwillows
1 forest
2 welding jar
2 grafdigger's cage
3 pyroclasm
3 leyline of sanctity
2 quiet disrepair
1 surgical extraction
1 abrupt decay
1 pithing needle
I opened 8-0-1, but should have been 8-1-0 if I didn't commit a mistake in the last match. On day 2 I got screwed, mostly because of my day 1 fatigue and the tilt of the last match mistake.
You are using watery grave only to cast amalgam? I think this is a bad idea, when you need to cast a 3 mana 3/3 enter tapped is because you lost the game already. You list has 14 options to discard cards, why bother having a land to cast a card when you are losing the game?
Also, buy your cards before the price increase...
http://www.mtggoldfish.com/deck/413288#paper
http://www.mtggoldfish.com/deck/413181#paper
2-1 against Living end (he only won 1 because I didn't draw any dredge card)
2-0 against Abzan Company
2-0 against Jund (I won the second game on turn 3)
1-2 against Burn (I find this matchup tough)
1 Wooded Foothills
3 Bloodstained Mire
4 Verdant Catacombs
2 Overgrown Tomb
2 Blood Crypt
1 Stomping Ground
2 Blackcleave Cliffs
1 Copperline Gorge
1 Ghost Quarter
1 Forest
2 Swamp
Creatures
4 Gravecrawler
4 Prized Amalgam
4 Bloodghast
4 Lotleth Troll
4 Insolent Neonate
4 Vengevine
4 Golgari Grave-Troll
2 Stinkweed Imp
4 Faithless Looting
2 Life from the Loam
1 Conflagrate
1 Darkblast
2 Tormenting Voice
3 Gnaw to the Bone
2 Ray of Revelation
1 Darkblast
1 Murderous Cut
3 Ancient Grudge
2 Ghost Quarter
3 Abrupt Decay
http://www.mtggoldfish.com/deck/411319#paper
Most of my games I want to dread life from the loam at least once.
For sure I would go for option 1, but instead of getting Blood Crypt I would get Stomping Ground, with this hand I probably wouldn't draw anymore and would need the green mana to cast life from the loam when it hits my grave.