Alright, i've gotta try to fit this Mindcrank/Ascension combo in there somehow. And i feel like it could use some more enablers, maybe up the Galvanic Blast count to three.
Mindcrank not really necessary, but i have been trying to find the right balance of enablers for the BA (personal fav card) and still have some consistency issues. 4 CB isnt enough but I think 3 Pyrite Spellbomb would work with the extra recursion. would love some other thoughts to get BA in there.
Alright, i've gotta try to fit this Mindcrank/Ascension combo in there somehow. And i feel like it could use some more enablers, maybe up the Galvanic Blast count to three.
Mindcrank not really necessary, but i have been trying to find the right balance of enablers for the BA (personal fav card) and still have some consistency issues. 4 CB isnt enough but I think 3 Pyrite Spellbomb would work with the extra recursion. would love some other thoughts to get BA in there.
How about not running green at all? Dimir works great for me and Grixis should be easy with a good mana base and playset of opals. It's not perfect but the dig of Serum Visions is comparable to stirrings
I have flirted with a non-green version. been thinking about a mostly red burn version, still havent even tested tho.
Those cards aren't needed in game 1. Going the GW route will make all the targeted discard spells harder to cast. This way you have much more problems to answer your opponent. Please post a list if you want to make such big changes.
Hmmm I have not thought about ALL the possibilities but I like the idea of running 1 GW in the main and siding 2 more, maybe something like the below:
I have been reading through the history of this thread all day, just curious if any thought has been given to running Glittering Wish? I love the basic structure of the lantern "control" but think a faster/more adaptable close-out is needed. Just a thought! I may playtest GW once my lantern package arrives.
the problem with a card like glittering is that it sits in your hand until you find enough mana to cast it and the card you intend to win with. If you look at my list one page back, I have eliminated all the cards that require a "set up". One of the biggest issues with this deck are bad hands. by eliminating cards that need time or more than 3 mana worth of resources we're keeping our chances of awkward hands to a minimum.
[quote from="Pzychout »" url="http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/221769-lantern-control?comment=5709"]I have been reading through the history of this thread all day, just curious if any thought has been given to running Glittering Wish? I love the basic structure of the lantern "control" but think a faster/more adaptable close-out is needed. Just a thought! I may playtest GW once my lantern package arrives.
the problem with a card like glittering is that it sits in your hand until you find enough mana to cast it and the card you intend to win with. If you look at my list one page back, I have eliminated all the cards that require a "set up". One of the biggest issues with this deck are bad hands. by eliminating cards that need time or more than 3 mana worth of resources we're keeping our chances of awkward hands to a minimum.
Btw I won a mini today. In the final I played against eldazi and taxes. I decided to play pyroclasm, instead of g blast. I lost one game against him and I kept thinking that, though I left clasm in the board, I would have boarded in blast to deal with eldrazi displacer. I decided to go back to blast and will run it at my LGS tomorrow.
I have been reading through the history of this thread all day, just curious if any thought has been given to running Glittering Wish? I love the basic structure of the lantern "control" but think a faster/more adaptable close-out is needed. Just a thought! I may playtest GW once my lantern package arrives.
I know that this is slightly off topic, but as a budget version of UB faeries I have been testing (with SURPRISING success), UGly Faeries. http://tappedout.net/mtg-decks/ugly-faeries/
I have been following this thread for a while now, as an old magic player thinking about getting back into it. Would love some of your thoughts on the above.
Back to UB. I think Collective Brutality is a real game changer and a four of, with the life drain/gain possibility. Just bought 4 myself
Collective Brutality
Mindcrank not really necessary, but i have been trying to find the right balance of enablers for the BA (personal fav card) and still have some consistency issues. 4 CB isnt enough but I think 3 Pyrite Spellbomb would work with the extra recursion. would love some other thoughts to get BA in there.
I have flirted with a non-green version. been thinking about a mostly red burn version, still havent even tested tho.
2x Abbot of Keral Keep
4x Goblin Guide
4x Monastery Swiftspear
lands
1x Academy Ruins
2x Scrying Sheets
2x Smoldering Marsh
2x Valakut, the Molten Pinnacle
10x Snow-Covered Mountain
1x Bonfire of the Damned
4x Codex Shredder
4x Galvanic Blast
2x Ghoulcaller's Bell
4x Lantern of Insight
4x Lightning Bolt
2x Mishra's Bauble
2x Pithing Needle
4x Pyrite Spellbomb
4x Pyxis of Pandemonium
2x Surgical Extraction
1x Ancient Grudge
2x Grafdigger's Cage
3x Leyline of Sanctity
2x Pithing Needle
2x Pyroclasm
2x Surgical Extraction
3x Welding Jar
Hmmm I have not thought about ALL the possibilities but I like the idea of running 1 GW in the main and siding 2 more, maybe something like the below:
2 Spellskite
4 Lantern of Insight
4 Codex Shredder
4 Ghoulcaller's Bell
2 Pyxis of Pandemonium
4 Ancient Stirrings
1 Glittering Wish
1 Despise
3 Duress
3 Collective Brutality
4 Mox Opal
3 Welding Jar
4 Ensnaring Bridge
3 Needle
Side
2 Hide // Seek
2 Grafdigger's Cage
2 Sun droplet
2 Surgical Extraction
2 Glittering WIsh
2 Slaughter Games
1 Tezzeret, Agent of Bolas
1 Research // Development
1 Sigarda, Heron's Grace
at first glance, I think we would need more Multi-colors to abuse in the side. Any thoughts if I were to try to playtest this?
My thinking was lower cost multi-color-spells and only running 2/3 GW. Namely, Tezz AoB maybe a geist of saint traft if Bridge has been ineffective and the adaptable Research // Development, Slaughter Games, Hide // Seek, Wear // Tear, Supreme Verdict, Crime // Punishment
3x Ashiok, Nightmare Weaver
Lands:
4x Blood Crypt
2x Island
2x Mountain
4x Steam Vents
3x Swamp
2x Temple of Deceit
2x Temple of Epiphany
2x Watery Grave
Spells:
3x Breaking / Entering
3x Collective Brutality
3x Kolaghan's Command
4x Lightning Bolt
3x Reforge the Soul
2x Slaughter Games
4x Sphinx's Tutelage
2x Suffer the Past
2x Summary Dismissal
4x Thought Scour
3x Tasigur, the Golden Fang
3x Painter's Servant
1x Counterflux
2x Distended Mindbender
3x Flaying Tendrils
2x Piracy Charm
2x Sowing Salt
1x Sword of Feast and Famine
3x Thoughtseize
1x Vandalblast
Link to deck @ TappedOut.net
I have been following this thread for a while now, as an old magic player thinking about getting back into it. Would love some of your thoughts on the above.
Back to UB. I think Collective Brutality is a real game changer and a four of, with the life drain/gain possibility. Just bought 4 myself