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    posted a message on Pir, Imaginative Rascal
    Ayo, hol' up... You be sayin' we wuz legendary creatures an' *****?
    Posted in: Pir, Imaginative Rascal
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    posted a message on [Primer] Lantern Control
    Death's shadow is one of the things that makes me want to try BLastRs. At the end of the day, DS decks are still trying to play 'fair' magic and just beat you down with creatures, so it folds to a bridge if you can get it to stick. Once you put XDS in a position where it has no means of attacking you the game is trivial. Of course, with an 8 of discard spell for bridge and multiple counterspells that makes things difficult. But XDS is a deck where BLastR can functionally be another copy of bridge once you hit a mill rock and lantern, they have no gameplan if you can keep them off creatures, of which they run relatively few. Even if they have stubborn denial for it, that's one more card that they'll have to counter which can help you stick the bridge that matters. Noxious revival is also huge in that matchup as it provides counterplay to thoughtseizes.

    I think a lot of the trouble lantern has with the deck is that the creatures it does have dodge most of your removal. Sure Decay can hit the shadows, but there are bound to be more shadows than decays and we have nothing for angler or tasigur, which will clock you too fast while you're struggling to hit a bridge. BLastR helps shore up that weakness by giving you both removal for the things you can't normally hit and acting like extra bridges in the matchup. Maelstrom pulse is also looking like a card I want to sideboard now for that reason, it can two for one the shadows, which can be big, or it can handle a tasigur or an angler, which is something we don't normally have removal for. Once I get a couple, I'm going to try -2 Brutality +2 BLastR maindeck, and I've already squeezed the pulse into my sideboard.
    Posted in: Control
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    posted a message on [Primer] Lantern Control
    Even better, it's also enemy vampiric tutor. Why yes, you could use a basic on top, I think your library looks much better this way.
    Posted in: Control
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    posted a message on [Primer] Lantern Control
    So top is now banned in legacy.
    Does this mean it's time to try moving the lantern party to eternal???
    Posted in: Control
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    posted a message on [Primer] Lantern Control
    Quote from Garkyn »
    Hi,

    on the topic of blindmill, I think we got a little bit further in the last two pages:
    1. The odds of drawing specific cards you are looking for (e.g. bridge) remain the same whether you do or do not mill
    2. The graveyard is a huge resource for us (information and recursion) which advocates blind mill
    3. Playing Tutors, it is not smart to self mill if you run the risk of milling the last one of your target cards
    4. When the opponent is likely playing graveyard hate it is probably a bad idea to self mill
    5. The benefit of self milling is increasing your resources (graveyard, information) even if you do not have recursion online yet, because chances are you will eventually get recursion online and then you will be way happier if you have a large graveyard to recur from.
    The problem with the situation on blind milling is, that it feels so bad if you mill that crucial card and think, if I had not done this I would have won that game. But this feeling is very biased and does not change the fact, that it was the correct line of play.
    It probably does not make a huge difference in win percentage whether you blind mill in certain situations or not, but I am against saying you should never blind mill unless you have recursion online already.


    On another note, yesterday I tried a UB Variant of Lantern at a local tournament. It went quite well (4-1) with my loss being against catless burn, where in hindsight I probably should have taken mulligans. Since it is quite different from the main lantern builds at the moment I would appreciate a discussion about this list, I found this list so interesting I will definitely keep working on it Smile


    Link to deck @ TappedOut.net

    Some notes I have after playing a few rounds. Battle at the bridge is insane. It is live against pretty much every deck, can buy a couple of crucial turns against very aggressive decks and is even good later removing a problem creature like hiearch or lavamancer. Fatal push fills a similar role and i was never sad to see it. I was skeptic before but my gut feeling at the moment is: early I am super happy to see it to just slow my opponent down so I do not die before I have bridge, later I don't care because I am probably winning already anyway.

    Whir of invention was awesome and a split of 3 whir 3 bridges felt quite good. If you have both, the wir can go fetch something else and it allows me to play a few one ofs, that become super good with whir (Welding Jar, Crucible, Skite, Needle, Thopter Combo)

    Thopter Combo with a 1-1 split seems cool and it actually won me two games (1 against infect providing blockers for the nexus, 1 against eldrazi and taxes, also providing blockers when my bridge was flickered). With 3 copies of whir and 2 inventor's fairs it is quite consisten in its setup and can speed up the clock or provide a concession really fast (not really necessary but an added bonus)

    Being only 2 colors i think a fetch base is stronger because the fetch lands provide free scrys with a lantern up and without ancient stirrings there is not reason to not shuffle your library.

    Set Adrift also harmonised well with the fetches and was a good enough replacement for abrupt decay, often being cheaper than decay and as effective.



    I'm very interested in brewing this Dimir variant further.
    How do you feel about the discard suite? Was 6/9 enough for you? I feel like I really want to be on 8 maindeck discard spells, but fatal push also one for ones a creature just as well as the fourth inquisition. You lose out on selection/information though, which worries me.
    19 Lands is a lot, but I imagine the fetches offset it some, how did that work for you? Have you had any trouble with singleton ruins? Any thoughts on running duskmantle? Or are these cut to reduce your colorless lands?
    No Cranes in blue black? I don't like them in other lists but they seem perfect for the dimir version, especially if you're taking a more relaxed approach and not trying to race the lock down asap, which seems to be the case.
    Did you ever feel like tezzeret would have been really good? I had him in at a 2 of in the main deck and he's a good dig effect and a tertiary win on the spot, but I don't know how crucial he is to the deck.
    Only 3 whirs? I feel like you definitely want 4, especially if you're running without cranes or other non-mill dig. I was playing 2 bridges and 4 whir and never had trouble with getting it when I needed.

    On blind mill: It's valid to say that it doesn't change your odds of seeing the card you want immediately (you need a bridge to stop their army immediately or lose, etc.) as you're just getting a different single random card anyway. But it does change your game state in ways that can matter as you move deeper into the game. The difference is both small and situational, I don't think there's really a right answer, except to say that blind milling for the late game (in the rare cases where you make it very far without seeing a lantern) is worth doing provided you have a recursion tool.
    Posted in: Control
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    posted a message on [Primer] Lantern Control
    Quote from Perplex11 »
    Im building two decks to playtest for GP San Antonio, I was leaning towards 8Rack and Merfolk, but am not completely decided yet. I was thinking about possibly playing this instead of 8rack, how does this deck fair in a random meta?


    Lantern is strong in a diverse meta because it has the tools to tear apart and defend against any deck possible inside the modern cardpool. If you want to succeed playing it, though, you need to be able to quickly assess your opponent's game plan and make a few extremely narrow decisions to shut it down ASAP because the deck does not forgive small mistakes. What to tutor, what to needle, what modes to brutality with, your sequencing etc. You have to be able to make all these decisions perfectly and quickly. Lantern is probably not a deck to try learning on short notice, but if you have the time go for it.
    Posted in: Control
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    posted a message on [Primer] Lantern Control
    I didn't mean to imply saheeli should go in my list - if I thought an alternate win belonged I would have one in there already. Of course she would be mostly uncastable for me, I'm in two colors to avoid shelling out for glimmervoids. But I don't think the deck needs an alternate win at all, certainly not mine. If you can protect something like mechanized production you should already have the tools to win in the first place - it just seems very winmore to me.

    In my case I can loop brutality if I must find a way to win without mill (which is extremely rare in the first place). The only deck that could conceivably halt my win with the lock established and safe is something with preboard leyline of sanctity and ways to not care about deckout, which doesn't exist in any meaningful capacity to my knowledge and might take me to time? Even if my opponent was to board in to emulate that, I have nature's claim to remove their hexproof.

    The scenarios in which production is actually useful to cementing the lock are so few and corner casey that I think you really just lose out on consistency by including it. And the win the game mode is just totally unnecessary to the deck's gameplan.
    Posted in: Control
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    posted a message on [Primer] Lantern Control
    Early last summer I was chatting over an EDH game commenting on how much I like codex shredder in the format (I'm known to jam it in just about every list I play and it's easily been my favorite card since it released.). After lamenting that i couldn't play it in normal constructed formats someone mentioned 'Lantern control plays it in modern.' A google search and hours of reading later I was fumbling through playing the deck online and now almost a year later I've finally got a list I can play in paper:



    I'm really in love with this deck. It 4 ofs my favorite durdley artifact, it's extremely competitive, it's a blast to play and it mines salt like no other deck in magic. There must be something about losing your spells before you even cast them that places it above counterspells on the 'feelbads' hierarchy of answers. It's a great sensation to see my opponents' hands trembling in rage as they mutter scoop and reluctantly pick up their cards to a field full of durdley rocks after realizing they have no outs left in their ever thinning pile. I'll be playing this deck to death for as long as it's around and I hope everyone else here is enjoying it as much as I am.

    I've just taken it to my first two paper modern events and had a blast both times. The first week I went 1-2 scoop, however both my losses were due to clumsy misplays. Nevertheless I had some interesting games. Round one I played eightrack, g1 I lost to a couple early racks after not finding answers and failing to keep pace with fair. G2 I crushed him after going hellbent and milling the racks away. G3 I lost lantern to an inquisition on turn one and then got them extracted. But I managed to pull out a tense win scrying him with bauble/ruins every turn and ticking down 1 life at a time as my fair fought against 2 racks I let through early. He had a ravens crime and I had dropped extractions in the board so I couldn't stop him dropping me back to 2 cards every turn. I finally won after flipping him into a needled lily and clawing my way back out of rack range. Round 2 was burn, and I lost game 1 to a risky no land mopal hand I shouldn't have kept. G2 my opponent kept a one lander and I managed to keep him helpless on one land the entire game after blindmilling him off his second land turn one. G3 he drew four eidolons in his opener, which went predictably horrible for me without extractions. Round 3 was affinity and I dropped the match after cracking bauble in the wrong step, big misplay on my part and I would have won the match if not for that.

    Next week I learned from my mistakes and did much better, I crushed bant eldrazi, jeskai thing ascension and delver in the first three rounds, then played the mirror at the top table, which turns out to be mill chicken since everyone's shredders will be needled or dead.

    So I'm actually contributing something to the thread, these mechanized production suggestions are not good. The deck doesn't need a 'real' wincon. You should never time out if you're on your game (barring slow play). And any of the possible alternatives to the deckout are just going to clutter the list. The only time they're acceptable is if they actively contribute to the lock or building redundancy in the process for reasons that have been stated many times already itt. If you really want something that can end the game with a tangible damage clock, my suggestion is saheeli. She can scry you if you're still looking for lantern and don't know whether to blindmill, she can make copies of rocks/lanterns, she can tutor redundant pieces to solidify the lock against grudge/whatever, and she does nontargeting damage if that's your thing. For 3 Mana as a one of she fits the bill better than anything like mechanized production ever will. Much like spellbomb, she brings something valuable to the table while giving you the clock if you really need it.
    Posted in: Control
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