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  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Prophet is not amazing in Competitive metas, but it is a card that requires other players to play unfun strategies to counter it, otherwise it becomes bonkers. Which is why in casual metas it tends to thrive.

    I don't care about Prophet, but don't get mad at me when I play a deck based around discarding your hand every turn, and blowing up the board when I'm not. Unfortunately that's not going to happen. That is why I dislike prophet, not because of it's strength, but because the counter to it is statistically unfun strategies.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [Primer] Lantern Control
    For Bloodmoon, I like my Academy Ruins too much to run Bloodmoon, otherwise I totally would.

    Source: I actually tried it a year ago.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from Lateralus19 »
    Quote from zerodown »
    [quote from="artfranc007 »" url="http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/221769-lantern-control?comment=3226"]@lateralus you obviously dont know much. Eggs can take 15 minutes to play one turn, that is why it got banned. Lanterns' turns are very short. Often it wins by submission. Hope you have fun hating on decks that you don't even undrrstand lol.


    I understand it very well. I've played vs it many times and have yet to lose a best of 3 to. It run's into all the artifact hate affinity does and therefore loses easily or take a very long time to kill (very low amount of ways to actually win a game, and they don't win quickly). This deck will be involved in several games going to time. The majority of people that pilot will not be efficient at it. That was the issue with eggs as well (ex. Cifka would take only about 7-8mins to go off, where as most people like you said took about 13-15mins.)

    Pls don't feed the troll. Lantern (the moderator, lol) is keeping an eye on the thread for these situations. He'll probably warn him for spamming/flaming/trolling. Just ignore it.



    How am I trolling? My bad for saying something about and relevant to the deck(ensnaring bridge). My bad for saying the word "ban" in regards to a card. Didn't realize such a small and short comment was considered spamming because that comment needed to be made in a different thread about the same deck (lol.)
    Eggs took 20 minute turns with no guarantee of actually being able to finish the game. Most of the time spent in games with Lantern is on the part of opponents who don't realize that they CANNOT win and therefore insist on playing it out(something that SHOULD lessen as the deck gets more exposure). Never mind that it was also TECHNICALLY possible for Eggs to break the four turn rule. Besides which, the stated objective of this decks creator IS to get it banned.

    I will make Lantern play it out every single time. Especially, if I have a win. I'll take a draw over a loss every single time lol.
    </blockquote> I don't really see this as flaming, so I'll respond.

    Top control for sure gets a lot of hate. The point of the deck was originally as a cute troll deck, and has kept to those roots. At least the troll part; I dunno if you can call it cute anymore.
    If we can get a card banned from this deck made up of throw aways and barging bin nothings, Id consider that a win. Otherwise, this deck will become a it's own pillar. People will try it, and with the amount of thinking it takes to pilot it well, it will fall out of favour.

    What you are wrong about is calling it like eggs though. Eggs was banned due to it extending tournament times. Not the case here, as Top controls turns are faster on average than any other deck. It takes 20+ turns a game, but it's disingenuous to say they take the same amount of time as a deck whose loop takes 15 minutes on one turn.

    If you ever have a win vs this deck, you should ALWAYS play it out. That goes for any deck. What other players are slow to realize though are when they are actually locked. Having 3 mill rocks on the board with you having no control over your draw step means you have lost if you can't win with your current hand. Feel free to continue, but there is a difference between having the win and being locked away from winning.

    Good luck in your future games.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    User Shadow Gripper.

    Remember, the game is over, they can't draw out of it. You shouldn't be playing anymore (any neither should they). 3 mill rocks ensures they can't get out. With 4 you can start milling them EoT to end the game.


    By the way, I did the math. If they have 20 hate cards, 40 cards left in their deck, and are hoping to top deck through 3 mill rocks: 95% chance of them drawing nothing if you mill them on your endstep, and 99.6% chance if you mill them on their endstep.

    Btw.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    I love the mirror. It is by far my favorite match up. Most people don't realize that the game will usually come down to a burn game.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    **** Yes.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Oh crap....If he Twins the Clique we are in major trouble. Gotta keep that Pyrite ready now.

    Edit: Whew.
    Posted in: Control
  • posted a message on Grand Prix Oklahoma City Discussion
    Top Control is not a Tiered deck. Not yet. The deck wins slowly, and after 2 years of crawling out of casual corners it will slowly creep into those tiers. The deck is pretty hard to pilot, let alone have the average person find enjoyable for long periods of time. But again, it certainly has not gotten good enough to become tiered just yet.

    That being said, lets go Top Control you got this!
    Posted in: Modern
  • posted a message on [Primer] Lantern Control
    I run 5 colorless sources for mana out of the 21 that I have. Mikokoro, 2 Ghost Quarters, and 2 Darksteel Citadels. I don't have issues with colored mana.

    Mikokoro is worth it as a 1 sided draw effect. I see what I'm having them draw, and I do not plan on having them draw a good card.

    Darksteel is worth it to protect Glimmer void from a weak hand or from mass artifact removal, or as a 5/5 from Tezz.

    Ghost Quarter is worth it mostly as a color fetch. I run 3 basics as I am loathe to lose a spells kite to a path for free or to get wastlanded. I ghost quarter my own lands if I need a certain color, as any land after 3rd is useful, and any after the 6th is too much. Ghost Quarter + Darksteel is just gravy. Rarely are their lands that I need to ghost quarter from the opponent, but it does come up as a deterrent.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    I can attest to Set Adrift being a pretty good removal card. I was trying it out in my bug build, and was very impressed. The Sorcery speed hurts, but it was pretty versatile.

    I ran a MB with it and with Murderous Cut to try out different removal cards.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Just to chime in, whip costs 3 mana and an artifact to tap, plus 1 mana for each tap afterwards. Grid costs 3 mana, with one colored in that, costs 0 mana to activate, and you pistol tap 2 artifacts. They do similar things, but grid does ithat so much better.

    Also as a mostly mud deck, even if Iona was the meta majority, it still would not be a danger.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Sphinx's Tutelage is better than both the Curse and Jace's Erasure, and Nephalia Drownyard isnt really comparable because it is a land. It is close, but it is very different.

    Crucible doesn't help against Tron as much as killing their win cons. You have 3-5 turns to strip their hand of Stirrings and win cons, because if you focus on killing their mana base like every other deck does vs tron, you are going to lose on turn 15 to an Emrakul, and that's if you haven't lost to a turn 7 Karn.

    Vs Leyline, usually I Ghoulcaller's bell my way to victory, or I mill myself till I get the correct enchantment removal.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Well I haven't posted my deck in awhile, though not too much has changed. I'm not sure if Aether grid should be a 1 or 2 of, because having both in hand is really obnoxious without a Faithless Looting.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Core
    4 Mox Opal
    4 Codex Shredder
    4 Lantern of Insight
    3 Ghoulcaller's Bell
    3 Spellskite
    4 Ensnaring Bridge

    Dig
    1 Infernal Tutor
    3 Ancient Stirrings
    2 Faithless Looting

    Removal
    3 Inquisition of Kozilek
    1 Duress
    1 Thoughtseize
    1 Abrupt Decay
    2 Pyrite Spellbomb
    2 Ghirapur Aether Grid

    Hate
    2 Pithing Needle
    1 Surgical Extraction
    1 Tormod's Crypt
    1 Sun Droplet

    Lands
    2 Academy Ruins
    4 Glimmervoid
    3 Darksteel Citadel
    2 Ghost Quarter
    1 Blackcleave Cliff
    1 Exotic Orchard
    1 Mikokoro, Center of The Sea
    1 Forest
    1 Swamp
    1 Island



    Edit:
    I did do Sphinx's Tutelage for a bit to see how it was. It is good, but I'd argue in most cases Ashiok is better. The only time Tutelage is better is if your Dig cards are all about drawing and not about Ancient Stirrings.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Fun Fact: Sun Droplets negate the damage that goblin guide can deal by the time it attacks again.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    My ashiok quote is about certain matchups btw. The Mirror you want to run planeswalkers. Otherwise it is not as important
    Posted in: Control
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