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For those who don't know, lantern control, is a type of control deck where you control an opponents draw step. You do that by playing Lantern of Insight and milling the top card of an opponents library with cards like Codex Shredder. The other card that is very important to a lantern control is Ensnaring Bridge. Since most of the cards in this deck are 2 mana or lower you can cast all of them and your opponent can't attack. Go for the Throat is for removal, so any creature that is bugging you can be destroyed. There are plenty of hand disruption cards like Thoughtseize, which are good for knowing what to give your opponent. In addition, they allow you to see your opponents hands, and in the case of Surgical Extraction, their libraries (in tournaments for seeing sideboards). The win condition is Sword of the Meek+Thopter Foundry, which in combo gets out tons of thopters. Sword of the Meek was recently unbanned and the site hasn't updated yet, so if the site says that there is a problem, it needs to be updated. Nature's Claim and Oxidize are sideboarded for affinity protection and Twisted Image is on the sideboard to get rid of 0 power exalted cards like Noble Hierarch that can attack through Ensnaring Bridge. Spellskite is in the deck to protect against burn. Academy Ruins works well for returning Spellskite and Lantern of Insight from the graveyard when you sacrifice them (not exactly sacrificing with Spellskite, but you get the gist). It is sort of a dream deck, but if you have a lot of money, or the right cards feel free to build the deck and tell me how well it works (I would print out proxies, but I'm kind of infamous in my playgroup for destroying in proxy vs. proxy games so no one will play me). I am open to any suggestions on how to improve this deck.
2 facce (tiro moneta) | |
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6 facce (d6) | |
20 facce (d20) | |
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Doppio click per aprire i dettagli della carta
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