Deckstats Forum
English-language Forums => Deck Reviews => Topic started by: Soren841 on January 31, 2018, 01:31:58 am
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Lantern Control (https://deckstats.net/decks/86132/906214-lantern-control?revision=0)
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Revision 2 (https://deckstats.net/decks/86132/906214-lantern-control?revision=1)
Changed amounts:
+1 Academy Ruins (http://cards.deckstats.net/magiccard.php?lng=en&card=Academy+Ruins)
-1 Forest (http://cards.deckstats.net/magiccard.php?lng=en&card=Forest)
+1 Ghoulcaller's Bell (http://cards.deckstats.net/magiccard.php?lng=en&card=Ghoulcaller%27s+Bell)
-1 Swamp (http://cards.deckstats.net/magiccard.php?lng=en&card=Swamp)
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Revision 3 (https://deckstats.net/decks/86132/906214-lantern-control?revision=2)
Added/removed cards:
-1 Abrupt Decay (http://cards.deckstats.net/magiccard.php?lng=en&card=Abrupt+Decay)
+1 Nature's Claim (http://cards.deckstats.net/magiccard.php?lng=en&card=Nature%27s+Claim)
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More pyxis of pandemonium (http://cards.deckstats.net/magiccard.php?lng=en&card=Pyxis+of+Pandemonium).
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But why, its only purpose is to stop cards that shuffle back the graveyard. It cant really be a win con since the opponent will certainly have better cards exiled under it than i do
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pyxis is meant to stop flashback spells, snapcaster mage (http://cards.deckstats.net/magiccard.php?lng=en&card=Snapcaster+Mage), delve, and dredge.
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also take out 4 darksteel citadel (http://cards.deckstats.net/magiccard.php?lng=en&card=Darksteel+Citadel), you have too many mana sources and darksteel citadel (http://cards.deckstats.net/magiccard.php?lng=en&card=Darksteel+Citadel) doesn't help cast important spells. I would suggest 2 inquistion of kozilek and 2 whir of invention (http://cards.deckstats.net/magiccard.php?lng=en&card=Whir+of+Invention) since you have enough blue sources and gives better sideboard options
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I already have thoughtseize (http://cards.deckstats.net/magiccard.php?lng=en&card=Thoughtseize) and citadel turns on metalcraft and inventor's fair
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Discard is key for less interactive decks like storm. Turning on mox opal (http://cards.deckstats.net/magiccard.php?lng=en&card=Mox+Opal) is easy with the amount of artifacts and will always be turned on turn 2 unless you have a highly interactive hand as well as inventor's fair on turn 3, this is especially true since you play mishara's bauble and it's not super important to sac it immediately
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Metalcraft turn 1 can enable me to interact and start a lock on turn 1 jnstead of 2, that is relevant.
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Revision 4 (https://deckstats.net/decks/86132/906214-lantern-control?revision=3)
Added/removed cards:
-1 Nature's Claim (http://cards.deckstats.net/magiccard.php?lng=en&card=Nature%27s+Claim)
+1 Whir of Invention (http://cards.deckstats.net/magiccard.php?lng=en&card=Whir+of+Invention)
+4 (SB) Abrupt Decay (http://cards.deckstats.net/magiccard.php?lng=en&card=Abrupt+Decay)
+3 (SB) Blood Sun (http://cards.deckstats.net/magiccard.php?lng=en&card=Blood+Sun)
+2 (SB) Inquisition of Kozilek (http://cards.deckstats.net/magiccard.php?lng=en&card=Inquisition+of+Kozilek)
Changed amounts:
+2 (SB) Pithing Needle (http://cards.deckstats.net/magiccard.php?lng=en&card=Pithing+Needle)
+1 (SB) Pyxis of Pandemonium (http://cards.deckstats.net/magiccard.php?lng=en&card=Pyxis+of+Pandemonium)
+3 (SB) Surgical Extraction (http://cards.deckstats.net/magiccard.php?lng=en&card=Surgical+Extraction)
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Revision 5 (https://deckstats.net/decks/86132/906214-lantern-control?revision=4)
Added/removed cards:
+1 Island (http://cards.deckstats.net/magiccard.php?lng=en&card=Island)
Changed amounts:
-1 Darksteel Citadel (http://cards.deckstats.net/magiccard.php?lng=en&card=Darksteel+Citadel)
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Revision 6 (https://deckstats.net/decks/86132/906214-lantern-control?revision=5)
Added/removed cards:
+1 Unwinding Clock (http://cards.deckstats.net/magiccard.php?lng=en&card=Unwinding+Clock)
Changed amounts:
-1 Ensnaring Bridge (http://cards.deckstats.net/magiccard.php?lng=en&card=Ensnaring+Bridge)
Grindclock (http://cards.deckstats.net/magiccard.php?lng=en&card=Grindclock) in the maybeboard
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It is, but so are not getting mana flooded and finding the missing pieces to your lock which whir does pretty easily. I play tron and easily win if my opponent doesn't interact with my hand. It's not that I think darksteel citadel (http://cards.deckstats.net/magiccard.php?lng=en&card=Darksteel+Citadel) is bad, it doesn't do much except get metalcraft turn one and after that it's just a colorless land. You still need to go down on mana sources, you're at 28 and you'll start to flood (http://cards.deckstats.net/magiccard.php?lng=en&card=Flood) on turn 4. You could use wielding jar instead to turn on metalcraft on turn 1
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Revision 7 (https://deckstats.net/decks/86132/906214-lantern-control?revision=6)
Added/removed cards:
+2 Welding Jar (http://cards.deckstats.net/magiccard.php?lng=en&card=Welding+Jar)
Changed amounts:
-1 Academy Ruins (http://cards.deckstats.net/magiccard.php?lng=en&card=Academy+Ruins)
-1 Darksteel Citadel (http://cards.deckstats.net/magiccard.php?lng=en&card=Darksteel+Citadel)
+1 Ensnaring Bridge (http://cards.deckstats.net/magiccard.php?lng=en&card=Ensnaring+Bridge)
+1 Glimmervoid (http://cards.deckstats.net/magiccard.php?lng=en&card=Glimmervoid)
-1 Inventors' Fair (http://cards.deckstats.net/magiccard.php?lng=en&card=Inventors%27+Fair)
-1 Surgical Extraction (http://cards.deckstats.net/magiccard.php?lng=en&card=Surgical+Extraction)
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Revision 8 (https://deckstats.net/decks/86132/906214-lantern-control?revision=7)
Added/removed cards:
-1 Nephalia Drownyard (http://cards.deckstats.net/magiccard.php?lng=en&card=Nephalia+Drownyard)
+1 Grindclock (http://cards.deckstats.net/magiccard.php?lng=en&card=Grindclock)
Changed amounts:
+1 Darksteel Citadel (http://cards.deckstats.net/magiccard.php?lng=en&card=Darksteel+Citadel)
-1 Pithing Needle (http://cards.deckstats.net/magiccard.php?lng=en&card=Pithing+Needle)
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Revision 9 (https://deckstats.net/decks/86132/906214-lantern-control?revision=8)
Added/removed cards:
-1 Forest (http://cards.deckstats.net/magiccard.php?lng=en&card=Forest)
-1 Island (http://cards.deckstats.net/magiccard.php?lng=en&card=Island)
-1 Swamp (http://cards.deckstats.net/magiccard.php?lng=en&card=Swamp)
+2 Botanical Sanctum (http://cards.deckstats.net/magiccard.php?lng=en&card=Botanical+Sanctum)
+3 Darkslick Shores (http://cards.deckstats.net/magiccard.php?lng=en&card=Darkslick+Shores)
Changed amounts:
-2 Blooming Marsh (http://cards.deckstats.net/magiccard.php?lng=en&card=Blooming+Marsh)
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Revision 10 (https://deckstats.net/decks/86132/906214-lantern-control?revision=9)
Added/removed cards:
-1 Unwinding Clock (http://cards.deckstats.net/magiccard.php?lng=en&card=Unwinding+Clock)
-1 Whir of Invention (http://cards.deckstats.net/magiccard.php?lng=en&card=Whir+of+Invention)
+2 Fabricate (http://cards.deckstats.net/magiccard.php?lng=en&card=Fabricate)
Changed amounts:
-1 Blooming Marsh (http://cards.deckstats.net/magiccard.php?lng=en&card=Blooming+Marsh)
-1 Botanical Sanctum (http://cards.deckstats.net/magiccard.php?lng=en&card=Botanical+Sanctum)
+1 Inquisition of Kozilek (http://cards.deckstats.net/magiccard.php?lng=en&card=Inquisition+of+Kozilek)
+1 Pithing Needle (http://cards.deckstats.net/magiccard.php?lng=en&card=Pithing+Needle)
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Pyxis can also just be another card that helps you win, by decking them.
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Pyxis can also just be another card that helps you win, by decking them.
Statistically, the utility of having more mill rocks is outweighed by the benefit of the card that you are getting rid of.
The deck is not supposed to be fast. you're not trying to increase the number of cards you mill. You can win an entire game with lantern and 2 mill rocks (i've done it). The deck isn't about the mill. It's about the lock. Once the lock is in place, 99% of the time they will not win the game.
*social commentary time* I've played this deck for years, and I have I think two different versions saved on the site
https://deckstats.net/decks/42006/369912-lantern-cuntroll/en - First one
https://deckstats.net/decks/42006/905603-they-asked-me-not-to-play-this/en -
Second one.
This is actually the problem with a lot of people who try to play lantern. You can't look at it as a mill deck. It's a prison deck. I've played games where I couldn't mill more than one or two cards per turn because of their board state. So even though I had all 7 of my mill rocks out (yes, I only run 7 total), I had to hide (http://cards.deckstats.net/magiccard.php?lng=en&card=Hide) behind the lock.
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I guess my point of view is wrong. I play burn a lot, and there are a lot of times, that my opponent needs to draw more mill rocks to win the game.
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I guess my point of view is wrong. I play burn a lot, and there are a lot of times, that my opponent needs to draw more mill rocks to win the game.
Burn is an outlyer of a match against me, and is one match that is pretty much a coin toss with me (not a lot). Lantern is about keeping them off good stuff first, milling second. Burn is tricky because you never really hit that sweet spot where there's nothing they can draw. Just about every card in the deck is relevant, so unless you're rocking some leyline effect, it's hard to really just lock them out. I know a few players (myself included) who mainboard one witchbane orb (http://cards.deckstats.net/magiccard.php?lng=en&card=Witchbane+Orb) and sideboard 3 leylines for matches like this.
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Jace, the Mind Sculptor (http://cards.deckstats.net/magiccard.php?lng=en&card=Jace%2C+the+Mind+Sculptor)?
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Jace, the Mind Sculptor (http://cards.deckstats.net/magiccard.php?lng=en&card=Jace%2C+the+Mind+Sculptor)?
I'm actually trying him as a 1-of in a deck to see how he performs. I'm not sold on him since his best use in a lantern deck is his ult or brainstorm (http://cards.deckstats.net/magiccard.php?lng=en&card=Brainstorm), and you can't use BS to get to the ult. You could +2 on your opponent's deck, but I feel like it's not conducive to the deck's ultimate goal. So you're basically dropping 2UU for either a repeatable dig, or eventually ulting him. Based on historical precedence, his ultimate does not end the game much faster than the deck would end it, anyway.