"The Core 60" - The Maindeck
Now that we've covered what cards are used in the lock, we can discuss the cards in the lock more specifically as well as the other utility spells that help hold the deck together.
Mox Opal: Lantern runs a grand total of 17 lands, and part of the reason we can is the inclusion of the Opal. The sheer number of cheap artifacts in the deck turn this into a rainbow land that doesn't get turned off by
Blood Moon
s and we're happy with that.
Pithing Needle: Lantern is a deck that requires the pilot to know the opponent's deck and what it does just as much, if not more than, their own. Needle is one the big reasons for that. If you have knowledge of what decks your opponent is on based on land drops and possibly their hand via hand disruption, a well placed needle can shut off certain avenues for you opponent to win entirely.
Lantern of Insight: The namesake spell of the entire deck. Lantern allows the deck to function and do what it is built to do: provide perfect information to operate with and manipulate the top deck of the opponent. While you don't really want to crack lanterns to shuffle too often, it is an option.
Codex Shredder: This is the first piece we have that can manipulate the top of the library. At CMC it comes down early and allows us to not only control ours and our opponent's top deck, it also can buy back pieces for the lock for the cost of .
Ghoulcaller's Bell
: The second way we can manipulate the top of the library. Often times, milling ourselves really isn't a big issue with Adademy Ruins and Codex Shredder being able to get back key cards when we mill them.
Pyrite Spellbomb
: A one-of in the main that we can use as a reusable removal spell against aggressive decks via Academy Ruins that we can just cycle in other matchups.
Duress: Another one-of spell in the main that can take away anything from burn spells to combo pieces to removal for our artifacts with little to no issue.
Inquisition of Kozilek: Another amazing hand disruption spell. Lantern operates on having perfect information, which includes knowing the opponent's hand so we can know what is and isn't safe to give to them. Plus taking an answer never hurts.
Thoughtseize: This is our catch-all disruption spell that literally can only whiff on lands. Sometimes against certain cards, that two life is so worth it.
Surgical Extraction: Yet another way to change the top card of our opponent's deck. This also allows us to take away an out that our opponent is playing to and hoping they get lucky and find to break the lock and kill us.
Ancient Stirrings: Our version/imitation of a smaller Dig Through Time. While there are cards it can still whiff on in the main, it grabs any land or artifact in the deck which is well over 50% of what the deck is comprised of and the lock is based around.
Pyroclasm: Another nod to the fact that Aggro decks hurt us badly. Against some decks like infect and affinity this is basically a wrath for .
Infernal Tutor: Basically a Demonic Tutor in this deck. This usually just grabs anything in the deck we need.
Abrupt Decay: This does a good job at staving off most of the problematic permanents in the format aside from the new menace that is the Eldrazi decks.
Ensnaring Bridge: This is the nail in the coffin that holds the prison lock in place. No matter how many good cards you deny your opponent, those first couples can, and will, beat you to death. This stops them from being able to do so.