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This is a casual Lantern of Insight mid-range deck with a Mirror of Fate combo wincon. In the early game, the deck seeks to steal cards from our opponents' libraries with Thief of Sanity. In the late game, we combo off.

-You might like this deck if:

-You like complex combos

  • You love playing combo, but you dont really take pleasure in winning out of nowhere in a casual setting. You enjoy the idea of the lantern lock, but in casual multiplayer you would rather adapt an artifact deck to a political playstyle by giving it weak lantern control elements that can give it a leg over other decks to outpace them rather than not allowing people to not do anything at all in an hours-long EDH game. I prioritize making a deck that is fun to play against and fun to pilot

-You like having to think on the fly and interact with your opponents

-You play politics

-You're Mel/Johnny

You might dislike this deck if:

  • You hate grindy games

  • You get headaches

  • You like playing control with tons of removal

Rona is not the most powerful lantern control commander. I like to have to work hard to achevie a win, and my deck is tuned to not combo off easily consistenly. What Rona is good at, is getting off the ground, making land drops, hitting ramp and cantrip artifacts. This means the deck has a good number of keepable hands, and even if it doesn't win, it is usually able to do something impactful. It can run 34 lands safely as a casual deck, packing as much tech as possible.
In terms of other Lantern Control commanders,Circu, Dimir Lobotomistand Phenax, God of Deception are better at card denial, Oona, Queen of the Fae is better at combo, and Aminatou, the Fateshifter is better at topdeck manipulation. So why play Rona over other commanders? Rona lends herself to building a board state. Her ETB recycles Lantern of Insight, Darkwater Egg Renegade Map and Wayfarer's Bauble, she can "draw" you cards later in the game, and she isn't necessary to be on the battlefield. She is quality of life and consistency. She also breaks parity with Shared Fate and Uba Mask as well as Knowledge Pool. The first two cards help our lantern plan to outvalue our opponents, while the second helps us achieve a win state and finally combo off. Rona goes more under the radar than Oona, a removal magnet, she's more fun to play against than Circu or Phenax when she goes off. The power ceiling of the deck is high, but it isn't consistently oppressive and it's more fragile when it gets to it's win state. This deck could be seen as a "friendly lantern" or lantern value deck meant for 75% metagames where you're playing with friends who don't want to be locked out of a game. You could compare this deck to Daxos of Meletis in colors that actually make sense for his ability. In Dimir we have Nightveil Specter, Thief of Sanity, Geth, Lord of the Vault, Lord of the Void, Knacksaw Clique, and a bunch of other fun, interesting effects. We are aiming to achieve a lock, but only with cards that speed up the game clock. Oona makes tokens, Mindshrieker pumps itself, Geth, Nightveil Specter, and Thief of Sanity build your board. This keeps the setup slow and the win condition of the deck reasonably quick, while also being visible and possible to stop at sorcery speed (usually).

Why not Silas Renn, Seeker Adept? Rona's ability may only get back one artifact, but it lets us cast it immediately rather than the turn after.

Retrofitter Foundry, Clock of Omens and Empowered Autogenerator is technically an infinite combo if you have an absurd amount of mana. For instance, in Magical Christmas Land, you flip Sanctum of the Sun. But usually you need to go to more pains...

Ugin, the Ineffable makes our cantrip artifacts free. Sai, Master Thopterist gives us fuel for Clock of Omens as we cast them. Knowledge Pool doubles our cast triggers for Sai, giving us more fuel. Mystic Forge means we don't have to draw artifacts to cast them. And Mirror of Fate helps us find all seven pieces of the combo. We can recycle the combo pieces by sacrificing them to their abilities or to Claws of Gix, then get them back through the Mirror with Conjurer's Bauble, Nihil Spellbomb, Trading Post, or, if we're RE4L enough, Rona's ETB trigger.

Card Draw: 2/10 Card Selection: 7/10 - The deck sacrifices mass card draw for card quality. Search for Azcanta  , Lantern of Insight plus shuffle effects, stealing off our opponent's decks, all of these lose us less tempo than casting a Blue Sun's Zenith

Card Disruption: 5/10
Mana Ramp 8/10

Evasion 4/10: Sometimes all it takes to close out a game is some patience and three flying creatures. Removal 3/10: This is a big weakness of this deck. We rely on grabbing removal from our opponent's deck with our Praetor's Grasp and such, and we run a few ways to make a lot of chump blockers. Aggression 3/10 Recursion 5/10 Artifact Synergy 5/10 Defense 3/10 Countermagic 0/10

Overall, this deck sacrifices a lot of power for flair and relies on ramping out into a way to slow down the game. If we can crack Mirror of Fate, we can start recycling our board wipes, which buys us time to flip Sanctum of the Sun, then cast Finale of Revelation to untap the Sanctum, exiling the draw spell and getting it back with Mirror of Fate, netting 30 or so mana, which will be enough to win the game. If we can't, it's fun enough to play the Nightveil Specter midrange artifact game and grind things out to see how long we can stay alive.

Why no Demonic Consultation, Divining Witch, etc? These cards help me get to my Mirror combo more consistently, but they really just gunk up the lantern midrange side of the deck. Conversely, when I'm playing the midgame and I draw Mirror of Fate, I can discard it to Trading Post or Artificer's Intuition to replace it with something I need.

Why no Dramatic Reversal + Isochron Scepter? I've seen people say that Rona's triggered ability is meh, but "at least her activated ability goes infinite". For me, a two-card win condition is just too fast, and it runs the risk of feeling unfair to a table I just sat down at and introduced myself to. I play Rona because she is exceedingly fair but helps you with both ramp and card advantage, though I only consider her activated ability to "draw a card" useful in a pinch, or when you can hold up mana for other things, or when you can slow opponents down enough to make it the least bad form of card advantage on the table.

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94% Casual

Competitive

Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

32 - 0 Rares

20 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.91
Tokens Construct 4/4 C, Faerie Rogue 1/1 UB, Goat 0/1 W, Servo 1/1 C, Spirit 2/2 C, Thopter 1/1 C
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