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Have you ever wanted to make your opponent regret playing Magic? Have you ever wanted to control every draw your opponent has access to? Have you ever wanted to feel like the villain of your own story? As the ultimate test of game and format knowledge, the skill floor of Lantern is low, but the ceiling is high. Knowing what to mill, when to mill, and knowing what outs the opponent is playing to creates a satisfyingly pure form of Magic.

The deck began as an idea in a forum on MTGSalvation circa 2012. Instead of controlling the field or fighting on the stack, Zerodown thought "What if we could control the top of the deck, allowing the game to be pushed into the direction we saw fit?" To this end, they built "Top Control," the proto-Lantern Control deck. With help, they spent the next three years (and many iterations) on the deck until, in April of 2015, "thnkr," another user who iterated on the deck since 2013, started uploading matches. They had many different card choices, and it looked a lot different at the time it was taken to, and highlighted at Grand Prix Charlotte. The deck was running in a field of some of the most powerful strategies in Modern; Abzan Company, Splinter Twin, Amulet Bloom, Birthing Pod. Zac Elisk, known as 'Shadowgripper" in the forums, piloted a deck of bad artifacts to a top 16 finish. Convinced of the power level of the deck, Elsik sleeved up Lantern Control, going all-in on a deck that was wild and rogue, setting his sights on Grand Prix Oklahoma City. He entered with the new win condition, Ghirapur AEther Grid. Elsik performed well, pushing Lantern Control to the finals of OKC, where he met Brian Braun-Duin, one of the greatest Magic players. Against Splinter Twin Combo, Elsik used quite a few tricks of the deck to keep BBD on his back foot during the match. From using Surgical Extraction to remove lands from BBD's hand, to the very niche use of Lantern of Insight where it's sacrificed to shuffle the deck, Elsik pushed through, and ended the GP on top, after controlling the top. After this, Lantern Control cropped up heavily, changing the metagame, throwing more artifact hate into the format. From 2015 to 2019, the deck was in the mind of anyone playing Modern, hoping not to see their slow, inevitable loss happening across the table.

In 2020, however, the deck was lost. Mox Opal was banned in Modern, making the deck nigh unplayable. The format was changed, Lantern was no more. For 4 long years, Modern lie in the throes of Combo decks, Control decks, and many powerful strategies that would have been checked by the once-powerful villain of Lantern Control. Now, in 2025, after the unbanning of Opal, the deck is ready to ride into the format, more powerful than ever, with more tools to combat the ever-changing meta game.

Cards in the deck can be broken into categories for what they do in the deck:

INFORMATION

These cards are important in giving us information, and allowing us to plan accordingly.

Lantern of Insight Non-negotiable and irreplaceable, this namesake card is our main pillar. It's the heart and soul of the deck. Seeing what's coming gives time to plan. The card serves a cornercase and niche purpose as well, where being able to use its second ability to force a shuffle can get us out of a tricky situation.

Inquisition of Kozilek and Thoughtsieze These cards serve a twofold purpose: first, we are able to take cards that may be troublesome out of the hand. Second, we are able to plan ahead, and we are able to use it in conjunction with Pithing Needle to name activated abilities that might cause issues, such as Boseiju, Who Endures.

Mishra's Bauble Dubious as an inclusion, as it causes us to draw one more card, meaning combat could be on the table, but the card is much maligned. The benefit of being Lantern-less, but still being able to see the opponent's card to make decisions is important. information is the most important game piece in Lantern, and Bauble fits that role well. It's also a , meaning an opening hand of Bauble + Bauble + Opal jumps us from 1 mana to 2 on the first turn, meaning we might be able to deploy a Lantern and Mill Rock immediately.

MILL ROCKS These cards are what allow us to remove cards from the game that can cause us issues. They remove cards from the top of the deck, allowing us to control what's being drawn on either side of the table.

Codex Shredder In order to control the top of the deck, this is the top choice. Being able to mill away an opponent's cards, or our own dead draws, we're able to shape the game; the shape of no one playing the game, no one winning, and no one losing.

Pyxis of Pandemonium The other Mill rock, albeit in a different manner. Much like Ghoulcaller's Bell, (a card that has fallen out of favour in the deck), it hits both players, but instead of sending it to the graveyard, it exiles the cards. This is particularly useful for anti-mill cards, like Ulamog, the Infinite Gyre, Emrakul, the Aeons Torn, and Kozilek, Butcher of Truth, allowing us to remove them from the game entirely.

LOCK PIECES

These cards are used to lock out what the opponent wants to do.

Ensnaring Bridge The second pillar of the deck, as very few decks not win without combat. Being able to prevent attacks by having an empty hand means that we can allow the opponent to have creatures, meaning our precious mills are saved for more threatening cards and effects. If combat is a non-issue, other cards are a priority.

Grafdigger's Cage An absolute staple. In the current state of Modern, Cage stops a lot of the issues we can run into. Cage locks out multiple decks currently on a tear in the format. It stops Green Sun's Zenith, Faithless Looting, Phlage, Titan of Fire's Fury, Arclight Phoenix, and other widely played strategies.

Surgical Extraction Who doesn't love a free spell? Surgical is monstrous, as it allows us to eat up problematic cards if we take them from the top of the deck, or if we discard. Being able to search the deck also forces a shuffle, giving us another way to remove problematic cards.

Pithing Needle A staple in Modern for many years, this artifact can stop problem before they start. Teferi, Time Raveler, Wrenn and Six. Boseiju, Who Endures, Otawara, Soaring City, all cards that can cause issues if unchecked, but Needle stops that all from happening. Naming Fetchlands can prevent the opponent from Shuffling, or even from hitting land drops altogether. A point of note for naming things and activated abilites: With Splinter Twin being unbanned, a lot of brews have cropped up. Naming Twin is a valid call, but it DOES NOT stop the combo. Naming Pestermite, Deceiver Exarch, and Fear of Missing Out is how you combat this, as Twin grants the enchanted creature the tap ability, Twin itself doesn't retain it.

SEEKING/ASSEMBLY

In this category, we have the cards that are used to find our pieces

Ancient Stirrings A way to shred through our deck, and find us lands and lock pieces. Few cards are as good at looking for pieces needed as Stirrings, and using it effectively, knowing what card to grab can be the difference between winning and losing.

Urza's Saga One of the most broken cards to come out of a supplemental set, this card can create blockers for us if necessary, but it serves a more important purpose: when the last ability triggers, we search our deck for an artifact with mana value of or . Each of our pieces, besides Bridge is , and Opals and Baubles are . (Rules note: The cards that can be sought by Saga are not Mana Value of 0 or 1, they are specific in being and . You cannot get a Portable Hole or a Mox Tantalite with it._

Inventors' Fair This land often gives us a life gain advantage, with it netting us 1 life per upkeep it remains in play. The second ability is important here as well, as it will allow us to pay and search an artifact in our library. This means we can grab another Bridge, or another lock piece.

Every other card in the deck serves its own purpose as well. Mox Opal can jump us ahead in mana, and it's very good when we are locked under a Blood Moon or the new and ever-present Harbinger of the Seas. It's mana fixing, and being a zero means we can drop it out of our hand to keep our Bridge healthy. Bloodchief's Thirst Is a removal spell. It's good for removing troublesome creatures or Planeswalkers. Having the kicker, the card removes the restriction of mana value 2, and allows us to instead destroy ANY creature. At its base, it can hit cards like Collector Ouphe, Wrenn and Six and Psychic Frog without kicker, and can hit the ceiling on Planeswalkers and creatures like Karn, the Great Creator or Harbinger of the Seas when the kicker is paid. Boseiju, Who Endures Premier removal for artifacts, enchantments, or non-basic lands that can't be interacted with in conventional means. We have to worry about this card ourselves, but the ability to remove a Leyline of Sanctity or Stony Silence is so important that its inclusion is a must. The Mycosynth Gardens This new land from All Will Be One is very good at allowing us to colour fix if need be, doing a great impression of Mana Cylix, but its true power lies in its second ability: ": The Mycosynth Gardens becomes a copy of target nontoken artifact you control with mana value X." What this means is that at its baseline, it's a land with mana fixing. At its highest, it becomes copies 9 and 10 of mill rocks, or 5 and 6 of Lantern or Bridge. The lands can be any choice, but I am basing my choices off of what I have. Most generally, we want pain-free lands, so Blooming Marsh is the best choice. Having basics in the deck helps when facing heavy Moon and Harbinger metas, and the fetch lands can be a solid shuffle for us to control our draws more.

The Sideboard is a very temperamental thing for us. Having access to one is a boon, and also a curse. Bringing in cards often means deciding how to impact the sideboard. There are a few cards that are necessary, and I'll discuss those, but tailoring it to your meta is a good choice.

Torpor Orb Stopping enters-the-battlefield abilities is sometimes the line between life and death. Stopping a cast Phlage, Titan of Fire's Fury when at low life means that the opponent can't burn us out.

Damping Sphere Eldrazi and Titan both like to slap us in the face with lands that accelerate mana out at a ridiculous pace, and being able to say "no" to them is invaluable. Being able to stop the Karoo Lands from Titan slows their deck down immensely. The second half of the card is important for matches like Phoenix and Ruby Storm, where we start to tax mana as they play more spells in a turn.

Cursed Totem Another catch-all for creature combos, this card prevents mana abilities and others (such as Twin) from being activated. The card is crippling for the newly empowered Elves, and it shuts off Twin. It also can help to curb the abilities of Cathar Commando and Outland Liberator  

Soulless Jailer This card has become a staple for beating up on graveyard decks. It has applications that range from stopping Ruby Storm casting Past in Flames and Wrenn's Resolve, to preventing reanimator strategies from getting back Atraxa, Grand Unifier and Griselbrand. It's essentially a slightly better Grafdigger's Cage.

Soul-Guide Lantern and Relic of Progenitus these are our active graveyard hate. When we can't stop spells from being cast, or we are anticipating the use of the graveyard, these cards remove that option from play. They can also be used in response to Regrowth effects, and the shuffle effects of things like the Original Eldrazi Titans and Endurance

Assassin's Trophy Removal for any permanent. This can hit anything. It gives the opponent a land, but that's negligible if the hooks are in.

Fatal Push More removal for creatures. It doesn't hit big creatures, but it answers Phlage, Sheoldred, Harbinger, and any other numerous creatures we don't want around.

The Underworld Cookbook another that can be gotten from Saga, this card can help empty our hand for Bridge, but it also serves the dual purpose of creating food tokens so we can keep our life healthy against chip damage.

Nature's Claim Giving life to our opponent in exchange for removing an artifact or enchantment that's giving problem is negligible at worst, since we don't win through combat.

Necromentia Necromentia may have the downside of giving 2/2 zombies, but having the hooks in means the creature is meaningless. Naming namesake pieces of the deck, or taking outs like Meltdown means our chances of winning go up drastically.

Spellskite Being able to redirect burn spells and artifact destruction to another creature at the low cost of or 2 life is powerful, and can allow our lock pieces to stay in play.

Toxic Deluge This is a personal flex slot, as my meta has a lot of Boros Energy, and being able to sweep all but Phlage from the battlefield by paying 2 life feels really nice.

OTHER CHOICES:

Right now, Discard decks are heavy, and so Leyline of Sanctity is a solid choice. It's free, and in conjunction with Cookbook, it can be ditched if not needed. Gaddock Teeg is a great choice, as it stops Meltdown, Green Sun's Zenith, and big spells. Aether Spellbomb is removal that can be tutored by Saga, as is Pyrite Spellbomb. Welding Jar is insurance against artifact destruction. Disruptor Flute is a great net to stop spell from being cast, and taxes abilities we don't want to see. Otawara, Soaring City is a solid choice as a bounce land that can't be responded to in normal means. Abrupt Decay is uncounterable removal, but is less useful than other choices, since it's restricted to mana value 3 or less. The fact that it gets around Ward is a consideration. Ghirapur AEther Grid is kind of a crutch, as it is forgiving if a mistake is made, and can be used as a bail-out if need be. Fomori Vault is listed as a maybe, as I don't have a copy to test with, but it's another "seek" card, allowing us to find pieces we need, and also discards to help with Bridge. If I do get one and test it, I will add it to the deck.

Sideboards are fickle, and prone to being good or bad, depending on your meta and how you plan it out. Some cards can be exchanged in for other copies, like removing Thirst for Trophy, or Decays in as removal of choice. In the future, I may look at doing a sideboard guide for the deck, if anyone is interested in that.

All in all, Lantern is perhaps the highest skill-ceiling deck in Modern. It affords the opportunity to learn the format better, and it creates a sense of power by being able to control the flow of the game through your decisions and actions, never your opponents.

Special thanks to Rhystic Studies for information on the origins of Lantern Control

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Casual

95% Competitive

Date added 14 hours
Last updated 1 hour
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

41 - 8 Rares

9 - 5 Uncommons

4 - 2 Commons

Cards 60
Avg. CMC 1.00
Tokens Construct 0/0 C, Food, Zombie 2/2 B
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