What some of you may be wondering is how is porting a package from the Modern Lantern list into a multiplayer, singleton format ever supposed to work?
Well, let's discuss that for a second.
The brilliance (and the frustration that leads to that brilliance) of the Modern deck lies in how simply deceptive it is. It gets to play a lot of unassuming cards like
Codex Shredder
,
Lantern of Insight
, etc. and leverage them into a back breaking lock that is near impossible to break if it gets going. Where they really benefit is having access to , allowing them to play 4 of the powerhouse card
Ancient Stirrings
, granting them an incredibly consistent engine to keep churning out lantern pieces, inevitably sealing up the game by landing
Ensnaring Bridge
and milling their opponent to death. They also get to play
Thoughtseize
and
Inquisition of Kozilek
, granting them full information along with their lantern pieces, never letting their opponent draw a relevant card for the entire game. What makes the deck so frustrating to play against is by the time the lantern player resolves a
Codex Shredder
or
Pyxis of Pandemonium
, if they know your hand after a
Thoughtseize
, that might be the end of the game for the other player.
So, we have this incredibly frustrating modern legal package of
Pyxis of Pandemonium
,
Codex Shredder
,
Ghoulcaller's Bell
, and
Lantern of Insight
.
Well let's throw those in an EDH deck and we'll be good to go!
Well, not quite. This may come as a surprise to some of you, but EDH is a format where we can only play 1 of each card (except for basic lands, I know, yada yada yada). So just jamming in these cards and expecting to have it play an integral part of your list is ridiculous. So what we have to do is try and expand the list of cards with similar functions that are legal in eternal formats like EDH. When you dig into the card pool, there's a lot of cards that do what we want:
Field of Dreams
,
Grindclock
,
Nephalia Drownyard
,
Wizened Snitches
,
Scrib Nibblers
,
Duskmantle, House of Shadow
, these are just the starting point.
Obviously some of these are better than others, but now we have a pretty inclusive list of cards that all compliment the lantern playstyle.
So we're done now right? Let's build a lantern deck!
Not yet, we're not. Sorry, but even with this expanded list of cards that fit this niche, some are still pretty bad, and it's still not nearly enough to base an entire deck around.
So what are we supposed to do?
What we need to do is find an additional strategy that compliments not only the lantern playstyle, but can also serve as a viable way to win a game on its own should the lantern package prove inefficient. Here, I see two viable routes that we can take the deck in:
-
Combo:
Circu, Dimir Lobotomist
is the king of top deck manipulation, and by adding the lantern package we not only get good disruption, but viable combo pieces that interact perfectly with
Isochron Scepter
and
Dramatic Reversal
, allowing you to mill your opponents out in one fell swoop. This is a great place to take the lantern package, as it has good synergy with the commander and the combo pieces. The downside of playing
Circu, Dimir Lobotomist
is the lack of access to red, and the inability to play a complete stax package without severely hindering its own ability to win.
-
Stax: Stax decks are already brutal to play against, and it doesn't take all that much for them to establish a hard lock on the game as early as turn 2 or 3, and win by combo around the same time. But while stax decks are amazing at controlling the board, not every stax variant can handle the answers that their opponents draw from the deck, meaning that a lock can look good, but suddenly be blown out by a miracle draw
Vandalblast
with little ability to recover. But if we're able to stop our opponents from ever drawing the
Vandalblast
, we can ensure that our lock pieces never see time off the field, and that our combos are even more protected.
Ok, I see why
Circu, Dimir Lobotomist
works for combo, but why
Mishra, Artificer Prodigy
for the stax variant?
Good question (which I also talk a bit about in the alternative commanders section if you cheated and skipped ahead). What
Mishra, Artificer Prodigy
offers us is as follows:
-
Grixis colors: is an amazing color combination, and gives us access to a lot of great stax cards in those colors.
Goblin Welder
and
Daretti, Scrap Savant
are stax powerhouses in red,
Liliana of the Veil
and
Leyline of the Void
are amazing black cards to run, and blue gives us some amazing mana denial cards in
Mana Vortex
and
Land Equilibrium
should you choose to include them. Together, these can all form a pretty brutal stax core, and in one form or another, compliment the controlling aspect of the lantern package.
-
A unique ability. No, not the "search for a card with the same name as that card and put it into play" ability, the part that comes after that. That beautiful phrase, "shuffle your library". While the first ability is truly unique in the EDH metagame, the shuffle effect that the ability provides gives us a unique opportunity to alleviate a problem (at least I consider it a problem) that most
Mishra, Artificer Prodigy
decks face: the shuffle effect doesn't really matter unless you haven't played a land for turn, and that land is a fetchland, OR you have a tutor to find something else; plus, without knowing what the top card of your deck is through something like
Sensei's Divining Top
or
Brainstorm
, there's not really a point in guessing if you should shuffle or not. The lantern package is my proposed solution to
Mishra, Artificer Prodigy
's shuffle effect. Let me explain:
Most people are aware of how
Mishra, Artificer Prodigy
interacts with cards like
Nether Void
and
Possibility Storm
. You stack the triggers so that
Mishra, Artificer Prodigy
's resolves last, and you either get uncounterable artifacts or you get 2 artifacts for the price of 1, respectively. The sad part is that with
Nether Void
, the card comes back from your graveyard, so we don't get to do anything with our library. But with
Possibility Storm
, we have to search our library for the card we need to resolve our
Mishra, Artificer Prodigy
trigger, so we are forced to shuffle our library!
So, we have
Possibility Storm
and we're using it to get 2 for 1 artifacts with
Mishra, Artificer Prodigy
out. So how do we take advantage of this shuffle effect? Well, the cards
Lantern of Insight
, and
Field of Dreams
give us information on what the top card of our library is at all times! So before we cast a spell with
Possibility Storm
out, we know a potential card we might get to cast from it (say there's an
Unwinding Clock
on top and we want to cast
Sensei's Divining Top
, we know we'll get the
Unwinding Clock
AND the
Sensei's Divining Top
in play. but after we shuffle our library, we will now have brand new information on what our top card is, allowing us to decide if we want to cast another spell to get either the top card or something else, OR mill it away with a lantern effect so that we don't hit it, and put in in the GY to bring back later or exile it if the card doesn't help us in the current game. This post library search shuffle, combined with
Mishra, Artificer Prodigy
's ability allows us to have increased information with every spell we cast, and allows us to manipulate our library as we play spells through
Possibility Storm
.
Even without
Possibility Storm
,
Mishra, Artificer Prodigy
's search ability combined with
Lantern of Insight
or
Field of Dreams
lets us shuffle away dead cards from the top of our library for the chance of finding something better!
Overall, the lantern cards that reveal the top card of players' libraries combined with
Mishra, Artificer Prodigy
's ability, turns his shuffle mechanic from something fairly pointless into useful information that can improve our draws and allow us to land lantern pieces, stax pieces, and win conditions more reliably.
Alright, sweet. But how are you supposed to control all 3 players' draws? The modern deck only has to deal with one opponent, so how are you supposed to deal with 3?
Another good question. What I think most players don't understand about playing lantern in EDH or cEDH is that you don't have to control every single draw. You just have to control the ones that matter. The modern deck gets off easy, as they only have one person they have to lock out. We have 3. Right away you should key in that just having
Lantern of Insight
and a
Codex Shredder
out isn't enough to stop everyone from drawing good cards, but what it does do is allow us to control the draw that is most likely to affect our gameplan. Let me give you an example:
Suppose we have a decent lock on the board. We've got a sweet
Land Equilibrium
lock thanks to some early acceleration, and we got 2 lantern pieces out , let's say
Pyxis of Pandemonium
and
Field of Dreams
. Our opponents are all stuck on 2 lands because of our
Land Equilibrium
, and we look at the decks around the table. There's a
Razaketh, the Foulblooded
, a
Paradox Engine
, and a
Nature's Claim
. Damn, a
Paradox Engine
? That's a scary card, I should mill that away. But
Nature's Claim
is a 1 mana answer to my
Land Equilibrium
, so I should definitely mill that away. In this instance we can mill both because our lantern piece is a
Pyxis of Pandemonium
, but let's say it's a
Codex Shredder
. Do we take the
Paradox Engine
away? Or the
Nature's Claim
? In this instance, since the
Nature's Claim
breaks our stax piece that is keeping everyone from progressing their boards, we mill that away, knowing that for the
Paradox Engine
player to land it and win with it, he has a lot to break through, AND he has to let us draw his answer (although some of these example cards have been banned/slotted out, the important thing to note here is the decision making process when you have an established lantern suite).
So we don't have to answer every draw in a pod. We just have to be able to manage whatever draws might end the game for us.
Cool, but how do we win a game after we do all of this?
Our primary ways to win are through combo, but we do have some grindier options if the lines are cleaner. It's not always easy to assemble
Dramatic Reversal
and
Isochron Scepter
, but
Leyline of the Void
or an opponent's
Rest in Peace
in combination with our own
Helm of Obedience
can seal up a game. We now also have access to
Painter's Servant
and
Grindstone
, yet another way we can win. Finally, under a decent lock we can also utilize our Planeswalker ultimates to push for game as well.
Ok, that all makes sense. Thanks for being so cool.
No problem, myself.