My reasoning for the list, and changes I've made from my old list, is as follows:
I'm not certain that going down to three Bridges is correct, but I figure I'll test it. It seems that other lists are successfully doing it, so I figure it's worth a shot. The reason I'm so skeptical is that Bridge is, by far, the number one performing card when looking for correlations with increased win percentages when it's in the opening hand. It does open a spot for other cards in the main, however.
I prefer to run a single Sorcerous Spyglass in the main, so that I can Whir for it and get a look at the opponent's hand if I haven't drawn a discard spell and I'm uncertain as to what the opponent is holding. However, with the addition of two Thoughtseize, this is far less likely to happen, due to now having eight discard spells in the main. Thus, I'm returning to running two Needles.
Cutting a Bridge and an Engineered Explosives allows me to make room for the two Thoughtseize in the main, which should help greatly in big-mana matchups, as well as allowing for early disruption for matchups that are looking to hit a critical mass of cards to combo off (Storm, Ad Nauseum, Scapeshift, etc). After reading Ali's article, I think that cutting the 2nd Island for another Darkslick Shores is probably correct, to ensure that being able to cast a turn one discard spells is possible when necessary.
My reasoning for cutting Codex Shredder down to three, rather than cutting Bell, is that Codex is, by far, the worst performing card when correlating win percentages with it in the opener. It's still greatly useful, but the data simply shows that it just doesn't seem to be a very good performer. Diversifying the mill rocks also allows for dodging Needle effects shutting down large portions of the deck.
I'm still a fan of running around three Collective Brutality main, as it's great in turning the Burn matchup around to our favor, while still being very useful against other creature decks as well as still being great in spell-heavy decks. I'm still keeping the fourth one in the sideboard for Burn, Affinity (takes out creatures that swing under Bridge) and decks that run Noble Hierarch.
After moving two Thoughtseize to the main, this frees up some space in the sideboard. I've decided to add a fourth Thoughtseize to the third I'd already had in the side, as additional help against Tron and big mana decks.
The only other changes to the sideboard are the return to a single Ancient Grudge and Nature's Claim in the sideboard. I'd been running two Seal of Primordium in the side to help against both Chalice and Affinity, when needed, but I now have access to an additional sideboard spot. I've decided to use this extra spot to diversify my artifact and enchantment hate.
The one card I'm still not sure for the sideboard is Torpor Orb. It's great for Titanshift matchups, as well as plenty of other matchups, but I feel that I'd rather have an additional card that can somehow combat both Gx Tron and Storm. I'm open to ideas, if anyone has them.
I remember reading about this a while back but, Crumble to Dust can be hit off of ancient stirrings and can be cast as early as turn 3 with an active mox. Doesn't help with storm but, I don't really know much besides cage for that.
Maybe a Lost Legacy doesn't hit lands but can completely wipe what you don't have needled or under control, turn 2 take all there world breakers, ulamogs, ugins, or karns out of the equation. Against Storm take there gifts or their past is flames which is pretty good.
After sleeping on it, I also thought of Scepter of Fugue or Liliana of the Veil. The plan is that the early discard can be used to severely cripple their hand, at which point either of those can apply constant pressure so that they can't just built up to the resources necessary for Storm, nor hold the bombs while making their land drops. I like that Scepter can be used at instant speed (although only on our turn), as it means that we can force them into a situation where, if they have no hand, if they pop Chromatic Sphere to draw a card they want on top during our turn, we can make them discard it if it's the only card in their hand. It does seem like a corner case, but it's something, and it's a way to combat Sphere. I also like that we can Whir in Scepter, whereas we can't do that with Liliana. Liliana, however, can build up to the point where she pretty much wins the game with her ultimate.
With Ward of Bones in play they can't cast ulamog and worldbreaker if they have a wurmcoil, also they would have to be short on land.
With Timesifter and a few mill cards you could play several extra turns and never let him play again until you find a finisher.
I realized today, while relating all of this, that I hadn't fully considered what I was all going to take out for the cards I want to put in. I was so focused on trying to find some key crippling card for those matchups that I'd missed this crucial detail. The cards that I know are mostly dead in the Gx Tron matchup, or outperformed by sideboard cards, are:
That makes room for six cards. I know that I want two Thoughtseize to come in. Next, a third Pithing Needle and the Jester's Cap. That leaves two spots left, with two Welding Jar, one Ancient Grudge, and one Seal of Primordium left to fit in (not even considering that I was looking to find a replacement for Torpor Orb to bring in). That means four cards to come in to replace two. Thus, I suppose that the Torpor Orb can stay, unless there's some great card that is somehow better than the Jars, Grudge, or Seal in the Gx Tron matchup. I think that I want to test the Welding Jars first, as they allow for more explosives starts (faster lock with faster discard, while answering Nature's Claim effects). This also allows for a faster Whir for the Jester's Cap.
As for the Storm matchup, the dead, or outperformed cards, include:
That makes me want to bring in the Grafdigger's Cage and another discard effect to not allow the opponent the ability to build up to critical mass, although I desperately also want to find room for the Jester's Cap. I think I am inclined to take out a single Bridge (so down to two) for the Cap.
Yeah I'd go down a bridge. Out of curiosity has anyone tested Chandra, Torch of the Defiance seems decent. All modes can be relevant, the thing I like most is her first plus can be a clock and provides us with card advantage while not putting it in our hand. Second plus is eh but could be used in certain scenarios. The minus can take out creatures that go under bridge or any creature that is relevant. The ulti puts our opponent on a very quick clock. What's yalls opinion?
ward of bones is awesome, I want to try out ward as a one of. It might help the tron matchup and other matchups as well, everything with good etb creatures. One could consider forbidden orchard to lock out the first creature as well.
ward of bones is awesome, I want to try out ward as a one of. It might help the tron matchup and other matchups as well, everything with good etb creatures. One could consider forbidden orchard to lock out the first creature as well.
Ward of Bones costs too much mana. If you want to Whir for it, you need 9 mana/artifacts to tutor it, or you need to be on turn 5/6 with at least a land every single turn and/or a mox opal.
By turn 6 your Tron opponent could have played 2 separate Karns, played an Oblivion Stone an popped it, and you could be staring down the ugly end of a Wurmcoil Engine.
I like trying to make new things work in the deck, but rule of thumb is if it costs more than 3 mana, it is nowhere near good enough for the deck. Witchbane Orb is the only real exception to the rule, but it's a one-of and EXTREMELY useful in the match-ups it is good in. Ward of Bones on the other hand is not.
Tell me exactly how Ward of Bones is even good against Tron anyway?
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I've noticed on mtg goldfish people are starting to run 2 Tezzeret, Agent of Bolas in sideboard. What match up does this help against in particular.
I think Ari talked about it in his Lantern videos last week, saying that Sam Black's guide used them for the Death's Shadow match-up. In that game you are racing against a small clock (they have a ton of deck manipulation) and that your Bridge's time on the battlefield is limited. So Tezz puts a good clock on them. It's also good against decks that bring in Stony Silence I think.
CRUGGCCCCCCCGBGBGBCCCCCCCBBUWC MODERN – LANTERN(aka Fateseal or Barbershop) Primer–Subreddit–Facebook–Decklist–Gameplay Thnkr's Content:Gameplay–Datasheet Each eye sees a different possibility for tomorrow. CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
I think because Nezumi has the discard effect that we're looking for, so that the opponent can't hold cards to build up to a "critical mass" of resources.
ward of bones is awesome, I want to try out ward as a one of. It might help the tron matchup and other matchups as well, everything with good etb creatures. One could consider forbidden orchard to lock out the first creature as well.
Ward of Bones costs too much mana. If you want to Whir for it, you need 9 mana/artifacts to tutor it, or you need to be on turn 5/6 with at least a land every single turn and/or a mox opal.
We are looking here for options against tron, so far the card that has been chosen to fight this matchup was Tezzeret. We can't tutor Tezzeret and if we get lucky seeing it on the game we may need a few turns to have 10 artifacts in game.
Ward of the bones is tutorable and make the tron player unable to play Ulamog/worldbraker, usually we can fight the rest of the deck with ours needle/mill rocks.
The problem is, we may not find academy ruins or the other cards. I think that our best option is to use something that can be tutorable with whir, so we can use just one sideboard spot for it and put two/three more needles on our side to be able to have some chance against tron.
We are looking here for options against tron, so far the card that has been chosen to fight this matchup was Tezzeret. We can't tutor Tezzeret and if we get lucky seeing it on the game we may need a few turns to have 10 artifacts in game.
Ward of the bones is tutorable and make the tron player unable to play Ulamog/worldbraker, usually we can fight the rest of the deck with ours needle/mill rocks.
Not sure if you are on Twitter, but if you are I would suggest following Zac Elsik (if you don't already). A few days ago he was discussing that the reason Tron is a bad match up for Lantern is because of one singular card:
For the uninitiated, the 'Draw a card' effect on Chromatic Sphere doesn't use the stack since it is part of a mana ability. This means the Tron is able to draw what they need through our lock provided they have a Sphere. This makes the match up difficult because if our opponent needs a specific card to do well against us, they usually will hold up a Sphere until that card is on top, and then they will draw the card and we will have no way to prevent it.
If the problem with Tron as a match up was them casting big things like Karn, Ugin, Ulamog, etc. then Eldrazi Tron would also be a problem match up. However our Eldrazi Tron match up is infinitely better than standard Tron, specifically because Eldrazi Tron does not run Chromatic Sphere.
So if you want to try to figure out ways to make the Tron match up better, the first place I would start is Phyrexian Revoker. Not only is it much cheaper than Ward, and can be tutored for with Whir, but it is able to turn off mana abilities, and thus fix our Chromatic Sphere problem. If you still want cards to fight along the angle of dealing with their lands, than I would suggest Crumble to Dust since it's cheaper, and while it can't be tutored for with Whir, you can grab it off of an Ancient Stirrings because it is colourless.
Lantern as a deck came into being long after Ward of Bones was released. If it was any good, people would have tested it and used it a long time ago. The fact remains that it costs 6 mana so it comes down way too late for it to do anything. You talk about it stopping them from casting World Breaker or Ulamog, but a good Tron draw can play World Breaker on turn 3, and an Ulamog on turn 4. Hell an average Tron draw will play Breaker on 4 and an Ulamog on 5. So if we are on the draw, there is a 0% chance of us landing Ward of Bones before they cast World Breaker, and the only way we play it before they cast Ulamog is if we get lucky, and get 4 land and 2 Opals for turn 4. Hell maybe we can get suuuuuper crazy lucky and have 3 Opals and 3 land we can maybe play a Ward on turn 3. However hedging on these is not being reasonable. You don't play a card because of the 1% of the time it can be good.
If we are trying to lean on Whir to get Ward of Bones in play, we need at a minimum 3 blue mana sources alongside 6 artifacts. Again, this is a nigh impossibility on actually being able to land the card before a reasonable Tron opponent can play their World Breaker or Ulamog. If we want to land Ward on Turn 3 (So we can stop them from casting World Breaker), we need, as stated before, 3 lands, 6 artifacts, and a Whir of Invention. That is 10 cards. Let me repeat that. That is TEN cards. By Turn 3, if we are on the play we've only seen 9 cards so it is literally physically impossible for us to play the card. If we are on the draw we need exactly 6 Artifacts, 3 Blue Sources, and Whir. Do you see why I am saying Ward of Bones is bad? You can only reasonably play it once you are so late in the game it doesn't even matter. If you've made it to a point in the card where you can play Ward of Bones, you should be in a good enough situation where you can just win the game. And if you are in a position where you would still want some more cards to help seal the match, Phyrexian Revoker would literally be 1000x better than getting a Ward of Bones into play.
I am usually open to trying new things and expanding what the deck can do, but this card is literally a dead end. It does nothing.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
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Timesifter is super weird and I am not sure how I feel about it lol
As for Zur's Weirding, it has the problem of being symmetrical. The whole point of Lantern is to control what your opponent draws. Giving that power to your opponent as well is not a good way to go about it. Seems really bad imho. If I want to play a 4 mana Enchantment, I'd rather play Mechanized Production
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#PayThePros
We are looking here for options against tron, so far the card that has been chosen to fight this matchup was Tezzeret. We can't tutor Tezzeret and if we get lucky seeing it on the game we may need a few turns to have 10 artifacts in game.
Ward of the bones is tutorable and make the tron player unable to play Ulamog/worldbraker, usually we can fight the rest of the deck with ours needle/mill rocks.
a good Tron draw can play World Breaker on turn 3, and an Ulamog on turn 4.
No card can help us against a world breaker turn 3 and Ulamog on 4, if this happen just shake his hand. I have a friend who plays with tron on our store and I never saw he doing this.
I agree that ward is more a late game card and may not help in some situations. My hole point here is: Tezzeret may not help as well and can't be tutorable.
No card can help us against a world breaker turn 3 and Ulamog on 4, if this happen just shake his hand. I have a friend who plays with tron on our store and I never saw he doing this.
I agree that ward is more a late game card and may not help in some situations. My hole point here is: Tezzeret may not help as well and can't be tutorable.
Well I am not advocating Tezzeret as a sideboard card
In fact I've been pushing Phyrexian Revoker if you care to take notice.
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Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
No card can help us against a world breaker turn 3 and Ulamog on 4, if this happen just shake his hand. I have a friend who plays with tron on our store and I never saw he doing this.
I agree that ward is more a late game card and may not help in some situations. My hole point here is: Tezzeret may not help as well and can't be tutorable.
Well I am not advocating Tezzeret as a sideboard card
In fact I've been pushing Phyrexian Revoker if you care to take notice.
I agree he is good, but we need more to fight tron
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I'm currently looking for a sideboard card that can work in both the Storm and the Gx Tron matchups. I've decided to tweak my list to this:
1 Academy Ruins
1 Inventors' Fair
3 Botanical Sanctum
4 Darkslick Shores
4 Glimmervoid
4 Spire of Industry
1 Island
Artifacts (25):
4 Mox Opal
4 Mishra's Bauble
4 Lantern of Insight
3 Codex Shredder
2 Ghoulcaller's Bell
1 Pyxis of Pandemonium
2 Pithing Needle
3 Ensnaring Bridge
1 Witchbane Orb
1 Grafdigger's Cage
4 Ancient Stirrings
3 Inquisition of Kozilek
2 Thoughtseize
3 Collective Brutality
1 Abrupt Decay
4 Whir of Invention
2 Welding Jar
1 Grafdigger's Cage
1 Nature's Claim
1 Pithing Needle
2 Thoughtseize
1 Ancient Grudge
1 Collective Brutality
1 Seal of Primordium
1 Torpor Orb
1 Jester's Cap
3 Leyline of Sanctity
My reasoning for the list, and changes I've made from my old list, is as follows:
I'm not certain that going down to three Bridges is correct, but I figure I'll test it. It seems that other lists are successfully doing it, so I figure it's worth a shot. The reason I'm so skeptical is that Bridge is, by far, the number one performing card when looking for correlations with increased win percentages when it's in the opening hand. It does open a spot for other cards in the main, however.
I prefer to run a single Sorcerous Spyglass in the main, so that I can Whir for it and get a look at the opponent's hand if I haven't drawn a discard spell and I'm uncertain as to what the opponent is holding. However, with the addition of two Thoughtseize, this is far less likely to happen, due to now having eight discard spells in the main. Thus, I'm returning to running two Needles.
Cutting a Bridge and an Engineered Explosives allows me to make room for the two Thoughtseize in the main, which should help greatly in big-mana matchups, as well as allowing for early disruption for matchups that are looking to hit a critical mass of cards to combo off (Storm, Ad Nauseum, Scapeshift, etc). After reading Ali's article, I think that cutting the 2nd Island for another Darkslick Shores is probably correct, to ensure that being able to cast a turn one discard spells is possible when necessary.
My reasoning for cutting Codex Shredder down to three, rather than cutting Bell, is that Codex is, by far, the worst performing card when correlating win percentages with it in the opener. It's still greatly useful, but the data simply shows that it just doesn't seem to be a very good performer. Diversifying the mill rocks also allows for dodging Needle effects shutting down large portions of the deck.
I'm still a fan of running around three Collective Brutality main, as it's great in turning the Burn matchup around to our favor, while still being very useful against other creature decks as well as still being great in spell-heavy decks. I'm still keeping the fourth one in the sideboard for Burn, Affinity (takes out creatures that swing under Bridge) and decks that run Noble Hierarch.
After moving two Thoughtseize to the main, this frees up some space in the sideboard. I've decided to add a fourth Thoughtseize to the third I'd already had in the side, as additional help against Tron and big mana decks.
The only other changes to the sideboard are the return to a single Ancient Grudge and Nature's Claim in the sideboard. I'd been running two Seal of Primordium in the side to help against both Chalice and Affinity, when needed, but I now have access to an additional sideboard spot. I've decided to use this extra spot to diversify my artifact and enchantment hate.
The one card I'm still not sure for the sideboard is Torpor Orb. It's great for Titanshift matchups, as well as plenty of other matchups, but I feel that I'd rather have an additional card that can somehow combat both Gx Tron and Storm. I'm open to ideas, if anyone has them.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
I'm not sure what I plan on going with quite yet.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
With Timesifter and a few mill cards you could play several extra turns and never let him play again until you find a finisher.
That makes room for six cards. I know that I want two Thoughtseize to come in. Next, a third Pithing Needle and the Jester's Cap. That leaves two spots left, with two Welding Jar, one Ancient Grudge, and one Seal of Primordium left to fit in (not even considering that I was looking to find a replacement for Torpor Orb to bring in). That means four cards to come in to replace two. Thus, I suppose that the Torpor Orb can stay, unless there's some great card that is somehow better than the Jars, Grudge, or Seal in the Gx Tron matchup. I think that I want to test the Welding Jars first, as they allow for more explosives starts (faster lock with faster discard, while answering Nature's Claim effects). This also allows for a faster Whir for the Jester's Cap.
As for the Storm matchup, the dead, or outperformed cards, include:
That makes me want to bring in the Grafdigger's Cage and another discard effect to not allow the opponent the ability to build up to critical mass, although I desperately also want to find room for the Jester's Cap. I think I am inclined to take out a single Bridge (so down to two) for the Cap.
Any feedback or ideas from ya'll?
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Ward of Bones costs too much mana. If you want to Whir for it, you need 9 mana/artifacts to tutor it, or you need to be on turn 5/6 with at least a land every single turn and/or a mox opal.
By turn 6 your Tron opponent could have played 2 separate Karns, played an Oblivion Stone an popped it, and you could be staring down the ugly end of a Wurmcoil Engine.
I like trying to make new things work in the deck, but rule of thumb is if it costs more than 3 mana, it is nowhere near good enough for the deck. Witchbane Orb is the only real exception to the rule, but it's a one-of and EXTREMELY useful in the match-ups it is good in. Ward of Bones on the other hand is not.
Tell me exactly how Ward of Bones is even good against Tron anyway?
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I think Ari talked about it in his Lantern videos last week, saying that Sam Black's guide used them for the Death's Shadow match-up. In that game you are racing against a small clock (they have a ton of deck manipulation) and that your Bridge's time on the battlefield is limited. So Tezz puts a good clock on them. It's also good against decks that bring in Stony Silence I think.
Herald of Anguish
Nezumi Shortfang
Necrogen Spellbomb
Scroll of Griselbrand
MODERN – LANTERN (aka Fateseal or Barbershop)
Primer – Subreddit – Facebook – Decklist – Gameplay
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CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
We are looking here for options against tron, so far the card that has been chosen to fight this matchup was Tezzeret. We can't tutor Tezzeret and if we get lucky seeing it on the game we may need a few turns to have 10 artifacts in game.
Ward of the bones is tutorable and make the tron player unable to play Ulamog/worldbraker, usually we can fight the rest of the deck with ours needle/mill rocks.
The problem is, we may not find academy ruins or the other cards. I think that our best option is to use something that can be tutorable with whir, so we can use just one sideboard spot for it and put two/three more needles on our side to be able to have some chance against tron.
Not sure if you are on Twitter, but if you are I would suggest following Zac Elsik (if you don't already). A few days ago he was discussing that the reason Tron is a bad match up for Lantern is because of one singular card:
Chromatic Sphere
For the uninitiated, the 'Draw a card' effect on Chromatic Sphere doesn't use the stack since it is part of a mana ability. This means the Tron is able to draw what they need through our lock provided they have a Sphere. This makes the match up difficult because if our opponent needs a specific card to do well against us, they usually will hold up a Sphere until that card is on top, and then they will draw the card and we will have no way to prevent it.
If the problem with Tron as a match up was them casting big things like Karn, Ugin, Ulamog, etc. then Eldrazi Tron would also be a problem match up. However our Eldrazi Tron match up is infinitely better than standard Tron, specifically because Eldrazi Tron does not run Chromatic Sphere.
So if you want to try to figure out ways to make the Tron match up better, the first place I would start is Phyrexian Revoker. Not only is it much cheaper than Ward, and can be tutored for with Whir, but it is able to turn off mana abilities, and thus fix our Chromatic Sphere problem. If you still want cards to fight along the angle of dealing with their lands, than I would suggest Crumble to Dust since it's cheaper, and while it can't be tutored for with Whir, you can grab it off of an Ancient Stirrings because it is colourless.
Lantern as a deck came into being long after Ward of Bones was released. If it was any good, people would have tested it and used it a long time ago. The fact remains that it costs 6 mana so it comes down way too late for it to do anything. You talk about it stopping them from casting World Breaker or Ulamog, but a good Tron draw can play World Breaker on turn 3, and an Ulamog on turn 4. Hell an average Tron draw will play Breaker on 4 and an Ulamog on 5. So if we are on the draw, there is a 0% chance of us landing Ward of Bones before they cast World Breaker, and the only way we play it before they cast Ulamog is if we get lucky, and get 4 land and 2 Opals for turn 4. Hell maybe we can get suuuuuper crazy lucky and have 3 Opals and 3 land we can maybe play a Ward on turn 3. However hedging on these is not being reasonable. You don't play a card because of the 1% of the time it can be good.
If we are trying to lean on Whir to get Ward of Bones in play, we need at a minimum 3 blue mana sources alongside 6 artifacts. Again, this is a nigh impossibility on actually being able to land the card before a reasonable Tron opponent can play their World Breaker or Ulamog. If we want to land Ward on Turn 3 (So we can stop them from casting World Breaker), we need, as stated before, 3 lands, 6 artifacts, and a Whir of Invention. That is 10 cards. Let me repeat that. That is TEN cards. By Turn 3, if we are on the play we've only seen 9 cards so it is literally physically impossible for us to play the card. If we are on the draw we need exactly 6 Artifacts, 3 Blue Sources, and Whir. Do you see why I am saying Ward of Bones is bad? You can only reasonably play it once you are so late in the game it doesn't even matter. If you've made it to a point in the card where you can play Ward of Bones, you should be in a good enough situation where you can just win the game. And if you are in a position where you would still want some more cards to help seal the match, Phyrexian Revoker would literally be 1000x better than getting a Ward of Bones into play.
I am usually open to trying new things and expanding what the deck can do, but this card is literally a dead end. It does nothing.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I think some form of hard lock may be necessary. Timesifter would be amazing if it didn't exile the top card. :/
EDIT: Has anyone ever looked at Zur's Weirding?
MODERN – LANTERN (aka Fateseal or Barbershop)
Primer – Subreddit – Facebook – Decklist – Gameplay
Thnkr's Content: Gameplay – Datasheet
Each eye sees a different possibility for tomorrow.
CWUBBCCCCCCCBGBGBGCCCCCCCGGURC
Timesifter is super weird and I am not sure how I feel about it lol
As for Zur's Weirding, it has the problem of being symmetrical. The whole point of Lantern is to control what your opponent draws. Giving that power to your opponent as well is not a good way to go about it. Seems really bad imho. If I want to play a 4 mana Enchantment, I'd rather play Mechanized Production
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
No card can help us against a world breaker turn 3 and Ulamog on 4, if this happen just shake his hand. I have a friend who plays with tron on our store and I never saw he doing this.
I agree that ward is more a late game card and may not help in some situations. My hole point here is: Tezzeret may not help as well and can't be tutorable.
Well I am not advocating Tezzeret as a sideboard card
In fact I've been pushing Phyrexian Revoker if you care to take notice.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I agree he is good, but we need more to fight tron