I saw Chapin's Abbot deck, it reminded me of Suicide Zoo with the Monastery Swiftspear+Mishra's Bauble+Gitaxian Probe. Seal of Fire is pretty brilliant; you can play it with Abbot immediately even if there are no good targets, and it buffs Tarmogoyf. Seems like a fun deck for people who love drawing through their libraries, given the high cantrip count and 7 creatures which are basically 2/1 Elvish Visionaries.
Love Chapins deck, I'm not sure if green is the right third color but he's definitely got the blue/red part of the shell down. I wonder if white using Myth Realized and a much stronger sideboard would work instead of Goyf.
Respect to you for inventing a new archetype. Few people can say that about themselves.
I also have to agree with this. I've only played against it a couple of times and it's not hard to figure out when you're in a hard lock. It's the same with Storm, people who complain about it taking too long are people who don't know when to concede. Eggs is a different story since fizzling is a real possibility almost the entire time they go off (at least for the old Second Sunrise builds). Of course the longer they get into the combo and the more loops they make, the fizzling rate decreases dramatically, still it takes way too long before you can concede without losing EV. I'd say the same thing with Time Walk which annoys me more than any other deck, simply by the fact that I can't press F6 and go make a sandwich, I'll have to sit by the screen and watch the whole thing. So I usually concede when they cast their 3rd Time Walk if they have a Mine in play I haven't played against them longer than that so I have no idea how premature it is but I can't be bothered finding out.
What I'm trying to say is that Lantern or Top Control is not the biggest time consumer when you can see the writing on the wall, which you can see before it gets boring (at least from my experience). And also I kind of chuckled when I first saw the thread in the deck creation sub forum, since I thought the deck was a joke. But the joke's on me. And I bow down to its originality
I always hate conceding to Lantern because there's a lot of interaction against them, shuffle effects, instant speed draw (especially Thought Scour), and so on can give you outs. What's so unfun about Lantern is that you're often times not in the hard lock but you have to weigh spending another 10-15 minutes for a 10% chance to win at that point vs scooping or going on to the next game. Often times scooping can be the right move but it still feels bad to do when you know you have outs in your deck.
Don't kid yourself. Kataki can be very tough for the Lantern deck. Many hate cards that do well vs. Affinity also do well against Lantern and this card is no exception. Lantern Control also has few lands, so it can be tough to pay for too many artifacts. I guess they could keep a Bridge, mill card, and Lantern with 3 mana and really grind it out. Rest in Peace doesn't seem as bad, even if it does kill the Pyrite Spellbomb kill, because the only other thing it does is turn Academy Ruins into a 1 colorless mana card only.
Oh I believe it, I just see them keeping exactly what you described in play and leaving the ally deck with nothing to do. I'd rather bring in Stony Silence and get a few turns of them doing nothing in before they find a way to deal with it. I'd hope the ally player had at least a few scrappers in from their sideboard.
I also have to agree with this. I've only played against it a couple of times and it's not hard to figure out when you're in a hard lock. It's the same with Storm, people who complain about it taking too long are people who don't know when to concede.
It's difficult to concede at 17 life when your lantern opponent is at 3 and you still have cards in your library that deal 3 damage and several cards that draw at instant speed. Add to that that it took 25 minutes for the opponent to find Academy of ruins and actually establish the hard lock. The soft lock is what wastes everyone's time.
The deck isn't about permission, it just doesn't want your opponent to actually be able to play anything. It's actively inducing the natural outcomes like poor draws and land flooding, making the game as uninteractive as possible.
Yes, I'm salty about the deck. But I would also rather just scoop and grab food or a beer than waste my time playing one again.
Love (and hate) the Fog tech. The card is always such a blowout when it's good, but it's usually just so bad. If I was playing Infect, went all in, and a Bogles player fogged me I think I would have to get up from the table and take a break for a minute.
Apparently the top 4 guys (X-1) drew, and want to draw again next round, if one of the 18 guys which have X-2 gets paired down. If this happens, those 4 will be in the Top 8.
If this works, we know, that Scapeshift, Lantern/Top Control, Affinity (with Hangerback), and X is in the top 8.
Greetings,
Kathal
Private Mod Note
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Rollback Post to RevisionRollBack
What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
I don't really see the need for so many to try extol the virtues of this Lantern deck. It's an okay deck, miserable to watch or play against, and has sporadic results.
Looks like the top 4 players are all choosing to draw this round, and depending on the other records, will draw final round as well. So all we'll see on feature match 14 and 15 will be those in the lower half of top 8 contention.
I don't really see the need for so many to try extol the virtues of this Lantern deck. It's an okay deck, miserable to watch or play against, and has sporadic results.
The deck's been neglected for years, its exiting to finally watch it do well against all odds and establish itself in the format as a serious contender to be fearful of.
I don't really see the need for so many to try extol the virtues of this Lantern deck. It's an okay deck, miserable to watch or play against, and has sporadic results.
The deck's been neglected for years, its exiting to finally watch it do well against all odds and establish itself in the format as a serious contender to be fearful of.
By "do well" you mean "prevent the other player from playing until they scoop out of frustration or lose/tie on time limits" right?
I don't really see the need for so many to try extol the virtues of this Lantern deck. It's an okay deck, miserable to watch or play against, and has sporadic results.
The deck's been neglected for years, its exiting to finally watch it do well against all odds and establish itself in the format as a serious contender to be fearful of.
By "do well" you mean "prevent the other player from playing until they scoop out of frustration or lose/tie on time limits" right?
12-1-1 and the draw was intentional, time is not an issue. Drop the myth already and pay attention. lol
But yes, by do well I mean, prevent the other player from playing (winning) until they scoop or lose to mill/burn on time.
Trust me, there are several different lines to win against Lantern Control, even under the lock. A friend of mine was "locked" out with Zoo CoCo, but he drew a CoCo (since there was some good stuff on top, which got milled), got 2 Noble Hierarch's and killed the Lantern player within some turns.
There are always some lines, which might win you the game, you just have to know, how to play against it and when to do what. Just flaming doesn't help you against that deck.
@All, btw, this remembers me of the pre GP Charlotte hate towards Bloom and afterwards Griselshoal.
Greetings,
Kathal
Private Mod Note
():
Rollback Post to RevisionRollBack
What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Apparently the top 4 guys (X-1) drew, and want to draw again next round, if one of the 18 guys which have X-2 gets paired down. If this happens, those 4 will be in the Top 8.
If this works, we know, that Scapeshift, Lantern/Top Control, Affinity (with Hangerback), and X is in the top 8.
Greetings,
Kathal
The other player who double drew is Paul Rietzl on Merfolk. So already a pretty diverse top 8 if these guys all make it in.
Because people want (the majority I would argue) to see, and play, interactive magic. Being forced into a flood, or screw, and not actually playing the game, is neither entertaining to endure, or watch.
The same with stupid fast decks that can win Turn 2/3. Its not what most Modern players want out of the format.
That said, all is fair if its playable, so rock on Lantern and degenerate Combo, just like Rock on BGx, and Twin.
I don't really see the need for so many to try extol the virtues of this Lantern deck. It's an okay deck, miserable to watch or play against, and has sporadic results.
The deck's been neglected for years, its exiting to finally watch it do well against all odds and establish itself in the format as a serious contender to be fearful of.
By "do well" you mean "prevent the other player from playing until they scoop out of frustration or lose/tie on time limits" right?
12-1-1 and the draw was intentional, time is not an issue. Drop the myth already and pay attention. lol
But yes, by do well I mean, prevent the other player from playing (winning) until they scoop or lose to mill/burn on time.
Get in that hate wagon!
I do pay attention. Guy plays this locally and everyone hates it. I would have beat him every match, but they all went 1-1-1 draw, usually with lethal on my end in another 1-2 turns. If I face him again, I will just scoop immediately and sideboard into G2/G3 with ~45 minutes left to beat a deck that wins with a 10-turn clock that takes at least 10 turns to set up. I have no problem defeating this deck, it's just a matter of doing it in less than an hour.
Love Chapins deck, I'm not sure if green is the right third color but he's definitely got the blue/red part of the shell down. I wonder if white using Myth Realized and a much stronger sideboard would work instead of Goyf.
I always hate conceding to Lantern because there's a lot of interaction against them, shuffle effects, instant speed draw (especially Thought Scour), and so on can give you outs. What's so unfun about Lantern is that you're often times not in the hard lock but you have to weigh spending another 10-15 minutes for a 10% chance to win at that point vs scooping or going on to the next game. Often times scooping can be the right move but it still feels bad to do when you know you have outs in your deck.
Oh I believe it, I just see them keeping exactly what you described in play and leaving the ally deck with nothing to do. I'd rather bring in Stony Silence and get a few turns of them doing nothing in before they find a way to deal with it. I'd hope the ally player had at least a few scrappers in from their sideboard.
It's difficult to concede at 17 life when your lantern opponent is at 3 and you still have cards in your library that deal 3 damage and several cards that draw at instant speed. Add to that that it took 25 minutes for the opponent to find Academy of ruins and actually establish the hard lock. The soft lock is what wastes everyone's time.
The deck isn't about permission, it just doesn't want your opponent to actually be able to play anything. It's actively inducing the natural outcomes like poor draws and land flooding, making the game as uninteractive as possible.
Yes, I'm salty about the deck. But I would also rather just scoop and grab food or a beer than waste my time playing one again.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Storm Crow is strictly worse than Seacoast Drake.
Spirits
Storm Crow is strictly worse than Seacoast Drake.
Love (and hate) the Fog tech. The card is always such a blowout when it's good, but it's usually just so bad. If I was playing Infect, went all in, and a Bogles player fogged me I think I would have to get up from the table and take a break for a minute.
Apparently, it just did. Zoo where where we?
"When you get your opponent down to 0 sanity, you win the game!"
If this works, we know, that Scapeshift, Lantern/Top Control, Affinity (with Hangerback), and X is in the top 8.
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Spirits
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
The deck's been neglected for years, its exiting to finally watch it do well against all odds and establish itself in the format as a serious contender to be fearful of.
"When you get your opponent down to 0 sanity, you win the game!"
By "do well" you mean "prevent the other player from playing until they scoop out of frustration or lose/tie on time limits" right?
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Edit: And it is casting Ghor-Clan Rampagers...
Edit 2: And it is splashing for Chained to the Rocks......
Storm Crow is strictly worse than Seacoast Drake.
12-1-1 and the draw was intentional, time is not an issue. Drop the myth already and pay attention. lol
But yes, by do well I mean, prevent the other player from playing (winning) until they scoop or lose to mill/burn on time.
Get in that hate wagon!
"When you get your opponent down to 0 sanity, you win the game!"
Trust me, there are several different lines to win against Lantern Control, even under the lock. A friend of mine was "locked" out with Zoo CoCo, but he drew a CoCo (since there was some good stuff on top, which got milled), got 2 Noble Hierarch's and killed the Lantern player within some turns.
There are always some lines, which might win you the game, you just have to know, how to play against it and when to do what. Just flaming doesn't help you against that deck.
@All, btw, this remembers me of the pre GP Charlotte hate towards Bloom and afterwards Griselshoal.
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
The other player who double drew is Paul Rietzl on Merfolk. So already a pretty diverse top 8 if these guys all make it in.
The same with stupid fast decks that can win Turn 2/3. Its not what most Modern players want out of the format.
That said, all is fair if its playable, so rock on Lantern and degenerate Combo, just like Rock on BGx, and Twin.
(But fu UW Control. :p)
Spirits
I do pay attention. Guy plays this locally and everyone hates it. I would have beat him every match, but they all went 1-1-1 draw, usually with lethal on my end in another 1-2 turns. If I face him again, I will just scoop immediately and sideboard into G2/G3 with ~45 minutes left to beat a deck that wins with a 10-turn clock that takes at least 10 turns to set up. I have no problem defeating this deck, it's just a matter of doing it in less than an hour.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Spirits
Lantern is in TOP 8 it seems. Incoming Lantern of Insight spike...