I have read several threads about the SOI card Vessel of Nascency being speculated as a viable candidate for enchantress. Has anyone toyed around with this yet, and/or these speculations out left field?
There's an enchantress deck that placed on 1st, well it tied with others also for the spot. It was last week, March 19th, at Card Kingdom's Legacy Preservation 1k. The deck was piloted by someone named Jeremy Edwards. The deck is a traditional GW replenish base, non-RIP helm, but has some different card choices.
It ran main decked Carpet of Flowers, and it ran Sensei's Divining Top, unless this was a mistake and they meant it's mirri's guile.
The other 7 decks that took the top in the tournament was:
Miracles
Merfolk
Tin Fins
Grixis Delver
Esper Deathblade
Infect
MUD
"Nahiri is everything that's good in this world. Her exile ability is so good. I've been able to use her ultimate a lot - swinging with Emrakul is quite a thrill."
Had not realized/thought about the ultimate as tool in this deck. That you have an option of not hard casting it.. That is pretty sweet.
Nahiri, the Harbinger is amazing. If you have an LD card and Goblin Dark-Dwellers in hand you can discard LD card to draw a card followed up by casting a Goblin Dark-Dwellers to use said LD card. Pretty sweet turn. I find myself doing that more often than Drownyard Temple recursion with Nahiri, the Harbinger. Nahiri, the Harbinger ability to exile permanents that slip through is very helpful. Backed down to 2 Crack the Earth as I found the card with Drownyard Temple to be somewhat underwhelming on tempo. Dropped Drownyard Temple down from 3 to 2 for now.
We get the same questions over Cip tapped in nearly every 2 col prison deck, and yet they all end up playing scrylands...Enduring Ideal, RW Pillow Fort, Bridge, Landkill-Stax etc. I have even seen a mono list play them once. The reason is simple, every prison deck is full of binary cards, and the scry smooths out the chances of drawing an active card t2/3. Every list needs to do something t2 unless it gets lucky and paired against a slow deck, scrylands increase the chances, by looking at one more card. Remember most of our deck costs 2 or 3, and if you take a two land hand with nothing but 3 cc spells and get screwed by drawing only cup tapped lands you have probably taken the wrong hand, because vs most decks that hand is bad regardless. We need t2 action, chalice, field, boom, whatever.
With 4 or 5 tapped lands in the deck the only way this screws over a t3 play is if you draw 2 non tap lands, play them, and draw a third as your only land. If you have one in the opening hand it actually increases your chance of a t2 3 play, noting I don't miss a t 1 play with my list.
Sup field is a tax on mana. Once you have dropped one against burn or been lucky enough to resolve one vs a blue deck you will see what I mean. 2 mana to pop a fetch is harsh, post bust it is criminal.
Gqs early game are not that good, we can run 4, sure, but it is hard to sort out our colours with them. They are more important in non landkill decks for the reasons suggested, hitting Tron, Eldrazi etc, in ours we will kill land and tax regardless, there is no reason four cannot be played with good mana. RR is hardest for us to get, given the need to run Flagstone tech.
Anger v Pyroclasm v Wrath is nothing more than a meta call. All are superb, never get hung up on those descisions.
Why 4 temple of triumph over Clifftop Retreat? Scry is nice but Cliffs often get in turn 3 for a land destruction sorcery. Temple comes in tapped period, leaving to loss in tempo.
Keldon Megaliths combined with the temple of triumphs puts 5 lands coming in tapped. This can really sabatage the tempo of LD in the first 2-5 turns where it maters most.
Quick question. I'm slowly trying to gather the cards for the deck, but I was wondering why there were no blood moons in the decks. I mean, not even as side board options.
Some versions in the past have. Currently with main deck LD of 4 Stone Rain, 4 Molten Rain, 4 Boom // Bust, 4 Ghost Quarter, and 4 Goblin Dark-Dwellers there is no need for blood moons. If played correctly/appropriate your opponent can not keep up with the LD, and usually has one or less lands. Then the deck puts down the board lock, which usually leads to opponents scooping.
On the SCG stream today 2/21/16, Andrew Tenjum states Eldrazi is too good and needs a ban. He then a gives a nod that Lantern is the best to fight it's meta.
So here's a list I played last night at my LGS. Went 3-1 and felt like the deck did exactly what it was born to do, which is crush the opponent's hopes and dreams and either secure a win through grindy beats or by the opponent scooping up their cards. A big difference between my list and a lot of the lists I see on here is my inclusion of Needle Spires. When this card was first previewed I'm pretty sure I laughed it off as unplayable, but now that lightning bolts are at a low, it really can put in some work. A lot of people on this forum talk about how slow their wincons are, but I didn't have that issue. With a spires on the field I was able to end games in 4 swings assuming I had only my manland. Usually I had a Needle Spires and Archangel of Tithes out at the same time, which is a pretty fast clock. I would recommend running some sweepers main too. Having access to 5 sweepers post board felt awesome against Fish and Company. The game I lost was against BG infect. Go figure...Phyrexian Crusader is pretty good against a RW deck. He opened on 2 iok both games which meant i lost my bolt every game and then he really killed me with a t2 Pithing Needle naming Ajani Vengeant, which I had two of in hand.
I'm toying with the idea of going to the upcoming SCG Open and will probaly play this deck. I plan to change up a few of the cards and will re-post once I come to final decision.
Nothing wrong with manlands in our sort of deck. I prefer Keldon Megaliths, but have used manlands successfully before, both the 2/1 first striker and 1/5 white equivalent. Needle Spire is a good card, and as two colour is thus a great card for inclusion. I think you have a solid looking list. I would consider a Linvala in the boar x2, if only because they stop Elves doing its mega mana stuff, plus helps as an out vs Melira and switches off all those BOPs.
I have not used Condemns before. Interesting way to possibly shut down creatures while waiting for the lock (?)
From the article - "How to Beat Eldrazi By Paulo Vitor Damo da Rosa // 12 Feb, 2016"
"The Lantern deck wasn’t very popular at the PT, but it has a good matchup against Eldrazi because of Ensnaring Bridge. The UR list has zero ways to deal with a main deck Ensnaring Bridge, you only have Ratchet Bomb, and Frank’s deck only had one World Breaker. Most of the time, if you mulligan into a hand of 3 lands and Ensnaring Bridge you’re going to win the game. The UR version has more outs post-board, but our version is still drawing dead to it. Here is Sam’s list for reference:
There aren’t many decks that can play Ensnaring Bridge since it requires a low land count and a deck that can win without attacking, but a deck that can play it and in my opinion should play it (at least in the SB) is Burn. Back in the old days, Burn decks were often just Ensnaring Bridge and a bunch of burn spells, and there’s no reason it can’t be this way again. Even if it harms you some of the time (which is not a given since your creatures are smaller than theirs), you can sit on it until you inevitably draw enough burn spells to kill them.
Bridge is even better out of Burn than out of Lantern since no one is going to board artifact destruction against you. If I played Burn in a tournament (which I probably won’t do because I want to preserve my sanity and I’ve been down that path before), then I would probably sideboard 3 Ensnaring Bridges."
Here it is: http://mtgtop8.com/event?e=11922&d=268241&f=LE
Had not realized/thought about the ultimate as tool in this deck. That you have an option of not hard casting it.. That is pretty sweet.
4 Magus of the Tabernacle
4 Goblin Dark-Dwellers
1 Archangel of Tithes
Planeswalkers (4)
2 Nahiri, the Harbinger
2 Ajani Vengeant
Sorceries/instants (21)
4 Boom // Bust
2 Crack the Earth
4 Molten Rain
4 Stone Rain
4 Lightning bolt
3 Anger the Gods
4 Ghostly Prison
Lands (22)
4 Sacred Foundry
2 Plains
2 Ghost Quarter
2 Drownyard Temple
4 Mountain
4 Arid Mesa
4 Flagstones of Trokair
2 Grafdigger's cage
2 Runed Halo
3 Stony silence
2 Linvala, keeper of silence
3 Leyline of sanctity
1 Boil
2 Oblivion Ring
May brew something along these lines..
4 Magus of the Tabernacle
4 Goblin Dark-Dwellers
1 Archangel of Tithes
Planeswalkers (4)
2 Nahiri, the Harbinger
2 Ajani Vengeant
Sorceries/instants (22)
4 Boom // Bust
3 Crack the Earth
4 Molten Rain
4 Stone Rain
4 Lightning bolt
2 Anger the Gods
4 Ghostly Prison
Lands (22)
4 Sacred Foundry
2 Plains
3 Ghost Quarter
2 Drownyard Temple
3 Mountain
4 Arid Mesa
4 Flagstones of Trokair
2 Grafdigger's cage
2 Runed Halo
3 Stony silence
2 Linvala, keeper of silence
3 Leyline of sanctity
1 Boil
1 Anger the gods
1 Pyroclasm
Could you help me understand a couple of your choices:
Why 4 suppression field main deck?
Why 4 temple of triumph over Clifftop Retreat? Scry is nice but Cliffs often get in turn 3 for a land destruction sorcery. Temple comes in tapped period, leaving to loss in tempo.
Keldon Megaliths combined with the temple of triumphs puts 5 lands coming in tapped. This can really sabatage the tempo of LD in the first 2-5 turns where it maters most.
Why no 4 ghost quarter, it takes down Eye of Ugin/
Eldrazi Temple giving them a basic.
Interesting use of the Chalice of the voids for zero cc or 1cc. Not done this as main deck, and might be a good move.
Do you feel Pyroclasm is better than at least the inclusion of one Anger of the Gods?
Goblin Darkdwellers have been amazing for me. Bring the number down to 2 significantly reduces the possibility of LD recursion.
Some versions in the past have. Currently with main deck LD of 4 Stone Rain, 4 Molten Rain, 4 Boom // Bust, 4 Ghost Quarter, and 4 Goblin Dark-Dwellers there is no need for blood moons. If played correctly/appropriate your opponent can not keep up with the LD, and usually has one or less lands. Then the deck puts down the board lock, which usually leads to opponents scooping.
http://www.starcitygames.com/events/200216_louisville.html
Scroll rack is hand size dependent, Sylvan is not and allows for additional card by paying life.
I have not used Condemns before. Interesting way to possibly shut down creatures while waiting for the lock (?)
"The Lantern deck wasn’t very popular at the PT, but it has a good matchup against Eldrazi because of Ensnaring Bridge. The UR list has zero ways to deal with a main deck Ensnaring Bridge, you only have Ratchet Bomb, and Frank’s deck only had one World Breaker. Most of the time, if you mulligan into a hand of 3 lands and Ensnaring Bridge you’re going to win the game. The UR version has more outs post-board, but our version is still drawing dead to it. Here is Sam’s list for reference:
Lantern Control
Lands
2 x Blackcleave Cliffs
2 x Ghost Quarter
4 x Glimmervoid
1 x Grove of the Burnwillows
4 x Llanowar Wastes
1 x Mountain
1 x Sea Gate Wreckage
Spells
4 x Ancient Stirrings
1 x Duress
1 x Infernal Tutor
4 x Inquisition of Kozilek
2 x Pyroclasm
2 x Thoughtseize
2 x Abrupt Decay
2 x Surgical Extraction
4 x Codex Shredder
4 x Ensnaring Bridge
4 x Ghoulcaller's Bell
4 x Lantern of Insight
4 x Mox Opal
3 x Pithing Needle
1 x Pyrite Spellbomb
1 x Pyxis of Pandemonium
2 x Academy Ruins
Sideboard
1 x Pithing Needle
2 x Surgical Extraction
2 x Spellskite
1 x Ancient Grudge
1 x Grafdigger's Cage
1 x Kozilek's Return
2 x Leyline of Sanctity
1 x Nature's Claim
2 x Sun Droplet
2 x Welding Jar
There aren’t many decks that can play Ensnaring Bridge since it requires a low land count and a deck that can win without attacking, but a deck that can play it and in my opinion should play it (at least in the SB) is Burn. Back in the old days, Burn decks were often just Ensnaring Bridge and a bunch of burn spells, and there’s no reason it can’t be this way again. Even if it harms you some of the time (which is not a given since your creatures are smaller than theirs), you can sit on it until you inevitably draw enough burn spells to kill them.
Bridge is even better out of Burn than out of Lantern since no one is going to board artifact destruction against you. If I played Burn in a tournament (which I probably won’t do because I want to preserve my sanity and I’ve been down that path before), then I would probably sideboard 3 Ensnaring Bridges."
How to Beat Eldrazi Link