Type: Deck Idea
Format (invalid) modModern
Approx. Value:
$505.05

0 Likes 0 Comments
Avg. CMC 1.31
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 24 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (1)
1 Spellskite
$4.28 Artifact Creature - Phyrexian Horror
Instant (4)
2 Abrupt Decay
$2.88 Instant
2 Surgical Extraction
$2.57 Instant
Sorcery (11)
4 Ancient Stirrings
$0.39 Sorcery
1 Infernal Tutor
$5.57 Sorcery
4 Inquisition of Kozilek
$0.30 Sorcery
2 Thoughtseize
$11.56 Sorcery
Artifact (25)
4 Codex Shredder
$0.14 Artifact
4 Ensnaring Bridge
$11.22 Artifact
3 Ghoulcaller's Bell
$0.14 Artifact
4 Lantern of Insight
$1.65 Artifact
2 Mishra's Bauble
$0.89 Artifact
4 Mox Opal
$77.28 Legendary Artifact
2 Pithing Needle
$0.46 Artifact
2 Pyxis of Pandemonium
$0.24 Artifact
Enchantment (1)
1 Ghirapur Aether Grid
$0.24 Enchantment
Land (18)
2 Academy Ruins
$14.14 Legendary Land
2 Blackcleave Cliffs
$3.80 Land
1 Ghost Quarter
$0.99 Land
4 Glimmervoid
$3.27 Land
2 Grove of the Burnwillows
$6.47 Land
4 Llanowar Wastes
$3.12 Land
2 Sea Gate Wreckage
$0.24 Land
1 Swamp
$1.15 Basic Land - Swamp
Sideboard - 15 cards, 11 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (1)
1 Spellskite
$4.28 Artifact Creature - Phyrexian Horror
Instant (4)
1 Abrupt Decay
$2.88 Instant
1 Ancient Grudge
$0.20 Instant
1 Nature's Claim
$0.90 Instant
1 Surgical Extraction
$2.57 Instant
Sorcery (3)
3 Pyroclasm
$0.16 Sorcery
Artifact (7)
1 Grafdigger's Cage
$2.42 Artifact
1 Pithing Needle
$0.46 Artifact
2 Pyxis of Pandemonium
$0.24 Artifact
1 Sun Droplet
$0.25 Artifact
2 Welding Jar
$0.75 Artifact

Notes
 
https://www.channelfireball.com/articles/lantern-control-deck-guide/

usually called “Lantern Control” but that’s a bit of a misnomer, as it doesn’t play like a traditional control deck—it’s more of a control/prison/combo hybrid.

The idea behind this deck is that you deploy multiple lock pieces and you eventually win by default as your opponent is unable to draw anything that matters for the rest of the game. You accomplish that by resolving Lantern of Insight, which reveals the top card of both player’s libraries, and then a number of mill pieces (which are often called mill rocks and include Codex Shredder, Pyxis of the Pandemonium, and Ghoulcaller’s Bell).
This lets you mill their top card if it’s good or your top card if it’s bad.
Once you get to a point where you control the top card of their library, there are two ways for you to lose:
1. You lose to whatever they already have.
2. You lose to a sequence of top cards equal to the number of mill rocks you have plus one.
The two ways you circumvent that are to have enough mill rocks that they’re realistically not going to have a sequence of important cards that goes this deep, and to narrow down the number of cards that are important. I like to think of this as the “universe of cards that matter.”
The smaller the universe of cards that matter, the easier it is to get to a point where they never draw another one of those cards for the rest of the game.

My deck list is a little different than most Lantern lists you’ll see out there, though the “main slots” of Bridge/Lantern/Rocks/Stirrings/Discard/Decay are all still there.
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