Creatures (2)
2 Glint-Nest Crane

Non-Creature Spells (40)
4 Codex Shredder
1 Crucible of Worlds
4 Ensnaring Bridge
3 Ghoulcaller’s Bell
4 Lantern of Insight
4 Mox Opal
2 Pithing Needle
1 Pyxis of Pandemonium
3 Abrupt Decay
4 Ancient Stirrings
1 Collective Brutality
1 Infernal Tutor
4 Inquisition of Kozilek
2 Surgical Extraction
2 Thoughtseize

Lands (18)
2 Academy Ruins
4 Blooming Marsh
1 Botanical Sanctum
2 Darkslick Shores
2 Ghost Quarter
4 Glimmervoid
2 Inventors’ Fair
1 Swamp

Sideboard (15)
1 Abrupt Decay
1 Ancient Grudge
1 Flaying Tendrils
1 Grafdigger’s Cage
3 Leyline of Sanctity
1 Nature’s Claim
1 Pithing Needle
1 Sun Droplet
2 Thoughtseize
1 Tormod’s Crypt

Summary

Lantern Control is a Modern prison deck that uses the ability to view the opponent’s top card with Lantern of Insight, along with cards like Codex Shredder and Ghoulcaller’s Bell to ensure poor draws for the opponent turn after turn.

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Additional disruption comes in several forms in this deck. For spells in hands, Inquisition of Kozilek and Thoughtseize make sure you can protect your prison elements. For creatures (or other permanents) in play, Abrupt Decay and Collective Brutality control the board, while Ensnaring Bridge has the potential to lock the opponent out of the game completely, depending on the cards in their deck. The actual win condition of the deck (outside of softly locking the opponent out of any meaningful draws or attacks) is looping Academy Ruins plus any artifact that can easily sacrifice itself. It’s a slow, slow burn, but eventually your opponent will deck themselves.

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Kaladesh block brought this deck a few new toys to play with. Glint-Nest Crane offers the 5th and 6th Ancient Stirrings effect, which allows the deck to be more streamlined and have much smoother and more consistent draws. Blooming Marsh helps massively with the manabase of the deck, and Inventors’ Fair allows you to gain incremental life from a land, eventually putting the game out of reach of burn cards, while offering a search effect that can find you, for example, an Ensnaring Bridge when facing lethal.

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Like most prison decks in any format, this deck is rather matchup dependent and draw dependent. Decks that are slow, play to the board, and can’t interact with non-creature permanents will struggle mightily against this deck, but fast combo decks that don’t need to sculpt draws over the course of a game will have an easy time against Lantern Control. Knowing your matchups with this deck will only help so much, but a run of good matchups and you can see yourself at the top of the standings of any tournament.

This deck has a lot of little nickel and dime interactions that are easy to learn on their surface, but learning the optimal lines of play with this deck will take some time, but it will definitely be worth it. Here are the changes I would make going forward:

Mainboard

-1 Collective Brutality

-1 Surgical Extraction

+2 Dismember

Sideboard

No changes.

This is day 47 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern or Legacy deck that caught our eye. You can read day 46 here, where we featured a Legacy combo deck that is considered “glass cannon.”

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