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Desolate Lighthouse Discussion
3 weeks ago
Cafelattis Thanks for your suggestions. Electrolyze is a very good sideboard card indeed. I should probably make a primer for this deck with some suggested upgrades/sideboard cards. Electrolyze would definitely go in there. Wandering Fumarole is also a decent land, though I didn't include it because I was trying to keep the land costs low and like you said it can screw up the mana curve. I feel pretty 'eh' on Desolate Lighthouse, with the budget three-colored manabase I don't think colorless lands are a good idea. You also don't fizzle too often with card draw in this deck, so I would rather play something to help with the Tron matchup like Ghost Quarter or Field of Ruin if I were to play any colorless lands at all.
1 month ago
You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:
We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.
These just cost too much mana in comparison to some more efficient cards you could be using.
These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.
These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.
So what do we add?
You'll want multiple copies of each of these every game, so we should bump the number of each to 4.
+3x Young Pyromancer
This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.
This is probably stronger than Delver of Secrets as far as turn 1 plays go.
+4x Vapor Snag
Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.
Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.
As for your sideboard, I'd switch it around to look more like:
Hope this helps!
1 month ago
1 month ago
Happy to see you're still working on this deck. I've made a few significant edits from your list (mainly embracing Red a bit more) and I have a few card suggestions for you.
Anathemancer is a pick I made for my meta, and it hasn't ever been bad for me. Usually if I can reanimate him multiple times and Eminence him, his Unearth is great for finishing off the game.
Diabolic Servitude is a bit "out there", but it has been awesome for me. Its a great way to grab back tech creatures for more usage. Just make sure you don't grab back any majorly important creatures. It replaced a Beacon of Unrest for me, and I've liked it a lot better.
Herald’s Horn gives you practically free Eminence Triggers. It's not a mana rock, so it does nonbo with that Paradox Engine I put in to replace Intruder Alarm, but the draw chance and discount I find to be very worth it.
Devastation Tide over Evacuation because my mana rocks and enchantments are pretty cheap and I don't mind replaying them if I can bounce my opponents as well. I've gotten the Miracle once, and it pretty much won me the game on the spot.
Pulse of the Grid is a really underrated card, IMO. At worst it lets you bury a card and gives you a net zero, but if you're looking to rebuild your hand, this card quickly becomes a force.
And finally, even though I know you're building budget, nothing better than reanimating Jin-Gitaxias, Core Augur, AKA the reason my friends hate this deck. Drawing 7 is no joke.
Here's a link to my decklist if you want to see the direction I took with it. Thanks again for giving me the foundation to what has become one of my favorite decks!
enpc on Kess Kontrol
1 month ago
On the whole the list doesn't seem to bad. A few things that I would point out though:
The number one thing that stands out is that you need a more consistent win con. Things like taking extra turns is not in and of itself a win condition. And tryign to leverage other player's win conditions is generally not a good strategy as there are a lot of decks that are highly synergistic, meaning that stealing one card from them will do SFA. I would recommend having a win condition of your own that had no reliance on opponents' cards. you can run a few steal effects if you like still, but I would treat them as value adding, not a win condition in their own right.
With the curve you have you should probably run a few more mana rocks. Stuff like Izzet Signet, Talisman of Indulgence and Talisman of Dominance are good (plus the other two signets if you'd like). I know ramp is boring but it will make the deck more consistent and easier to play. Also, I really like cards like Dark Ritual, which is extra good with Kess as you can turn 1 mana into 5 with her ability.
If you're playing control I would recommend evaluating some of your counterspells. Modal stuff is nice, and additional functionality is good but in a control deck you actually want castability over a lot of those functions. Three and two CMC counterspells are better than four and five CMC ones, and one CMC is the best (other than the few free ones of course). I would personally make an exception for Mystic Confluence as that card is solid but I would try getting all your counterspells to three CMC or under. I would also recommend getting a copy of cards like Negate, and Swan Song as well as Counterflux. But some good three CMC counterspells you don't have are Dissipate and Void Shatter, as they exile opponents' stuff.
I would strongly recommend Desolate Lighthouse as a utility land. Especially with Kess, the ability to filter cards on a land is awesome.
Hopefully this will give you some food for thought.
1 month ago
How does the mama base look? I think I like the one-of Desolate Lighthouse but I'm not sure if it's too disruptive since for the combo I need white, red, and blue. Additionally, I know how relevant Storm is, and I'm not sure if I should be changing my sideboard to include 4x Leyline of Sanctity.
2 months ago
Eiganjo Castle is a great way to protect your Geists from sweepers like Anger of the Gods while also allowing it to attack or block creatures without losing it.
With Opt over Serum Visions I think 2 Spell Snare could be excellent here since if you have both in hand on the draw you can keep up your blue mana for either one whereas before you had to choose between cantrip or leaving up a counter.
I also suggest 1 Desolate Lighthouse as a way to filter away bad draws late in the game.
Izzet Staticaster is also excellent in the SB against small creature decks like Tokens and Elves.
Celestial Colonnade is a great win con as well.
3 months ago
That is not a bad idea. Surprising your opponent is key. I am also recommending Electrolyze, Wandering Fumarole and Desolate Lighthouse. Electrolyze is good, 2 dmg divided against creatures or players and then draw a card, taking out things like Birds of Paradise, Noble Hierarch, Dark Confidant and most affinity creatures. But its just good in certain match up. Wandering fumarole is just a land creature, i am really starting to grow on lands that becomes creatures, but it might screw with the tempo and the mana curve. Desolate lighthouse is just good i think in this deck, card draw is essential in decks like this, although you do have a lot of card draw.