Four Color Prison VS Latern???

Modern forum

Posted on Feb. 19, 2019, 4:25 p.m. by Bewmz

So I left about three years ago and I came back about 3 weeks ago and I'm trying to re-familiarize myself with the meta. Now, I used to play Lantern Control so I understand the win condition and how it does it, but I came across this deck list and it SEEMS like it is trying to do something similar, ie prison lock people out. That said, how is this better or worse than Lantern? It doesn't even seem to have a real win condition as far as I can tell? I'm sure I'm missing something, could someone fill me in?

legendofa says... #2

The win condition looks like Pyrite Spellbomb with Academy Ruins recursion. I also see Ipnu Rivulet , which could be a mill win. The rest of the deck is defense ( Bottled Cloister with Ensnaring Bridge ), prevention ( Sorcerous Spyglass and Witchbane Orb , among others), and assorted other control and search effects. It's functionally similar to Lantern Control in that it's an artifact-heavy control deck, but the two decks have significant differences in how they pursue the lock. I'm not going to try to evaluate which one's better, but hopefully this helps with understanding the structure.

(Incidentally, and this is me nitpicking, I wouldn't call it a four-color deck in the title. Two of the colors are sideboard-only, and there are just six different colored cards. It's an artifact deck that uses some color.)

February 19, 2019 5:02 p.m.

legendofa says... #3

(That nitpick is directed at the person who put up the deck, not at you, Bewmz.)

February 19, 2019 5:13 p.m.

Bewmz says... #4

Thanks, missed the spell bomb. That's still absurdly slow and doesn't seem worth it compared to a Lantern Package with a smarter player with better understanding of the rest of the meta. Appreciate your time and help legendofa.

February 19, 2019 5:21 p.m.

DuTogira says... #5

The nature of the locks are slightly different. Where the lantern lock aims to basically brick the opponent's draws for the rest of the game, the lanternless lock aims to obsolete anything the opponent could possibly draw for the rest of the game. Much like how lantern wins by slowly decking out the opponent, a control deck that goes this slow can just sit back and wait for the opponent to fatigue out. The spellbomb is probably just in there for decks that are completely incapable of milling out, such as... tron with an emrakul in it or something.

February 20, 2019 12:52 a.m.

Vman says... #6

I believe the whir decks are actually quite successful. But BOY OH BOY IS A LANTERN WIN SATISFYING u see them lose all hope and faith. Watching you play with their deck hoping.. praying you make a mistake and let them drae that removal spell.

I say if you are a decent lantern pilot GO FOR IT

February 20, 2019 12:22 p.m.

Flooremoji says... #7

OK, Lantern is much more evil. I, without testing both of them, would start playing lantern. I don't know which is better. They are pretty similar, but they have their differences. Lantern plays hand disruption, and prevents meaningful draws, but 4-C prison just tries to use Chalice/Bridge and other silver bullets to hate on certain decks. I think the choice is really targeted hate cards vs controled draws and hand disruption.

February 20, 2019 2:26 p.m.

wallisface says... #8

Having played a great deal of Lanturn, i can say it’s probably better to go down that route, if you’re already familiar with piloting it. Games can be quicker (because your opponent should realise they’re dead sooner), and for me personally I feel the proactive-lock is more fun than just putting up barriers and chilling.

Saying that, i think the prison deck probably nets itself a few more “free wins” - though I don’t think that makes it stronger nessessarily.

February 20, 2019 2:38 p.m.

Please login to comment