Chromatic Lantern

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Chromatic Lantern

Artifact

Lands you control have ": Add one mana of any colour."

: Add one mana of any colour.

Azoth2099 on Green/Black toxic/proliferate need recommendations

1 day ago

Balvron

For hard Ramp, I tend to keep it very, very laid back! I never spend more than 2 Mana on Ramp, unless it's something with undeniable utility for the build (like Chromatic Lantern!).

All of the 3+ Ramp spells like Cultivate & Kodama's Reach tend to be outclassed by the 2-drops Farseek, Nature's Lore & Three Visits. Rocks - especially when spread between 4 colors like this particular Commander is - also tend to work wonders. Stuff like Arcane Signet & Sol Ring. Outside of 2-drop Ramp & Rocks, you should only need some Mana Dorks, which are mostly 1-drops except ones like Bloom Tender.

Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are also worth consideration! A solid Land base will take you pretty far. I tend to do my Lands after I establish the rest of the list, though. That way you can do some math & dial in on your colored mana needs.

Azoth2099 on Green/Black toxic/proliferate need recommendations

4 days ago

Balvron

One more thing!!

As far as cuts go, anything EXCEPT FOR the following should be cut in favor of a more streamlined strategy with some of the pieces that have been mentioned imo:

Blightbelly Rat Bloated Contaminator Cankerbloom Fynn, the Fangbearer Phyrexian Hydra Scheming Aspirant Skithiryx, the Blight Dragon Thalia and The Gitrog Monster Invasion of Ikoria  Flip Chromatic Lantern Grafted Exoskeleton Snake Cult Initiation Carnivorous Canopy Drown in Ichor Infectious Bite Putrefy Tainted Strike Command Tower Inkmoth Nexus Karn's Bastion

All of these are great picks that can easily slot into the deck's rework.

eliakimras on B.F.D.

2 weeks ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

Almios on Blessed Perfection [1.3/MOM] - Suggestions Wanted!

1 month ago

My suggestions are based on not spending an arm and a leg to make improvements but maybe a finger or toe.

At a quick glance the first comment I have is lands seem a little low. I personally lean towards 36 if the deck isn't mono colored.

I know they are a bit slower but I would suggest using the tri colored lands as you are already using fetches. These lands add some real good color fixing early on and if they do become dead in hand cycle them away. Spara's Headquarters, Zagoth Triome, Indatha Triome and Raffine's Tower. I would replace your lands that reference the opponent count to come in untapped.

A land that goes on theme is Mirrex since it can get you mites as the game drags on. A second land I recommend since your land base is so varied is Field of the Dead, the zombies can add up and are nice little chumps if need be.

With the above changes I would say Crucible of Worlds but if you find sometimes you struggle to have something to play Conduit of Worlds is an extra mana but has the ability to give you the chance to cast something when you might not have anything else to work with.

I would personally go full Praetor and run each variation if possible for the big flavor. The added benefit is each one of them is practically game warping, but be warned it can attract a lot of attention. The newest Vorinclex is probably the odd man out though since he only finds basic forests and Dominaria Sheoldred simply because of price. Added benefits of the new praetors is you can accelrate their saga. Realmbreaker, the Invasion Tree would then make a very nice inclusion if you go that way.

Cards to consider dumping for them from what I can at a first glance are Flesh-Eater Imp, Plague Stinger, Septic Rats and Slaughter Singer. I chose these because I don't feel once they hit the board they are something that people say "this needs to die".

Norn's Choirmaster is a recent card that gives your commander even more of a presence on the board.

On the sorcery since the only card that I don't like the look of is Nature's Lore, sure it is a cheap way to get you your colors especially if you have dual typed lands but if we are upping the land count I would switch it to a Skyshroud Claim since it can find you the same lands but untapped if the land can come in untapped for mana efficiency.

The biggest suggestion on the instant side would be to add Krosan Grip over Infectious Bite. Sure the bite is a form of removal and poison generation but I find having one of the best artifact/enchantment removals is the better option.

I understand the suggestion fromm KongMing as a strong one but I don't think it works the way he intended it Temporal Distortion does put counters on their lands but it removes ALL of them not just one so even if you proliferate it doesn't keep the lands tapped down longer unless you destroy your own enchantment.

Astral Cornucopia is nice with since you can keep building it but getting only one color out of it can be problematic at times. I suggest replacing with a Crystalline Crawler if you are find being a little off theme.

I would find a home for Chromatic Lantern, having one artifact to fix all of your mana problems is very nice especially when in more than two colors.

Overall there are a couple of other cards I would recommend to consider but unsure of an exact home without taking apart every step. Grafted Exoskeleton, Tainted Strike, if you go the praetor route Geth's Summons is a great reanimation spell of you have the corrupted. Yawgmoth's Vile Offering is also a very strong spell for reanimation and removal. Inexorable Tide should probably have a home somewhere, it is a bit high CMC but it gets the job done. As Foretold also helps a lot of mana problems, do keep in mind it can also be used off turns if you have instant speed spells.

legendofa on Memnarch by ChatGPT

1 month ago

ChatGPT seems to have a pretty good grasp that people sometimes do certain things, but not why people do certain things, or whether it's correct to do certain things. Here, Command Tower is basically a nonbasic Island, the fetch lands aren't much more than that, and Inkmoth Nexus is very optimistic with no other infect or proliferate. Chromatic Lantern is basically decoration. Training Grounds only interacts with three cards, but one of them is Palinchron, so I'll give half a point back.

On the better side, it picked up a lot of the standard control options, and Deadeye Navigator has some good options to work with, like Draining Whelk and Venser, Shaper Savant.

eliakimras on miirym , need recommendations

1 month ago

Hello! I saw your deck help tag and wanted to give some insight.

I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.

Some areas you might want to change to improve your consistency:

1 - Ramp

2 - Draw/Haste

3 - Removal/Boardwipes

4 - Protection

5 - Card draw

6 - Better threats

7 - Some utility lands you might want to run

legendofa on Alternate Ban List

1 month ago

For "fast mana," the best division I've seen is mana-positive, which immediately and repeatedly provides more resources than what was used to cast it by itself (Mana Crypt, Sol Ring, etc.) and mana-neutral and mana-negative, which is either single use (Lotus Petal), delayed (Rampant Growth), doesn't produce more mana than was spent to cast it (Chromatic Lantern), or some combination of the above (Llanowar Elves). Of course, all this assumes that the cards are being used individually, and not as part of a combo.

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