Chromatic Lantern

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Standard Brawl 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.

wallisface on Plainswalkers

1 month ago

Some thoughts:

  • Elixir of Immortality does nothing for you here. It shouldn’t be in the deck.

  • Without Joiner Adept or Chromatic Lantern in play your deck is going to do nothing, because your lands won’t generate any useful colours. That’s very problematic because (1) you’re not guaranteed to draw these cards, (2) they’re very easy for an opponent to remove, and (3) they’re quite slow and do nothing other than fixing your colours.

  • 22 lands is waaaay too low for a deck with this steep a mana curve. I would have thought you’d need 26 as a absolute minimum.

  • your interaction is very small. I think you need more board wipes etc so that you have a chance of stabilising before your opponent runs-you-over.

DemonDragonJ on Do You Have “Pet Cards?”

4 months ago

I have been playing Magic: the Gathering since 2003, and there are several cards of which I am very fond, cards that I like to include in my decks very frequently, and I imagine that most players here also have "pet cards," as well, so I would like to discuss that subject.

Pet cards do not necessarily need to be the most powerful or impactful of cards, as they can be cards of which a player is very fond or to which they have an emotional attachment, due to those cards suiting their playing style or personality, so I would prefer to not discuss the power level of such cards or judge other players for having pet cards.

One of my pet cards is Chromatic Lantern, because it provides amazing mana fixing for a deck, so I have it in every one of my EDH decks, or, in the rare decks in which I do not have it, I instead have Dryad of the Ilysian Grove, as that ability is simply too useful for a multicolored deck.

Another pet card of mine is Elixir of Immortality, as I believe that it is always good for a deck to have a method to shuffle one’s graveyard into their library, especially given the low mana cost for that effect.

Another pet card that I have is Akroma's Memorial, as every one of my EDH decks has a focus on creatures, and I enjoy being able to make my creatures more powerful.

Another card of which I am very fond if Vedalken Orrery, as I enjoy being able to cast my spells at any time that I could cast an instant, and, if I do not have the orrery in a deck, I instead use a variation of it, such as Leyline of Anticipation, Tidal Barracuda, or High Fae Trickster.

I used to put The Immortal Sun in the majority of my EDH decks, as well, as it is such an overall useful card, but I eventually removed it from those decks, because it is expesnvie and takes too long to provide any significant benefits.

What does everyone else say, about this subject? Do you have any "pet cards?" Again, this thread is not to discuss the power level of such cards or to judge players who use them, it simply is intended to be a fun and lighthearted discussion. I certainly am interested to receive your responses, to this subject!

DemonDragonJ on Should I Keep Basalt Monolith …

6 months ago

I believe that 40 creatures is more than sufficient for that deck, so what if I reinstated one of the mana rocks that I removed from it, such as either Chromatic Lantern or Commander's Sphere?

DemonDragonJ on Don't Blink, or You'll Miss It!

7 months ago

I have replaced Chromatic Lantern and Commander's Sphere with Dryad of the Ilysian Grove and Enduring Vitality, as this deck has a strong emphasis on creatures.

Should I keep Basalt Monolith in this deck? I put it in this deck specifically to combo with Kinnan, Bonder Prodigy, but how likely is it that I shall draw both of those cards in the same game?

capwner on The Most Cursed EDH Deck I've Ever Made

7 months ago

king-saproling -- Yo thanks for the comment! Restore Balance is a really powerful effect that kinda plays with some of the deck's other angles, like we already want Greater Gargadon to enable Academy Rector/Arena Rector. It is also somewhat lower opportunity cost to run cascade/balance with Timesifter compared with other decks (can't run 1-2 cmc). At the least you can sweep go-wide decks or check ramp players, at most it just ends games thru total MLD+Mind Twist and we hopefully we have Smothering Tithe or Timesifter out or something. One example that comes up is we are taking Sifter turns but are in a position where we lose if we pass the turn, so here balance becomes an out. Afterwards we can rely on Sifter to recover even if we miss some turns. The biggest reason for balance though, is because I can :P

The plan with Selective Memory is to remove every card in your deck except Jace, Wielder of Mysteries. Or Maybe Jace+Chromatic Lantern for example. Mirror of Fate is our backup card both to exile the library and retrieve Jace if he ends up exiled himself so it's kind of a cool 2-way tech for that combo.

pyyraus on Yurlok of Scorch Thrash Mana Burn

7 months ago

The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.

I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.

Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.

  • Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat

  • Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?

  • Regrowth: Eternal Witness is honestly just better because it comes with a body

  • Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much

  • Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper

  • Torment of Hailfire/Exsanguinate: at least one pls :(

trippy_mcfly on Cumly Cube

8 months ago

Introducing Cumly Cube 1.4.1! 4 months ago, Cumly Cube 1.4 was released. This was the final major update. As promised, minor tweaks would continue, both to fix any remaining imbalances and keep the card pool fresh. The following 19 swaps should help remove some dominant strategies, specifically by curtailing the power of the “green slop” archetype. The additions also add a lot of new excitement to the cube in only 19 cards; there are multiple cards that introduce the monarch into the game, making this a more central mechanic of Cumly Cube, and there is one card that can be used as a niche combo finish with a Cumly Cube staple.

Here are the changes, provided with brief justifications:

REMOVED:

  1. Artifact Mutation: too powerful
  2. Aura Mutation: too powerful
  3. Captain Sisay: too powerful
  4. Chromatic Lantern: mana fixing should not be this easy
  5. Druid of the Anima: too obvious a choice of Cumly
  6. Endbringer: too powerful in multiplayer
  7. Explosive Vegetation: mana fixing should not be this easy
  8. Firemind Vessel: mana fixing should not be this easy
  9. Gilded Goose: too obvious a choice of Cumly
  10. Gilded Lotusfoil: too much ramp
  11. Glissa Sunseeker: too hateful against artifact decks
  12. Growth Spasm: too much ramp
  13. Growth Spiral: too much ramp
  14. Jetmir, Nexus of Revels: too obvious a choice of Cumly
  15. Joiner Adept: too obvious a choice of Cumly
  16. Karakas: too powerful
  17. Library of Alexandria: too powerful
  18. Muldrotha, the Gravetide: too powerful
  19. Worldfire: an iconic Cumly Cube card, but sadly too unbalanced due to the ability to float mana and cast your Cumly after, almost certainly winning the game. This strategy still exists with Apocalypse, but is less of a guarantee now

ADDED:

  1. Afterlife Insurance: supports the Spirit creature type and instant synergies
  2. Arcane Encyclopedia: supports artifact decks
  3. Court of Ardenvale: the monarch is now supported more heavily in Cumly Cube
  4. Eldrazi Confluence: supports Eldrazi decks
  5. Fiend Hunter: supports the Human creature type
  6. Horizon of Progress: a utility land to help with mana fixing
  7. Moira, Urborg Haunt: supports the Spirit creature type and graveyard synergies
  8. Palace Sentinels: the monarch is now supported more heavily in Cumly Cube, and supports the Human creature type
  9. Papalymo Totolymo: supports the Dwarf creature type and noncreature synergies
  10. Refocus: supports instant synergies
  11. Rile: supports instant synergies and works well with Dinosaurs
  12. Sage of Hours: supports the Human creature type and +1/+1 counter decks
  13. Secluded Courtyard: encourages creature synergies
  14. Sigarda, Champion of Light: supports the Angel creature type and the Human creature type
  15. Staunch Throneguard: the monarch is now supported more heavily in Cumly Cube, and supports the Construct creature type
  16. Thassa's Ire: supports enchantment decks and can do some very powerful things with certain creatures
  17. The Golden Throne: supports sacrifice decks and facilitates possible great comebacks
  18. Three Tree City: encourages creature synergies
  19. Wizard's Rockets: a utility artifact to help with mana fixing

InvalidUsernamePleaseTryAgain on Possible Free Dinosaurs?? Yes PLEASE

10 months ago

legendofa Love the reccommendations. me personally, I only own Ghalta, Primal Hunger, Cultivator Colossus, Peer into the Abyss, Progenitus, A Realm Reborn, and Chromatic Lantern. I will be buying the rest of the cards whenever I'm able to, and as long as the cards aren't too expensive (ahemmm Rhystic Study) then I would definitely add them in. also I think just adding in first of Suns and still keeping in the Jodah, Archmage Eternal might be good but I use Morophon, the Boundless as the commander so I have a 2 in 50 chance to get the dinos to be free. later today I'm going to get the name of all the bi-tri lands that I have and find out what ones of those are better for the mana base

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