Lantern of Insight

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

Lantern of Insight


Each player plays with the top card of their library revealed.

, Sacrifice Lantern of Insight: Target player shuffles their library.

Idoneity on Any cheap mana permanent with …

3 months ago

Assuming Commander, Soldier of Fortune is a directly apt choice. Elvish Reclaimer does the job well. Lantern of Insight is okay. Myr Mindservant fits anywhere. Soothsaying is pricy for the effect but acceptable. Turn the Earth does it twice with additional utility. And Weathered Wayfarer is always great.

Whilst I assumed it went without saying, I'll say it anyway. Fetchlands are splendid for many reasons; shuffling is one of them.

jsnrice on Rashmi and Ragavan Artifact Storm

5 months ago

You really need Lantern of Insight more than Jace, the Mind Sculptor. The lantern is harder to remove and continuous.

thijmnesoy on Jimmy's Pako & Haldan | Extra Turns #06

1 year ago

I have this list and I noticed, where is Lantern of Insight? Jimmy talked about it in the "deck tech" video on this deck. But it's nowhere to be seen in this list, only Precognition Field, so Ghoulcaller's Bell, Codex Shredder and Dakra Mystic do kind of nothing in this. Maybe add even Lens of Clarity or Explorer's Scope as a kind of budget alternative to Lantern of Insight

Icbrgr on Lantern Control with Land Destruction

1 year ago

Did some playtesting last night with "regular lantern control" just to get a feel for how the deck...quickly discovered that I am a terrible and incompetent pilot of this deck in its base form... but I got the idea and really got to appreciate wallisfaces decklist that was posted above.

This is how playing "lantern control skred red land destruction" went for me last feels awkward...always lol... with the exception of "bolt the bird" and playing Mind Stone on turn 2 into Lantern of Insight then playing Koth of the Hammer on turn 3 it just always felt bad... I was surprised how often I naturally opened with shredder and lantern though which was neat... Blood Moon, Pillage/Molten Rain... these cards feel like they should be better than they are... but kinda just felt like "win more" or wishing for something else.

All in all sure it can work but I really found myself missing Inquisition of Kozilek more than anything.

Icbrgr on Lantern Control with Land Destruction

1 year ago

I agree completely wallisface.... I think this would be more of a control deck with Lantern of Insight in it rather than a deck dedicated to being a true lantern control deck... but honestly im not sure if the "synergy" is really worth it... it could just end up being really awkward hands/boards with Koth of the Hammer, Mind Stone and....Codex Shredder.... and then just hoping Skred/Galvanic Blast would be enough... ill playtest it and report back here... it seems worth testing out.

Icbrgr on Lantern Control with Land Destruction

1 year ago

@legendofa I think it would still use shredder and friends... this is my regular skred red list that I run for reference for my thought process... it coincidentally has an artifact sub-theme because skred red is a very small shell to begin with....I imagine taking out some of the current cards and implementing 4x Lantern of Insight, 4x Codex Shredder and 4x Mishra's Bauble with maybe 1-2x Ghoulcaller's Bell/Pyxis of Pandemonium if there was room.... have some neat synergies with Galvanic Blast and such... id need to actually playtest it but from the hip is seems plausible.

xXFareEvaderXx on Budget Lantern Control

1 year ago

What are your thoughts on Xanathar, Guild Kingpin as an alternate wincon to Traumatize? You can use Xanathar similarly to the way you use Lantern of Insight and Codex Shredder except you get to steal whatever you would make them mill and then use that to win or just beatdown with Xanathar.

TheOfficialCreator on fun, janike maybe broken cards …

1 year ago

Okay, got to it!

King of Whispers is incredibly underpowered in my opinion, you could easily make it more powerful and more concise by adding just a few words to it.

As printed, you get to see their hand by revealing your own, which almost seems like a completely symmetrical effect that wouldn't need to add any additional cost or rarity to the creature. Seeing an opponent's hand isn't that great of a benefit in most scenarios, which is why it's so easy to get with Glasses of Urza.

Getting to see the top few cards of their library whenever it deals combat damage to a player is a slightly better effect, because of top-deck control decks, but those decks already have a lot of much cheaper cards that don't rely on combat damage to get that effect (Lantern of Insight and Wizened Snitches comes to mind), and since King of Whispers can't mess with the order or existence of those cards in any way, it doesn't hold its own in most gameplans. Plus, it very likely won't get damage through because its power is too high to efficiently use skulk (at least in my opinion).

It's still a good design, but it's missing a few words that would really tie together the Dimir design with it.

You could make the combat damage ability "Whenever ~ deals combat damage to a player, fateseal 2." This would give virtually the same effect, but allow you to control what your opponent has on top of their library.

Additionally, you could add the following sentence to the second text-line: "You may choose a nonland card revealed this way. That player discards that card."

Devil's Hand is a good design. I don't know that I agree with the idea of you losing life equal to the discarded creature or artifact's converted mana cost, but I suppose it fits with the idea of being potentially unlucky.

The syntax is off, but that's fine. Everyone knows what the card does as it is. The only other thing I'd say is that the generic comes first, and then the black, and then the red.

Seraphim of Destiny is nice. That's all I have to say.

But I think out of all the designs so far that Seraphim has to be my favorite. I don't personally see the green or blue in it, but that's fine; a lot of WUBRG cards are like that. I'd say this would be a banger at a mid-power casual table.

Hell's Galleon as printed can't get soul counters from the creatures it sacrifices, but the way you intended the design to work is splendid. It's a great idea. I do think you could make it a spirit for every one soul counter removed instead of two, though.

I love Deep Depression. The only issue I have with it is that the hybrid Dimir mana should be in between the blue and the black.

Crippling Debt is really well-designed. I think it could be changed to Treasure and only hit permanent spells, though. I can't really think of Orzhov gaining control of spells.

All said and done, they're really unique and interesting designs! I'd love playing with these cards in a standard game of Commander. And don't worry about the syntax: it's something you pick up on as you make more and more custom cards.

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