Soul-Guide Lantern

Soul-Guide Lantern

Artifact

When Soul-Guide Lantern enters the battlefield, exile target card from a graveyard.

, Sacrifice Soul-Guide Lantern: Exile each opponent's graveyard.

, , Sacrifice Soul-Guide Lantern: Draw a card.

Latest Decks as Commander

Soul-Guide Lantern Discussion

Teeyou12 on muldrotha new

1 month ago

Cut the basic lands. Add pretty much any non basic in their place. This will let you mill your entire library with Hermit Druid. If you have Muldrotha out you then cast Thassa's Oracle from your yard to win the game. Or, with 3 creatures on board, you can flash back Dread Return.

A copy of Phyrexian Delver will let you form a back up hulk pile around the Mikaeus, the Unhallowed Walking Ballista combo by using Protean Hulk to find Delver and Viscera Seer, using the delver to bring back Hulk, sacking hulk to seer, and finding Mikaeus and ballista.

As for non combo related additions, Nihil Spellbomb is pretty much a strictly better version of Soul-Guide Lantern in this deck where you can recur them. Your only playing 9 peices of ramp in the deck with a 6 mana commander that seems to be your main value engine. I would recommend adding more with cards like Millikin and Deranged Assistant.Also run Simic Signet and the talismans in your colors like Talisman of Curiosity. ETB effects like Wood Elves and Elvish Rejuvenator may also be good. Your in green so mana dorks are very good. Elves of Deep Shadow and Arbor Elf in particular. Expedition Map may be worth playing due to your ability to recur it and find any land you want to your hand.

At 6 mana you also have to be able to protect your commander once she hits the board to keep from getting blown out. You have a few cards that do this already but Voidmage Prodigy is a very versatile card that can sacrifice itself and be recurred. Swiftfoot Boots is also a good effect for this.

As for general cuts, Avenger of Zendikar, Blood Artist, Zulaport Cutthroat, Tombstone Stairwell don't help you get to your combos faster, don't slow down your opponenets, and arent involved in any combos I can see myself. While Blood Artist, Zulaport Cutthroat can be used as replacements for Disciple of the Vault in your persit combo, they can't be included in the hulk pile and don't contribute to any of your other combos.

I don't think you need 3 edict creatures in the deck so maybe cut Merciless Executioner. If you find you need that density than keep it but its going to kind of be a dead card if you can cast one of the others from your graveyard already.

Chronic Flooding is a bit to slow IMO. I recommend Undercity Informer as both a sac outlet and a mill card, and/or Stitcher's Supplier.

I generally want my removal to actually get rid of the thing in EDH though it is worth noting you can use these effects to bounce your own commander to save it if need be. Aether Spellbomb and Seal of Removal are possible cuts but not neccessarilly. Recommend something like Shriekmaw or Executioner's Capsule if you do feel like removing it. Beast Within is also a good card, even if it doesn't synergize extremely well with your commander.

Grubbernaut on Monkeying Around

1 month ago

I think it's worth finding some room for Unholy Heat to hit walkers and beefier dudes (Omnath, in particular). Maybe -1 Spell Pierce, -1 Force, +2 Unholy Heat. As far as maindeck, it seems like you might also need a few more sorceries and/or fetches for delirium.

Regarding SB: I think Alpine Moon is MUCH better than Blood Moon, right now, and especially since the hammer matchup is usually rough. Anger of the Gods doesn't seem like where this deck wants to be; Fire / Ice or even Forked Bolt or something might perform the same function better, but honestly, I think you just want to press your card advantage and efficiently trade removal spells for threats.

Pithing Needle seems out of place, especially if you can use Unholy Heat in the same way to kill walkers, but with more flexibility. I also think Soul-Guide Lantern is better than Relic in a deck with Murktide, Snap, and DRC.

I think Chalice of the Void would be very important for rhinos, but Flusterstorm is also very good. As it sits, I'd go -2 BM, -3 Anger, -1 Relic, -1 Spell Pierce, +3 Alpine Moon, +2 Soul-Guide Lantern, +2 Mystical Dispute (or maybe Aether Gust, and a flex spot.

Cheers!

Spyrechild on Halvar, Divine Voltron

1 month ago

Fantastic update mate, nice to see a lot of the changes I had already made to my own version being echoed in yours. Your point on graveyard hate is interesting as I never made the switch to Soul-Guide Lantern, I instead stuck with Apostle of Purifying Light as it was fetchable of Recruiter and was more of a scalpel than a sweep. This may be due in fact to my playgroup currently being plagued by a The Scarab God tribal reanimator deck that I may have helped tune.

plakjekaas on Using the graveyard as a …

1 month ago

There's so many cards that recur cards from your graveyard in every color, you're doing yourself a disservice if you don't run anything.

Especially in a format like Commander, where your opponents combined probably run more answers than you have threats in your deck, you need to make sure that a simple opposing Wrath of God or an overloaded Vandalblast is not the final word on your gameplan, or you're gonna have a bad time in the last half of the game. You could try and fix the problem with tutors and card draw, which you should already be running, of course, but in a singleton format, there's a chance you just need that unique effect once more, but the card is in your graveyard. A Bala Ged Recovery  Flip, an Eternal Witness, a Mystic Sanctuary, a Reanimate or a Sun Titan can work miracles for you in those situations, and even with a Rest in Peace in play, none of them are completely dead cards. So low risk, high reward, and you don't need to focus on a graveyard strategy to enjoy the benefit of reusing its cards.

For exact the same reason, you should run some graveyard hate. Something like Scavenger Grounds or Soul-Guide Lantern which still has other utility even if you don't have to exile a graveyard. Low opportunity cost with max utility, every deck can run them. They don't hurt in your hand, and well timed use can even win you the game.

Or you could lean into not using the graveyard and Rest in Peace to hose everyone who agrees with what I just said ;-)

zapyourtumor on 8 rack grief

2 months ago

I've been playing a Grief 8-rack build for some time and I have some comments on your build that I hope you find helpful.

For one thing, Feign Death is strictly worse than Undying Evil, except with multiple copies on the same creature. More about the creature/flicker package: If you flicker a Kroxa with Ephemerate the rebound is wasted since it still dies either way. And you don't have a further target if you topdeck another flicker spell/undeath spell later. Also, you have to wait until t3 to get any value from the flickering. This is why I suggest running a creature like Burglar Rat or Elderfang Disciple instead. Also, you have 10 flicker cards but only 8 creature targets. While the flicker cards are dead cards by themselves, the creatures aren't, which is why I advise going down on the flicker cards and going up on the creatures.

For the discard suite, you currently have 12 targeted hand disruption spells, 4 Grief, IoK, and TS. This seems really overboard for me, since those spells tend to be bad late-game topdecks (and this deck aims to put the game into topdeck mode asap). I suggest cutting down some on those and putting in some Blackmail and/or Raven's Crime. Also Liliana of the Veil is a really powerful card in any 8rack build. I'd move them from the sideboard to the mainboard, leaving up more space for hate cards in the sideboard.

About the manabase. You also have barely any lands. Even without Smallpox, 18 lands is really low. I would recommend 20 at the bare minimum. Not sure why City of Brass is there either. And you have 4 Urborgs and no fetches. For a three color deck, CoB should not be needed and I highly recommend you go with a fetch shock manabase with Bloodstained Mire and Marsh Flats (and maybe one Savai Triome. Mishra's Factory is also generally better than Mutavault.

Using Ensnaring Bridge to defend against creature-based strategies is a complete nonbo with the deck's strategy of attacking with Grief and Kroxa. You also have no spot removal in the entire deck, which means it is really difficult to deal with creatures you want to remove that don't attack. I suggest swapping out the Bridges for some spot removal. Also you're in mardu colors which means you can run Prismatic Ending along with Lightning Bolt and Fatal Push.

About the sideboard: Feed the Swarm is played in most monoblack lists because it is the only enchantment removal in monoblack. You're mardu, not mono-B, which means you have better options like Fragmentize, Fracture, Rip Apart, and Prismatic Ending. Grafdigger's Cage completely shuts down all of your Kroxa, Feign Death, Malakir Rebirth antics which makes it a terrible choice for graveyard hate. One sided hate like Soul-Guide Lantern and Leyline of the Void would be much better choices here.

darkmus on Serra's Descendants, competitive Angel Tribal

2 months ago

FisterMantastic Yeah, 4 rips for sure. And couple of Soul-Guide Lanterns or Tormod's Crypt (whatever you like more) if you need more hate should do the trick. I don't think they are that consistent but FYI Ravenous Trap and Crypt Incursion might be fun/interesting SB cards that can also do the trick. Grafdigger's Cage can also stop living end.

If force of negation es a problem a card that I found works surprisingly well and is super fun to play is Mana Tithe. It works the first time at least xD, so I just sideboard it in game 2 and took it out if I had to play game 3. It also works quite well just against the Violent Outburst and the living end itself, since normally they tap out to cast it as soon as possible. No one expects the Spanish Inquisition...I mean, the white counterspell. Not the most consistent thing but a fun one to have in mind at least from time to time.

Yeah, chalice of the void could do the trick pretty nicely, but I feel the same as you. I want it for the side of another deck but man...that kind of money for a sideboard card hurts...

Glad to help! The more people play and test it the more feedback we will have and the better it could become. I am hoping for players better than me to give it a try, hahaha. I just hope most people that try it are at least a bit luckier than you with the matchups, xD.

darkmus on Serra's Descendants, competitive Angel Tribal

2 months ago

FisterMantastic I don't really know about Sanctifier en-Vec overall. If you told me that the problem is Kroxa or Dragon rage channeler ill say "sure, go for it". But if your GV troubles are with Jund and Living end I don't know... It will definitely help, but I don't think that would completely stop them at all.

Junds Tarmo's will still have your grave to feed from and their green stuff in theirs. Lilly makes you sacrifice things so it bypasses sanctifier's protection.

Living end plays creatures of basically any color, in fact lately I seem to find that most living end decks are mainly blue. So depending on the build that would only partially stop that also.

If you main deck a card that is only good against certain decks it should completely shut them down, not just halfway. In the other hand taking out angel creatures only waters down our main strategy, which is putting angels in play so our million triggers trigger. But at least she's a cleric, it could be worse...

If you feel like you need GY hate mainboard for sure go for it, but I don't think Sanctifier will solve your problems the way you think. Maybe as a 2x (replacing 2 youthfuls) because it helps a bit on those match ups and when the ability doesnt matter at least it has a body (and I can't recall any other GY hate card that at least gives you that when the hate is useless)but I don't think it will work as well as you are thinking, i'll probably rather put 2x Soul-Guide Lantern. But if you play it do it as a 2x at best, and I would still keep RIP as my main GV hate in the side and not another couple of those.

darkmus on Serra's Descendants, competitive Angel Tribal

2 months ago

FisterMantastic The vial thing I don't get how is always that bad for you because it tends to be great for me.

But for the rest, yeah, you are pretty unlucky, it seems that your local meta consist in mainly the decks we struggle most against, that's quite unfortunate. I guess you would have to work on the sideboard a lot. The SB in here needs a few changes for the actual meta, a few more creature removal to begin with.

Goblin combo (or any combo deck) is really hard for us. If there are a bunch of those Nevermore is probably our best side option to try to stop combos. Also fatal pushes on the side to take the snoop.

Jund unless they put Lili on turn 3 I don't tend to find it an specially difficult matchup, but like for the living end, put Rest in Peace on the side and that should be enough most of the times. If there are that many living ends around you maybe you even want some extra (and cheaper) graveyard hate to make sure it doesnt get though seized, Tormod's Crypt or Soul-Guide Lanternshould be able to do that job.

Ephemerate + Grief or Solitude (or anything that basically give us card disadvantage) hurts a ton. Shalai helps with that, but is a T4 play which many times is too slow. If you suffer that much against them you may want to put Leyline of Sanctity on the side, or double down in instant speed kill spells to make sure that at least you only get hit by each those once and not 2 or 3 times.

Affinitty doesn't tend to be hard for me, only sometimes because of Urza's Saga. Switch the Anguished Unmakings for Vindicates to help with that (I've done it, I should actualize this list, xD). Other than that it shouldn't be a problem with all the life gain. But you have a million "disenchant" effects in white if you feel like needing more hate.

Hammertime is a pretty hard match up specially on the draw. Double down on instant speed removal to kill its things while they are gettin equipped (mainly put a few pushes in the side)and hope you can stabilize before you die. Maybe even play Stony Silence even if having that doesn't totally stop them because of Sigarda's Aid. Bear in mind that we worry more about the trample in the Shadowspear than the hammer itself.

But yeah, I am sorry man, you have literally the worst meta possible to play this thing. I hope this helps a bit but you are in a tough area to play this. Mine is just the opposite, full of ultra aggressive decks that I can easily stomp.

I am happy at least you are finding this thing fun because I really think it's a super fun deck to play!

Good luck today, I hope it goes better!

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