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Enchantment (2)


An attempt at porting over lantern control over to commander without breaking the bank too much (I'm not very good at that...). Since we can only run one of our namesake card, Lantern of Insight, we are making it a little easier on our game plan with Dizzy Spell, Trinket Mage, Fabricate, and Wizened Snitches.

While milling is probably the easiest route to victory I wanted to take a slightly different approach since mill isn't very popular with the groups I play in. Lantern control always felt cool to me because it was a pile of junk cards that had really good synergy so I wanted to use my opponents "junk" (not the Abzan kind) to win. We are running cards like Rise of the Dark Realms, Rise from the Grave, and Extract from Darkness to simulate that and some clone effects to multiply what we steal. Are we gonna win some games off of Exsanguinate? Probably. But that's not really what we're going for.

An important part of Commander is to remember that it's a multiplayer game, while there are a couple bombs in the deck it's important to try and focus on the threats to the other opponents and make deals with them. If you see The Immortal Sun on someone's library you better believe the Superfriends player will become a fast friend.

It should be of note that this isn't a competitive deck, there are many upgrades that can be made but I like a little jank.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

34 - 0 Rares

26 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens Copy Clone, Goat 0/1 W, Thopter 1/1 U
Folders Neat Decks
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