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Sumradagnoth Sure! It can 100% hold its own. The list you saw was outdated and I am in the middle of updating it now. There are two main themes of the deck: lantern control and turn manipulation. The primary goal is to assemble the Lantern + Ghoulcaller's bell combo. There are multiple cards that fulfil those roles, such as field of dreams and cathartic adept. If you add telepathy then it makes it easy to target the right player with Clique. Its pretty similar to lantern control in modern if you are familiar with that.

The other theme is turn manipulation. This means extra turns, controlling other player's turns, reversing the turn order, and also just outright ending another players turn for them. You can assemble infinite turns with thassa/closet, a turn spell and archaeomancer. You can also use any fetchland to fetch mystic sanctuary to refresh a turn spell. Tidespout tyrant + turn spell + sanctuary = infinite turns as well. You can also target another player with time stretch while having a lighthouse chronologist out to make the game a 1v1 for a while.

The deck was built to heavily disrupt combo decks so games sometimes take over an hour to finish. It is a ton of fun though, since it doesn't rely on counterspells and is somewhat fair.

February 14, 2020 1:41 p.m.

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