Archytas
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Commander
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{"ops":[{"insert":"Here's a take on my favorite archetype in mtg history, Lantern Control ("},{"insert":{"card-link":"Lantern of Insight"}},{"insert":"), built for an unplayed monoblue commander that can keep 3 player's decks away from getting hits and stall the game to the last draw.\n\nFor those who aren't familiar with Lantern Control, the point of the strategy is to run opponents out of meaningful game actions by making their draw per turn useless in advancing the game state. Essentially, we're forcing mana flooding and dead draws. This was a Modern staple for a time. However in commander as a singleton, 100+ card, 4+ player format the requirements are a lot harder to achieve.\n\nWhat makes this archetype worth playing in commander is that since it's such an easy and subtle lock with a rough maintain on 3 players, it lends itself well to politicking and being a puppet master. You can selectively give players answers to each other's problems. You can make deals to target players that are saving shuffle effects to reroll their top card, or team up with someone who's strategy is very stoppable to eliminate players before putting the lock down. Essentially, to pilot this deck well you need to be unassuming and tactical, be able to keep track of the options you allow the table to have, and divide and conquer your way to a maintainable win state. The commander here plays right into this mindset! While spirits are plentiful and very useful control cards in blue, just it mentioning Arcane cards and being understated (but still dodging bolt!) puts you on a lower threat level.\n\nWhat the deck needs to achieve its win condition is:\nTurning off combat ("},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":", "},{"insert":{"card-link":"Statecraft"}},{"insert":")"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Visibility of the top of player's libraries ("},{"insert":{"card-link":"Lantern of Insight"}},{"insert":", "},{"insert":{"card-link":"Wizened Snitches"}},{"insert":")"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Consistent sources of mill "},{"insert":"(The deck is loaded with mill effects, and the commander allows for Spirits and Arcane spells to also mill)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Counter-magic to deny draw effects (we're in mono blue.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once these are achieved, you strive to make every opponent's draw useless, doing the bare minimum every turn to maintain the lock until they give up or they draw their deck.\n\nThat third condition is the kicker in keeping the win state going. The deck needs to be able to keep 3 other decks from hitting any bangers every turn cycle. Unlike other lock strategies, this is an active strategy until the game ends. If any one player breaks free, the resources devoted to stopping them will likely cause the rest to get room. So the choice of commander is made with the idea that "},{"attributes":{"bold":true},"insert":"it should always have 3+ sources of mill to make dead draws extremely likely for the rest of the game."},{"insert":" The rest of the deck is tutors, counter magic, and delaying tactics to give the deck the room to enact this lock.\n\nBesides maintaining the third condition, this commander lets us use creatures to hedge the lock with usable board state. Traditionally, lantern control has the bare minimum board. But in a very creature-centric format, having board presence is very important.\n\n\n"}]}
Blink
Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

Blink
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Clones
Clones
(CTRL to add secondary)
Draw
Research the Deep
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Sorcery

Draw
(CTRL to add secondary)
Land
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Land
(CTRL to add secondary)
Mill
Court of Cunning
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment

Riverchurn Monument
, : Any number of target players each mill two cards. (Each of them puts the top two cards of their library into their graveyard.)
Exhaust — , : Any number of target players each mill cards equal to the number of cards in their graveyard. (Activate each exhaust ability only once.)
Exhaust — , : Any number of target players each mill cards equal to the number of cards in their graveyard. (Activate each exhaust ability only once.)
Artifact

Mill
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Protection
Spectral Adversary
Flash
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Creature - Spirit

Veil of Secrecy
Target creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Protection
(CTRL to add secondary)
Ramp
Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish

Thunderclap Drake
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake

Ramp
(CTRL to add secondary)
Recursion
Arcane Proxy
Prototype — 2/1 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost.
When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost.
Creature Artifact - Wizard

Spectral Arcanist
Flying
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Creature - Wizard Spirit

Recursion
(CTRL to add secondary)
Removal
Inventive Iteration
(As this Saga enters and after your draw step, add a lore counter.)
I — Return up to one target creature or planeswalker to its owner's hand.
II — Return an artifact card from your graveyard to your hand. If you can't, draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Return up to one target creature or planeswalker to its owner's hand.
II — Return an artifact card from your graveyard to your hand. If you can't, draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Niblis of Frost
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast an instant or sorcery spell, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast an instant or sorcery spell, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature - Spirit

Wan Shi Tong, All-Knowing
Flying
When Wan Shi Tong enters, target nonland permanent's owner puts it into their library second from the top or on the bottom.
Whenever one or more cards are put into a library from anywhere, create two 1/1 colorless Spirit creature tokens with "This token can't block or be blocked by non-Spirit creatures."
When Wan Shi Tong enters, target nonland permanent's owner puts it into their library second from the top or on the bottom.
Whenever one or more cards are put into a library from anywhere, create two 1/1 colorless Spirit creature tokens with "This token can't block or be blocked by non-Spirit creatures."
Legendary Creature - Bird Spirit

Removal
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Tutor
Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Tutor
(CTRL to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Here's a take on my favorite archetype in mtg history, Lantern Control ("},{"insert":{"card-link":"Lantern of Insight"}},{"insert":"), built for an unplayed monoblue commander that can keep 3 player's decks away from getting hits and stall the game to the last draw.\n\nFor those who aren't familiar with Lantern Control, the point of the strategy is to run opponents out of meaningful game actions by making their draw per turn useless in advancing the game state. Essentially, we're forcing mana flooding and dead draws. This was a Modern staple for a time. However in commander as a singleton, 100+ card, 4+ player format the requirements are a lot harder to achieve.\n\nWhat makes this archetype worth playing in commander is that since it's such an easy and subtle lock with a rough maintain on 3 players, it lends itself well to politicking and being a puppet master. You can selectively give players answers to each other's problems. You can make deals to target players that are saving shuffle effects to reroll their top card, or team up with someone who's strategy is very stoppable to eliminate players before putting the lock down. Essentially, to pilot this deck well you need to be unassuming and tactical, be able to keep track of the options you allow the table to have, and divide and conquer your way to a maintainable win state. The commander here plays right into this mindset! While spirits are plentiful and very useful control cards in blue, just it mentioning Arcane cards and being understated (but still dodging bolt!) puts you on a lower threat level.\n\nWhat the deck needs to achieve its win condition is:\nTurning off combat ("},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":", "},{"insert":{"card-link":"Statecraft"}},{"insert":")"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Visibility of the top of player's libraries ("},{"insert":{"card-link":"Lantern of Insight"}},{"insert":", "},{"insert":{"card-link":"Wizened Snitches"}},{"insert":")"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Consistent sources of mill "},{"insert":"(The deck is loaded with mill effects, and the commander allows for Spirits and Arcane spells to also mill)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Counter-magic to deny draw effects (we're in mono blue.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once these are achieved, you strive to make every opponent's draw useless, doing the bare minimum every turn to maintain the lock until they give up or they draw their deck.\n\nThat third condition is the kicker in keeping the win state going. The deck needs to be able to keep 3 other decks from hitting any bangers every turn cycle. Unlike other lock strategies, this is an active strategy until the game ends. If any one player breaks free, the resources devoted to stopping them will likely cause the rest to get room. So the choice of commander is made with the idea that "},{"attributes":{"bold":true},"insert":"it should always have 3+ sources of mill to make dead draws extremely likely for the rest of the game."},{"insert":" The rest of the deck is tutors, counter magic, and delaying tactics to give the deck the room to enact this lock.\n\nBesides maintaining the third condition, this commander lets us use creatures to hedge the lock with usable board state. Traditionally, lantern control has the bare minimum board. But in a very creature-centric format, having board presence is very important.\n\n\n"}]}


































































