jeshjesh
381 views23 days ago
Commander
Size: 100Salt sum: 50.63
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Lantern control sucks in EDH. It never works. Do not build it. It is a trap.\n\nIf you are foolish enough to ignore these warnings, consider the sins three of Lantern Control.\nIt's too fucking slow and makes the game take forever for no reason."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It doesn't scale to 3 opponents who each have consistent, regular access to their commander."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There's not enough redundancy to be able to consistently find and assemble the lantern gameplan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAny aspiring Lantern Control brew in EDH would have to solve these problems three. And then... we were gifted "},{"insert":{"card-link":"The Madcap Jester"}},{"insert":" .\n\nDoes our little guy have what it takes to get over these three hurdles? No, this deck fucking sucks. But it does "},{"attributes":{"italic":true},"insert":"kind of"},{"insert":" work, and it "},{"attributes":{"italic":true},"insert":"can "},{"insert":"actually win sometimes, which is better than any other lantern control deck I've ever tried. So let's cover the sins three, and see how the Jester addresses these problems.\n\n\t\t\tONE: It's too fucking slow and makes the game take forever for no reason.\nThe big thing Lantern lacks in EDH is a proactive gameplan. If your goal is to play no creatures, sit back, and ensure nobody draws anything good for the rest of the game, you're going to get outvalued by all the greedy little munchkins at the table who are trying to kill you dead. This is the gift that the jester gives us. With the jester in play, we are not simply scraping topdecks to leave lands on top all the time; we can leverage all the same pieces (lantern, mill rocks) for information about what to steal, when to steal it, etc. There are a couple of key packages that make this work.\n\nTHE EXTRACT PACKAGE\n"},{"insert":{"card-link":"Extract"}},{"insert":" "},{"insert":{"card-link":"Sadistic Sacrament"}},{"insert":" "},{"insert":{"card-link":"Jester's Cap"}},{"insert":" "},{"insert":{"card-link":"Bitter Ordeal"}},{"insert":" \nWith the jester out, these cards let us mine our opponent's deck for combo pieces, answers to tricky board states, or high value threats that can drive us to victory in a reasonable time. They also force our opponent to shuffle, acting as a way to manipulate their library in a pinch. Generally, we can rely on these to pilfer more generic value pieces from our opponents as well, allowing us a few more deck slots for greedy bullshit of our own.\n\nTHE EXILE PACKAGE\n"},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" "},{"insert":{"card-link":"Psychic Surgery"}},{"insert":" "},{"insert":{"card-link":"Dimensional Infiltrator"}},{"insert":" \nThe jester's attack trigger and these cards let us skim the top card of our opponents' libraries into exile, allowing us to cast them in the same breath as we deny our opponents their best draws, critically giving us something to actually do with the time that lantern control buys. Infiltrator seems like the rate sucks, but trust me, that little guy can be really backbreaking because it allows us to convert mana directly to cards and topdeck manipulation without needing to tap.\n\n\t\t\tTWO: It doesn't scale to 3 opponents who each have consistent, regular access to their commander.\nThis is, in my opinion, the thing that kills lantern in EDH. While everyone is setting up these huge value engines that are going to quickly outpace your ability to set up a lock, you are stuck playing dogshit 1 mana artifacts which literally do nothing. Our approach to solve this problem is twofold:\n\nTHE TWIDDLY BULLSHIT\n"},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" "},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" "},{"insert":{"card-link":"Unstoppable Plan"}},{"insert":" "},{"insert":{"card-link":"Clock of Omens"}},{"insert":" \nThe main way we seek to scale to the table is to establish a relatively smaller number of actual mill rocks, while also setting up some engines which can allow us to reuse that limited number of rocks multiple times. Unwinding clock is the absolute goat here, which literally lets our rocks scale to each player 1:1 as if it were a 1v1 game, but all do the job fairly effectively.\n\nTHE RESOURCE ENGINES\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" "},{"insert":{"card-link":"Staff of Eden, Vault's Key"}},{"insert":" "},{"insert":{"card-link":"Mana Vault"}},{"insert":" "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" \nTo keep up with our opponents, we need a gameplan that builds resource engines of our own. In fact, the bulk of our overpowered bullshit cards (game changers) are dedicated to this category, because it's so important to actually do something to keep pace with the table. We've carefully chosen value engines which harmonize with our twiddly bullshit, so that we can flexibly leverage our resources to draw and/or make mana if we're not in a position to be locking the table down yet.\n\n\t\t\tTHREE: There's not enough redundancy to be able to consistently find and assemble the lantern gameplan.\nI think this "},{"attributes":{"italic":true},"insert":"was"},{"insert":" truer, until maybe last year. In recent times, we've been gifted a key few pieces which help pick up the slack that lantern has always lacked. One of them is our commander himself!\n\nTHE TRINKET TUTORS\n"},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":" "},{"insert":{"card-link":"Artificer's Intuition"}},{"insert":" "},{"insert":{"card-link":"Trinket Mage"}},{"insert":" "},{"insert":{"card-link":"Scheming Symmetry"}},{"insert":" \nTezzeret's printing in 2025 was a huge boon to this deck. He serves both as a reliable tutor for many of the pieces we need, as well as an untapper to allow our gameplan a bit more redundancy. Since he threatens to repeatedly tutor, expect him to get swung at and killed, but every once in a while he can squeak out a second or third tutor. The others are well-worn options, though scheming symmetry has some unique spice in this deck.\n\nTHE TOPDECK MANIPULATION\n"},{"insert":{"card-link":"Lantern of Insight"}},{"insert":" "},{"insert":{"card-link":"Codex Shredder"}},{"insert":" "},{"insert":{"card-link":"Riverchurn Monument"}},{"insert":" "},{"insert":{"card-link":"Ghoulcaller's Bell"}},{"insert":"\nThese artifacts are the core of the lantern gameplan, and in their totality, they are relatively slim. However, crucially Riverchurn Monument is the first mill rock which allows you to target "},{"attributes":{"italic":true},"insert":"any number"},{"insert":" of players, allowing you to more perfectly fix the topdecks. Ghoulcallers and Codex Shredder are themselves efficient at specific jobs. Notably missing is "},{"insert":{"card-link":"Pyxis of Pandemonium"}},{"insert":" . A quirk of Jester is that you cannot cast any face down exiled cards, so it's a bit worse than it seems at first blush. We generally prefer sending things to graveyard, as that enables our theft and redundancy packages, as well as works smoother with the void exile effects.\n\nTHE RECURSION ENGINES\n"},{"insert":{"card-link":"Goblin Welder"}},{"insert":" "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" "},{"insert":{"card-link":"Emry, Lurker of the Loch"}},{"insert":" "},{"insert":{"card-link":"Salvaging Station"}},{"insert":" \nYou might notice when looking at this deck that the red in its color identity is very slim. That's true; a lantern/theft deck really likes to be centered in U/B for a number of reasons. However, I do believe the red identity is "},{"attributes":{"italic":true},"insert":"crucial"},{"insert":" to the success of this deck for these reasons. Welder and Engineer serve triple threats as redundancy, protection, and enablers for our mill rocks. Because both welders return cards to the battlefield untapped, rotating between spent and unspent pieces in the graveyard lets you effectively use them as funky untappers, allowing you to get one or two more activation than you normally would. The deck "},{"attributes":{"italic":true},"insert":"sings"},{"insert":" when one of these two guys are in play.\n\n\nSome notable things that are missing:\nQ: Where's the prison/stax/pillowfort?\nA: Generally, this deck is attempting to have a more proactive gameplan. Because of the theft angle, it's not as reliant on locking the game entirely down, and can often build a fairly strong board state of its own. Lastly, I just don't personally enjoy invoking the spectre of mass discard / pillowfort / resource denial, so I've chosen to omit some of the best pieces that would admittedly work very well(notably, ensnaring bridge) simply to fit my own tastes.\n\nQ: My commander is a fucking 4 mana 3/2 with no keywords, how do you expect me to attack with it every turn.\nA: While not specifically relevant to the primer, a lot of little stuff has been hidden in the deck to allow you to more safely get in (See: "},{"insert":{"card-link":"The Black Gate"}},{"insert":" "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" "},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" "},{"insert":{"card-link":"Manifold Key"}},{"insert":").\n\nQ: Where are my control pieces??? How do I win???\nA: The goal of this deck was to leverage your opponents resources to cover generic value gaps, though there are light packages for specific answers that can be tutored for in a pinch. Many of them can be reused with welders or recurred with codex shredder. Remember that you can cast stolen cards with colorless mana, so lean on the big mana artifacts to generate a big enough mana advantage to keep pace with the table. As for your own win, there is one extremely marginal combo line utilizing"},{"insert":{"card-link":"The Enigma Jewel // Locus of Enlightenment"}},{"insert":" if you absolutely need it, but genuinely just believe in the power of Riverchurn Monument, that card kills the fuck out of people if you get online. \n\nThus, the jester plays the fool and attempts the impossible, to the scowls and laughter of his opponents. Lots of little things are left out of this primer for you to discover, so give it a try, and see if you like it!\n"}]}
Commander
The Madcap Jester
Whenever The Madcap Jester attacks, each opponent exiles the top card of their library.
Whenever a spell or ability you control causes one or more cards to be exiled from an opponent's library, you may play those cards until the end of your next turn. Mana of any type can be spent to cast spells this way.
Whenever a spell or ability you control causes one or more cards to be exiled from an opponent's library, you may play those cards until the end of your next turn. Mana of any type can be spent to cast spells this way.
Legendary Creature - Wizard Clown

Commander
(CTRL to add secondary)
Draw
Obsessive Pursuit
When this enchantment enters and at the beginning of your upkeep, you lose 1 life and create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you've sacrificed this turn. If X is three or more, that creature gains lifelink until end of turn.
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you've sacrificed this turn. If X is three or more, that creature gains lifelink until end of turn.
Enchantment

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
(CTRL to add secondary)
Extract
Sadistic Sacrament
Kicker (You may pay an additional as you cast this spell.)
Search target player's library for up to three cards, exile them, then that player shuffles. If this spell was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles.
Search target player's library for up to three cards, exile them, then that player shuffles. If this spell was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles.
Sorcery

Extract
(CTRL to add secondary)
Interaction
Daretti, Ingenious Iconoclast
+1: Create a 1/1 colorless Construct artifact creature token with defender.
−1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
−6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
−1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
−6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
Legendary Planeswalker - Daretti

Dauthi Voidwalker
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
Creature - Rogue Dauthi

Demonic Junker
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When this Vehicle enters, for each player, destroy up to one target creature that player controls. If a creature you controlled was destroyed this way, put two +1/+1 counters on this Vehicle.
Crew 2
When this Vehicle enters, for each player, destroy up to one target creature that player controls. If a creature you controlled was destroyed this way, put two +1/+1 counters on this Vehicle.
Crew 2
Artifact - Vehicle

Interaction
(CTRL to add secondary)
Mana
The Enigma Jewel
The Enigma Jewel enters tapped.
: Add . Spend this mana only to activate abilities.
Craft with four or more nonlands with activated abilities (, Exile this artifact, Exile the four or more from among other permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
: Add . Spend this mana only to activate abilities.
Craft with four or more nonlands with activated abilities (, Exile this artifact, Exile the four or more from among other permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Legendary Artifact


Mana
(CTRL to add secondary)
Recursion
Bilbo, Thief in the Night
Spells you cast from anywhere other than your hand cost less to cast.
Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Legendary Creature - Rogue Halfling

Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer

Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer

Recursion
(CTRL to add secondary)
Topdeck Manip
Jester's Scepter
When this artifact enters, exile the top five cards of target player's library face down. You may look at those cards for as long as they remain exiled.
, , Put a card exiled with this artifact into its owner's graveyard: Counter target spell if it has the same name as that card.
, , Put a card exiled with this artifact into its owner's graveyard: Counter target spell if it has the same name as that card.
Artifact

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

Topdeck Manip
(CTRL to add secondary)
Tutor
Beseech the Mirror
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.
Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.
Sorcery

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)
Twiddle
Twiddle
(CTRL to add secondary)
Twiddle (Bigly)
Twiddle (Bigly)
(CTRL to add secondary)
Z. Land
Minas Morgul, Dark Fortress
Minas Morgul enters tapped.
: Add .
, : Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
: Add .
, : Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Z. Land
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Lantern control sucks in EDH. It never works. Do not build it. It is a trap.\n\nIf you are foolish enough to ignore these warnings, consider the sins three of Lantern Control.\nIt's too fucking slow and makes the game take forever for no reason."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It doesn't scale to 3 opponents who each have consistent, regular access to their commander."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There's not enough redundancy to be able to consistently find and assemble the lantern gameplan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAny aspiring Lantern Control brew in EDH would have to solve these problems three. And then... we were gifted "},{"insert":{"card-link":"The Madcap Jester"}},{"insert":" .\n\nDoes our little guy have what it takes to get over these three hurdles? No, this deck fucking sucks. But it does "},{"attributes":{"italic":true},"insert":"kind of"},{"insert":" work, and it "},{"attributes":{"italic":true},"insert":"can "},{"insert":"actually win sometimes, which is better than any other lantern control deck I've ever tried. So let's cover the sins three, and see how the Jester addresses these problems.\n\n\t\t\tONE: It's too fucking slow and makes the game take forever for no reason.\nThe big thing Lantern lacks in EDH is a proactive gameplan. If your goal is to play no creatures, sit back, and ensure nobody draws anything good for the rest of the game, you're going to get outvalued by all the greedy little munchkins at the table who are trying to kill you dead. This is the gift that the jester gives us. With the jester in play, we are not simply scraping topdecks to leave lands on top all the time; we can leverage all the same pieces (lantern, mill rocks) for information about what to steal, when to steal it, etc. There are a couple of key packages that make this work.\n\nTHE EXTRACT PACKAGE\n"},{"insert":{"card-link":"Extract"}},{"insert":" "},{"insert":{"card-link":"Sadistic Sacrament"}},{"insert":" "},{"insert":{"card-link":"Jester's Cap"}},{"insert":" "},{"insert":{"card-link":"Bitter Ordeal"}},{"insert":" \nWith the jester out, these cards let us mine our opponent's deck for combo pieces, answers to tricky board states, or high value threats that can drive us to victory in a reasonable time. They also force our opponent to shuffle, acting as a way to manipulate their library in a pinch. Generally, we can rely on these to pilfer more generic value pieces from our opponents as well, allowing us a few more deck slots for greedy bullshit of our own.\n\nTHE EXILE PACKAGE\n"},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" "},{"insert":{"card-link":"Psychic Surgery"}},{"insert":" "},{"insert":{"card-link":"Dimensional Infiltrator"}},{"insert":" \nThe jester's attack trigger and these cards let us skim the top card of our opponents' libraries into exile, allowing us to cast them in the same breath as we deny our opponents their best draws, critically giving us something to actually do with the time that lantern control buys. Infiltrator seems like the rate sucks, but trust me, that little guy can be really backbreaking because it allows us to convert mana directly to cards and topdeck manipulation without needing to tap.\n\n\t\t\tTWO: It doesn't scale to 3 opponents who each have consistent, regular access to their commander.\nThis is, in my opinion, the thing that kills lantern in EDH. While everyone is setting up these huge value engines that are going to quickly outpace your ability to set up a lock, you are stuck playing dogshit 1 mana artifacts which literally do nothing. Our approach to solve this problem is twofold:\n\nTHE TWIDDLY BULLSHIT\n"},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" "},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" "},{"insert":{"card-link":"Unstoppable Plan"}},{"insert":" "},{"insert":{"card-link":"Clock of Omens"}},{"insert":" \nThe main way we seek to scale to the table is to establish a relatively smaller number of actual mill rocks, while also setting up some engines which can allow us to reuse that limited number of rocks multiple times. Unwinding clock is the absolute goat here, which literally lets our rocks scale to each player 1:1 as if it were a 1v1 game, but all do the job fairly effectively.\n\nTHE RESOURCE ENGINES\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" "},{"insert":{"card-link":"Staff of Eden, Vault's Key"}},{"insert":" "},{"insert":{"card-link":"Mana Vault"}},{"insert":" "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" \nTo keep up with our opponents, we need a gameplan that builds resource engines of our own. In fact, the bulk of our overpowered bullshit cards (game changers) are dedicated to this category, because it's so important to actually do something to keep pace with the table. We've carefully chosen value engines which harmonize with our twiddly bullshit, so that we can flexibly leverage our resources to draw and/or make mana if we're not in a position to be locking the table down yet.\n\n\t\t\tTHREE: There's not enough redundancy to be able to consistently find and assemble the lantern gameplan.\nI think this "},{"attributes":{"italic":true},"insert":"was"},{"insert":" truer, until maybe last year. In recent times, we've been gifted a key few pieces which help pick up the slack that lantern has always lacked. One of them is our commander himself!\n\nTHE TRINKET TUTORS\n"},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":" "},{"insert":{"card-link":"Artificer's Intuition"}},{"insert":" "},{"insert":{"card-link":"Trinket Mage"}},{"insert":" "},{"insert":{"card-link":"Scheming Symmetry"}},{"insert":" \nTezzeret's printing in 2025 was a huge boon to this deck. He serves both as a reliable tutor for many of the pieces we need, as well as an untapper to allow our gameplan a bit more redundancy. Since he threatens to repeatedly tutor, expect him to get swung at and killed, but every once in a while he can squeak out a second or third tutor. The others are well-worn options, though scheming symmetry has some unique spice in this deck.\n\nTHE TOPDECK MANIPULATION\n"},{"insert":{"card-link":"Lantern of Insight"}},{"insert":" "},{"insert":{"card-link":"Codex Shredder"}},{"insert":" "},{"insert":{"card-link":"Riverchurn Monument"}},{"insert":" "},{"insert":{"card-link":"Ghoulcaller's Bell"}},{"insert":"\nThese artifacts are the core of the lantern gameplan, and in their totality, they are relatively slim. However, crucially Riverchurn Monument is the first mill rock which allows you to target "},{"attributes":{"italic":true},"insert":"any number"},{"insert":" of players, allowing you to more perfectly fix the topdecks. Ghoulcallers and Codex Shredder are themselves efficient at specific jobs. Notably missing is "},{"insert":{"card-link":"Pyxis of Pandemonium"}},{"insert":" . A quirk of Jester is that you cannot cast any face down exiled cards, so it's a bit worse than it seems at first blush. We generally prefer sending things to graveyard, as that enables our theft and redundancy packages, as well as works smoother with the void exile effects.\n\nTHE RECURSION ENGINES\n"},{"insert":{"card-link":"Goblin Welder"}},{"insert":" "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" "},{"insert":{"card-link":"Emry, Lurker of the Loch"}},{"insert":" "},{"insert":{"card-link":"Salvaging Station"}},{"insert":" \nYou might notice when looking at this deck that the red in its color identity is very slim. That's true; a lantern/theft deck really likes to be centered in U/B for a number of reasons. However, I do believe the red identity is "},{"attributes":{"italic":true},"insert":"crucial"},{"insert":" to the success of this deck for these reasons. Welder and Engineer serve triple threats as redundancy, protection, and enablers for our mill rocks. Because both welders return cards to the battlefield untapped, rotating between spent and unspent pieces in the graveyard lets you effectively use them as funky untappers, allowing you to get one or two more activation than you normally would. The deck "},{"attributes":{"italic":true},"insert":"sings"},{"insert":" when one of these two guys are in play.\n\n\nSome notable things that are missing:\nQ: Where's the prison/stax/pillowfort?\nA: Generally, this deck is attempting to have a more proactive gameplan. Because of the theft angle, it's not as reliant on locking the game entirely down, and can often build a fairly strong board state of its own. Lastly, I just don't personally enjoy invoking the spectre of mass discard / pillowfort / resource denial, so I've chosen to omit some of the best pieces that would admittedly work very well(notably, ensnaring bridge) simply to fit my own tastes.\n\nQ: My commander is a fucking 4 mana 3/2 with no keywords, how do you expect me to attack with it every turn.\nA: While not specifically relevant to the primer, a lot of little stuff has been hidden in the deck to allow you to more safely get in (See: "},{"insert":{"card-link":"The Black Gate"}},{"insert":" "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" "},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" "},{"insert":{"card-link":"Manifold Key"}},{"insert":").\n\nQ: Where are my control pieces??? How do I win???\nA: The goal of this deck was to leverage your opponents resources to cover generic value gaps, though there are light packages for specific answers that can be tutored for in a pinch. Many of them can be reused with welders or recurred with codex shredder. Remember that you can cast stolen cards with colorless mana, so lean on the big mana artifacts to generate a big enough mana advantage to keep pace with the table. As for your own win, there is one extremely marginal combo line utilizing"},{"insert":{"card-link":"The Enigma Jewel // Locus of Enlightenment"}},{"insert":" if you absolutely need it, but genuinely just believe in the power of Riverchurn Monument, that card kills the fuck out of people if you get online. \n\nThus, the jester plays the fool and attempts the impossible, to the scowls and laughter of his opponents. Lots of little things are left out of this primer for you to discover, so give it a try, and see if you like it!\n"}]}




















































































