381 views23 days ago
Commander
Size: 100Salt sum: 50.63
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jeshjesh

381 views23 days ago
Commander
Size: 100Salt sum: 50.63

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{"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

Qty: 1 Price: $0.00
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.
Legendary Creature - Wizard Clown
The Madcap Jester (mbc) 44

Commander

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Draw

Qty: 7 Price: $217.29
Baleful Strix
Flying, deathtouch
When this creature enters, draw a card.
Creature Artifact - Bird
Baleful Strix (fic) 318
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.
Enchantment
Obsessive Pursuit (tla) 112
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (2x2) 314
Slagdrill Scrapper
,
, Sacrifice another artifact or land: Draw a card.
Creature Artifact - Scout Robot
Slagdrill Scrapper (eoe) 160
Staff of Eden, Vault's Key
When Staff of Eden enters, put target legendary permanent card not named Staff of Eden, Vault's Key from a graveyard onto the battlefield under your control.
: Draw a card for each permanent you control but don't own.
Legendary Artifact
Staff of Eden, Vault's Key (acr) 76
The Everflowing Well
When The Everflowing Well enters, mill two cards, then draw two cards.
Descend 8 — At the beginning of your upkeep, if there are eight or more permanent cards in your graveyard, transform The Everflowing Well.
Legendary Artifact
The Everflowing Well // The Myriad Pools (lci) 56The Everflowing Well // The Myriad Pools (lci) 56
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.
Legendary Artifact
The One Ring (ltr) 246

Draw

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Extract

Qty: 4 Price: $28.86
Bitter Ordeal
Search target player's library for a card and exile it. Then that player shuffles.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Sorcery
Bitter Ordeal (fut) 80
Extract
Search target player's library for a card and exile it. Then that player shuffles.
Sorcery
Extract (ody) 85
Jester's Cap
,
, Sacrifice this artifact: Search target player's library for three cards and exile them. Then that player shuffles.
Artifact
Jester's Cap (dmr) 381
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.
Sorcery
Sadistic Sacrament (zen) 110

Extract

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Interaction

Qty: 10 Price: $106.30
Avatar of Woe
If there are ten or more creature cards total in all graveyards, this spell costs
less to cast.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
: Destroy target creature. It can't be regenerated.
Creature - Avatar
Avatar of Woe (cm2) 57
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.
Legendary Planeswalker - Daretti
Daretti, Ingenious Iconoclast (cn2) 74
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.
Creature - Rogue Dauthi
Dauthi Voidwalker (tdc) 176
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
Artifact - Vehicle
Demonic Junker (dft) 83
Executioner's Capsule
,
, Sacrifice this artifact: Destroy target nonblack creature.
Artifact
Executioner's Capsule (brc) 104
Feed the Swarm
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Sorcery
Feed the Swarm (tle) 257
Leyline of the Void
If this card is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.
Enchantment
Leyline of the Void (dsk) 106
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Notion Thief
Flash
If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
Creature - Human Rogue
Notion Thief (ltc) 270
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (msc) 161

Interaction

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Mana

Qty: 8 Price: $140.03
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Basalt Monolith
This artifact doesn't untap during your untap step.
: Add
.
: Untap this artifact.
Artifact
Basalt Monolith (ltc) 274
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (drc) 129
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (mbc) 74
Liquimetal Torque
: Add
.
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
Artifact
Liquimetal Torque (brc) 145
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (2x2) 308
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
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.)
Legendary Artifact
The Enigma Jewel // Locus of Enlightenment (lci) 55The Enigma Jewel // Locus of Enlightenment (lci) 55

Mana

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Recursion

Qty: 7 Price: $66.24
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.
Legendary Creature - Rogue Halfling
Bilbo, Thief in the Night (hob) 255
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.)
Legendary Creature - Wizard Merfolk
Emry, Lurker of the Loch (eoc) 71
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.
Creature - Goblin Artificer
Goblin Engineer (h1r) 16
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
Goblin Welder (cm2) 101
Phyrexian Metamorph
(
can be paid with either
or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
Creature Artifact - Shapeshifter Phyrexian
Phyrexian Metamorph (eoc) 75
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (fic) 282
Salvaging Station
: Return target noncreature artifact card with mana value 1 or less from your graveyard to the battlefield.
Whenever a creature dies, you may untap this artifact.
Artifact
Salvaging Station (5dn) 148

Recursion

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Topdeck Manip

Qty: 8 Price: $259.64
Codex Shredder
: Target player mills a card. (They put the top card of their library into their graveyard.)
,
, Sacrifice this artifact: Return target card from your graveyard to your hand.
Artifact
Codex Shredder (cmr) 304
Dimensional Infiltrator
Devoid (This card has no color.)
Flash
Flying
: Target opponent exiles the top card of their library. If it's a land card, you may return this creature to its owner's hand. (
represents colorless mana.)
Creature - Eldrazi
Dimensional Infiltrator (ogw) 44
Field of Dreams
Players play with the top card of their libraries revealed.
World Enchantment
Field of Dreams (leg) 55
Ghoulcaller's Bell
: Each player mills a card.
Artifact
Ghoulcaller's Bell (isd) 224
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.
Artifact
Jester's Scepter (csp) 137
Lantern of Insight
Players play with the top card of their libraries revealed.
, Sacrifice this artifact: Target player shuffles.
Artifact
Lantern of Insight (plst) 5DN-135
Psychic Surgery
Whenever an opponent shuffles their library, you may look at the top two cards of that library. You may exile one of those cards. Then put the rest on top of that library in any order.
Enchantment
Psychic Surgery (nph) 44
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.)
Artifact
Riverchurn Monument (dft) 57

Topdeck Manip

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Tutor

Qty: 7 Price: $115.13
Artificer's Intuition
, Discard an artifact card: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Enchantment
Artificer's Intuition (5dn) 23
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.
Sorcery
Beseech the Mirror (woe) 82
Grim Tutor
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
Sorcery
Grim Tutor (m21) 103
Scheming Symmetry
Choose two target players. Each of them searches their library for a card, then shuffles and puts that card on top.
Sorcery
Scheming Symmetry (m20) 113
Scour for Scrap
Choose one or both —
• Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
• Return target artifact card from your graveyard to your hand.
Instant
Scour for Scrap (eoe) 73
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."
Legendary Planeswalker - Tezzeret
Tezzeret, Cruel Captain (eoe) 2
Trinket Mage
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Creature - Human Wizard
Trinket Mage (plst) DDU-41

Tutor

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Twiddle

Qty: 4 Price: $14.56
Aphetto Alchemist
: Untap target artifact or creature.
Morph
(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its morph cost.)
Creature - Human Wizard
Aphetto Alchemist (plst) ONS-64
Manifold Key
,
: Untap another target artifact.
,
: Target creature can't be blocked this turn.
Artifact
Manifold Key (clb) 319
Sonic Screwdriver
: Add one mana of any color.
,
: Untap another target artifact.
,
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
,
: Target creature can't be blocked this turn.
Artifact
Sonic Screwdriver (who) 184
Voltaic Key
,
: Untap target artifact.
Artifact
Voltaic Key (m11) 219

Twiddle

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Twiddle (Bigly)

Qty: 5 Price: $61.25
Clock of Omens
Tap two untapped artifacts you control: Untap target artifact.
Artifact
Clock of Omens (plst) M13-202
Shadow of the Second Sun
Enchant player
At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
Enchantment - Aura
Shadow of the Second Sun (mh3) 402
Unstoppable Plan
At the beginning of your end step, untap all nonland permanents you control.
Enchantment
Unstoppable Plan (dft) 72
Unwinding Clock
Untap all artifacts you control during each other player's untap step.
Artifact
Unwinding Clock (plst) NPH-164
Vedalken Orrery
You may cast spells as though they had flash.
Artifact
Vedalken Orrery (2x2) 317

Twiddle (Bigly)

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Z. Land

Qty: 39 Price: $4035.61
Badlands
(
: Add
or
.)
Land - Swamp Mountain
Badlands (3ed) 282
Blazemire Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Mountain.
Land
Blazemire Verge (dsk) 256
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (trk) 278
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Boggart Trawler
When this creature enters, exile target player's graveyard.
Creature - Goblin
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Darksteel Citadel
Indestructible
: Add
.
Artifact Land
Darksteel Citadel (brc) 180
Darkwater Catacombs
,
: Add
.
Land
Darkwater Catacombs (fic) 384
Drossforge Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Drossforge Bridge (brc) 183
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Ferrous Lake
,
: Add
.
Land
Ferrous Lake (soc) 370
Gloomlake Verge
: Add
.
: Add
. Activate only if you control an Island or a Swamp.
Land
Gloomlake Verge (dsk) 260
Graven Cairns
: Add
.
,
: Add
,
, or
.
Land
Graven Cairns (fic) 401
Great Furnace
: Add
.
Artifact Land
Great Furnace (eoc) 161
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Luxury Suite
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Luxury Suite (msc) 252
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 250
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.)
Legendary Land
Minas Morgul, Dark Fortress (hoc) 48
Mistvault Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Mistvault Bridge (brc) 189
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 357
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 438
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Seat of the Synod
: Add
.
Artifact Land
Seat of the Synod (eoc) 176
Shadowblood Ridge
,
: Add
.
Land
Shadowblood Ridge (fic) 421
Shizo, Death's Storehouse
: Add
.
,
: Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Legendary Land
Shizo, Death's Storehouse (dmc) 233
Silverbluff Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Silverbluff Bridge (eoc) 180
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (trk) 298
Sunken Ruins
: Add
.
,
: Add
,
, or
.
Land
Sunken Ruins (fic) 430
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (trk) 321
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
The Black Gate
As The Black Gate enters, you may pay 3 life. If you don't, it enters tapped.
: Add
.
,
: Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.
Legendary Land - Gate
The Black Gate (ltc) 80
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434
Treasure Vault
: Add
.
,
, Sacrifice this land: Create X Treasure tokens.
Artifact Land
Treasure Vault (drc) 180
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (3ed) 290
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.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259
Vault of Whispers
: Add
.
Artifact Land
Vault of Whispers (j25) 780
Volcanic Island
(
: Add
or
.)
Land - Island Mountain
Volcanic Island (3ed) 291
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (trk) 306

Z. Land

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
24 pips - 21 cards
24 mana - 22 cards
27 pips - 19 cards
31 mana - 27 cards
5 pips - 5 cards
20 mana - 18 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
17 mana - 11 cards
CategoriesQtyOdds
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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"}]}
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