I agree, his testing results, as small as they are, really question the validity of a non-blue/non-Chalice prison deck.
You're reinforcing where my testing has led me: is Bridge good enough to be a legacy playable build-around? If not, the deck is unplayable. Lantern lock is really to prevent opponent's from answering Bridge.Legacy just has better cantrips and tutors to break the lock, so even when you have everything assembled the potential ceiling is lower than what it can do in Modern. Then there's also FoW, Daze, Chalice and Oko to just break the combo. Modern is a creature-heavier format that basically can't beat Ensnaring Bridge as long as you can stop them from drawing some specific cards.
I like all of that except Echo/LED. I think once you establish that combination of cards its better to just win, such as with a combo deck of some sort.I wonder if it would work better in a blue shell with Teferi, Time Raveler to lock the opponent out of instant-speed interactions and/or Narset, Parter of Veils to stop card draw.
Lantern-Echo
//Artifacts: 20
4 Lion's Eye Diamond
3 Lotus Petal
3 Mox Opal
4 Lantern of Insight
4 Codex Shredder
2 Ghoulcaller's Bell
//Planeswalkers: 8
4 Narset, Parter of Veils
4 Karn, the Great Creator
//Creatures: 7
4 Emry, Lurker of the Loch
3 Urza, Lord High Artificer
//Spells: 8
4 Force of Will
4 Echo of Eons
//Lands: 17
3 Ancient Tomb
2 City of Traitors
4 Seat of the Synod
8 Snow-Covered Island
//Karnboard: 6
1 Mycosynth Lattice
1 Pithing Needle
1 Ensnaring Bridge
1 Liquimetal Coating
1 Wurmcoil Engine
1 Walking Ballista
Emry has natural synergy with the mill rocks as a source of recursion and card advantage. Echo also has synergy with mill rocks.
No problem, I opened up the conversation for blue again with my above post. It's a valuable re-hash.Edit: Oops, already suggested something like this on the 1st page and you don't want to play blue.
I really like Emry, that seems like a decent starting point if this is going to work. The Antiquities War, Jace TMS, and Narset POV all add quite a bit of power to the deck as well. I'm not sure about the interaction of War with Bridge; if it allows it to turn off Bridge for a turn while I swing for a bunch, that would be awesome. If Bridge is still active when the 3rd part of War resolves then it's a bust.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
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