Lock Break

by Covex on 06 July 2015

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Use oddball mill to lock opponents from topdecking.

Probe and Bless to protect important artifacts.

How to Play

Alter and Crab for landfall mill.

Alter, Bell, Shredder and Lantern to control topdecks.

Bridge and Path for creature defense.

Fetch, Path and Quarter with Trap.

Ruins to return Lanterns and Shredders.

Shredders to return anything.

Scry to find best Answer.

Deck Tags

  • Mill
  • Synergy
  • Modern
  • Help

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,123 times.

Mana Curve

Mana Symbol Occurrence

816000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Lock Break

As always, appreciate help and thoughts.

0
Posted 06 July 2015 at 06:50

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Apostle's Blessing looks like a waste of space, you only have 1 creature.

Mesmeric Orb might help.

0
Posted 06 July 2015 at 06:57

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Bless can protect artifacts as well.

Orb could backfire... I would have to experiment, I play Alter to capitalize on the majority of permanents in the deck, playing the Orb could be worse for me than them.

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Posted 06 July 2015 at 07:00

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Sorry, forgot it can target Artifacts too.

I've played against the Orb many times, and it works. Remember, the opponent is the first to suffer from the effeffect of the Orb AND you're milling with many other effects.

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Posted 06 July 2015 at 08:16

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Lantern control looks fun however I have a few issues with the deck, mostly with the land base. 2/3 of your lands enter tapped, yes the scry is nice but the likelihood of you casting a spell turn 1 is slim and is limited to a 1cmc artifact. Visions of beyond and surgical extraction work well in a mill deck.

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Posted 06 July 2015 at 12:28

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I completely agree with KJSJ3 on the mana.
To reliably play ensnaring bridge you need a minimum of 21 lands so only 18 lands will slow down the bridge.
Also, since most decks like burn, affinity, infect and other fast beats can kill at turn 3-4 most of the time you also want to be able to empty your hand down to 0 fast enough so that they wont hit you. (Infect goes as fast as turn 2-3)
Archive trap will lock down your ensnaring bridge unless you play against someone really dumb.

Lanternmill evolves around being able to avoid being beaten to death, so focus on making the bridge count.
Since most of your deck involves artisfacts you might play simian spiritguide which both empties your hand and generates mana to play stuff faster, especially the bridge.

Protecting the bridge will also be an issue. Apostle's blessing is one way to do that, and it will play well with simian spirit guide.

Surgical extraction will also thin out your hand faster, and will help you remove stuff that tries to take out you or your bridge.

This strategy leaves 3 cards as unplayable. hedron, trap and path.
Try out replacing them with 4 simian spirit guide, 4 surgical extraction and 4 dismember and see how the deck behaves.

Also ditch out codex shredder and use pyxis of pandemonium to remove those pesky emrakul's...


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Posted 07 July 2015 at 08:34

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