Image 1 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."
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Image 6 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."
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Image 8 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."
Image 9 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."
Image 10 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."
Image 11 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."
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Image 19 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."
Image 20 — Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."

Real ones will take one look at this corvette and say "BATTLECRUISER, OPERATIONAL."

The Leviathan - A military-grade gunship designed to punch through defenses, and sometimes very literally. The ship is designed as one big battering ram, with a spread of thrusters spaced across a wide back wing to direct forward momentum into the ram.

The Leviathan is currently operating for-hire under the mercenary Voss Vorthos, running paramilitary operations for small rebellion forces on Sentinel-controlled outposts. The ship hasn't been inspected by an active military in a decade, and so Vorthos equipped it with an illegal cloaking device, 9 unregistered cannons and phase beams, and a full bar for post-mission libations.

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This was a fun one. The reference concept art is included.

Since I used almost all large (full-sized hab) pieces throughout, the Leviathan is pushing the space limit in all directions - forwards, backwards, sideways. It is HUGE. It takes over an entire landing pad at the Anomaly all by itself. Despite the massive size, I feel like it still looks cohesive and "finished" without extra space or awkward seams.

I am currently in love with embedding Titan engines directly into the body of a ship. I also cheat the parts count by including tons of windows on builds like this - it lets you push a larger vessel without it feeling unfinished.

The one thing I don't love is the landing gear sticking out at the bottom, but so it goes!

u/IAMAfortunecookieAMA — 11 days ago
▲ 83 r/NoMansSkyCorvettes+1 crossposts

Tawnos's Coffin (Syndicate Blockade Runner)

Tawnos's Coffin is a purpose-built blockade runner owned and operated by Dread Pirate V'Kul X. They are currently employed by The Syndicate, an illicit goods dealer working across multiple galaxies in a network of black market exporters.

The Coffin was designed as a mobile base of operations for smuggling enterprises. This blockade runner moves quality goods over quantity - the custom hold carries rare and exotic treasures, minerals, fossils, and illegal plant life, sometimes totaling millions of credits at a time. A hidden grow lab under the main living space provides the facilities to grow and harvest especially potent (and finicky) strains of Nip-Nip.

Tawnos's Coffin uses a gold alloy plating to deflect radiation and protect highly sensitive exotic goods. The Coffin also features a full spread of offensive and defensive technologies. For security, all 9 of the outboard cannons (3 Deadeye, and 6 Plasma) are hidden within the plating of the vessel, letting it masquerade as a civilian transport.

The tractor beam on the exterior of the hull opens up to a custom cold storage unit, with two articulating robot arms for careful loading. Inside the main ship, there's a full bar, a commissar, sleeping units for 4, and a surgery with three stasis pods for transporting prisoners. Multiple viewing decks allow the Coffin to oversee mining or manufacturing facilities from atmosphere when V'Kul does rounds over the Syndicate's vast criminal network.

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This is another riff on the original designs by u/Beckhaver and his wonderful Autophage Merchant vessel. The Titan-class engines mounted in the middle give this ship a strong post-apocalyptic / illegal technology vibe that I'm in love with. I painted the entire vessel in tan/brown rust and then hit the top panels with gold.

There's a forward-facing entrance right next to the cockpit for ease of use when you're in a station. Great quality of life! The full bar inside the nose makes for even better quality of life!

u/IAMAfortunecookieAMA — 14 days ago
▲ 175 r/NoMansSkyCorvettes+1 crossposts

New Cargo Vessel - The Nolloth

Tried my hand at a cargo vessel based on a great piece of concept art.

The main feature I like is the single point of landing gear glitched into the lower wing. The entrance is so minimal, when she ship is parked it looks like it is perched on the smallest possible footprint. Definitely reusing that idea.

u/IAMAfortunecookieAMA — 17 days ago
▲ 32 r/NoMansSkyCorvettes+1 crossposts

The Goose Mother (Gravity-Anchor Handling Tug Vessel)

Two Capital Ship class engines in a trench coat....

The Goose Mother is a freelance tug vessel, roaming deep space from contract to contract. This compact 'boat' has the thrust to pull Dreadnoughts, Freighters, and Frigates out of gravity wells and Gas Giant ellipsis all by itself. With a tractor beam mounted to the rear bottom, this little tugboat has the flexibility to haul cargo, too, if the jobs line up.

The Goose Mother features a fully-furnished interior for long-haul travel, giving a pilot the flexibility to take several contracts over several months, even when it involves a few dozen warps in between.

The heavy armoring and shielding, coupled with the insane engine power, makes the Goose Mother a formidable combat vessel when wandering raiders try to fleece it for contract money. Two Deadeye cannons mounted to the front make short work of enemy fighters, and can double as projectile digging tools when lifting a grounded vessel or hunting for Corvette scrap.

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Anchor-Handling Tug Supply Vessels are a real thing. They're like super-tug boats with MASSIVE engines and a single AHTV can pull an oil rig. They are also big boats with room for a few crew. I wanted to capture that kind of industrial vibe with this ship, starting with the red rounded bottom and then finishing it off with the massive exposed engine up top.

This build uses a few glitch techniques to offset and rotate habs, including the entrance. The rear bottom hab holds only the tractor beam, separating cargo from the rest of the ship. The interior features a command center, mess hall, ample storage, a workshop, a small apartment, additional crew quarters, and a very tasteful bar and lounge. Gotta have standards.

The cockpit is only visible in one pic (sorry) but it's got full visibility and is a straight shot from the side entrance for easy flying.

u/IAMAfortunecookieAMA — 19 days ago
▲ 210 r/NMSCorvettes+2 crossposts

Gek Merchant with a teeny, tiny Gek Corvette and a little front porch!

Riffing off a build by Vauhn_Doom, I made a really tiny lived-in Gek merchant ship. This little gek peddles curios and illicit goods between space stations, occasionally sojourning to Gas Giants and black holes for a little thrill. Unfortunately, she learned how to distill freighter fuel into a clear whisky, and spends an inordinate amount of time "refining the process" on the front porch.

This build was super fun and challenging. I used glitch techniques to stack 6 reactors, plenty of guns, 3 shields, and loads of little greebles and doodads on the outside for that "junker" look. I have a maneuverability score over 4,000. Build techniques include stacking and shifting some pieces to the halfway points - no Blendr or mods or illegal building techniques.

There's a full sized hab along the bottom behind the landing gear, and two more full-sized habs plus two half habs up top. Tons of space. The landing gear and ramp blend together in the front when it's landed. When hovering, the access-way covers the "porch" floor perfectly.

Thanks for looking!

u/IAMAfortunecookieAMA — 1 month ago

Father Krampug and the Two Little Sprouts

Singlespeed fatbike + kid trailer on New England hills.... i'm getting TOO POWERFUL.....

u/IAMAfortunecookieAMA — 2 months ago

Luthen Rael's Fondor Haulcraft from Star Wars: Andor (shout out DamienSB Gaming!)

I tried my hand at Luthen's Fondor Haulcraft, the undisputed GOAT starship from the Star Wars Andor series. I was inspired by DamienSB's glitch build, which is a bit cleaner and a bit better sized to be movie-accurate than mine, and Damien's side-ramp is amazing. I went slightly less glitchy with mine (I centered the disk on top) and did a traditional station build with a lot of habs for a bit more space. 100/100 parts used (phew!)

Here's DamienSB's build:
https://www.youtube.com/watch?v=B9QXPn-nC04

And don't forget the coolest scene in the entire series, ft. the Fondor Haulcraft: https://www.youtube.com/watch?v=pT_akUPdI9I

u/IAMAfortunecookieAMA — 2 months ago

The Lotus-Eater (Deep-Space Science Vessel)

The Lotus-Eater was commissioned for carrying out experiments in uncharted galaxies. It specializes in space anomaly observation, and has the facilities to support ultra-long missions without refuel or rendezvous with a parent craft or station.

I like the look of this super-wide horizontally oriented vessel. It also plays very nicely with the game mechanics - easy entry, single floor design with no ladders, large layout, and it's easy to see around in third person for ease of flying.

No glitch techniques on this one. 96/100 parts.

u/IAMAfortunecookieAMA — 2 months ago
▲ 46 r/EDH

"MUAHAHA! You have a lot a guts!" - Gilgamesh, the Strongest Voltron Commander

GILLLLLLLLGAMESH Primer and Deck Breakdown

Final Fantasy's favorite planeswalker is Mono-Red's strongest Voltron commander in Bracket 4 EDH. This deck is built for pure competition, optimized to windmill slam Gilgamesh over and over again, and (ideally) kill the entire table by Turn 6-7.

If you like pulling levers at casinos and watching coins fall out, read on....

Moxfield Decklist and Primer: https://moxfield.com/decks/jXeEtou3S0KhAXeINj6JHA

Gilgamesh, Master-At-Arms is a 6-mana red legend with a Titan-style ETB and attack trigger. Both triggers do the same thing: Collect Swords.

My version of this deck is designed to break Gilgamesh's ability as hard as possible without any distracting Plan B's. While linear in its strategy, the deck requires high skill to adapt constantly to the Gacha-style roulette wheel of equipments and the constant threat of disruption. A skilled pilot needs to sequence each combat step to play around the cards your opponents are most likely to have. Every action an opponent takes in the early game is a "tell" on who is holding removal, and who isn't. If you can read the table, you can thread the needle and deal 63 commander damage before your clock runs out.

"Your laws are meaningless in the Rift!" - Gilgamesh, to Gabranth

It's important to understand exactly how Gilgamesh's ability works.

Whenever Gilgamesh enters or attacks, look at the top six cards of your library.

You may put any number of Equipment cards from among them onto the battlefield.

Put the rest on the bottom of your library in a random order.

When Gilgamesh enters, an ability goes on the stack letting you look at the top 6 cards of your library. You can put ALL of the equipment in this Top 6 into play. Any equipment with ETB triggers will put their abilities on the stack (Such as the equip ability of [[Embercleave]] or the "Job Select" trigger on [[Samurai's Katana]].

But Wait! There's more!

When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control.

The second half of Gilgamesh's ability is called a Reflexive Triggered Ability. If the conditions are met (i.e. if you put one or more equipment into play), the second half of Gilgamesh's ability will put a new trigger on the stack. The trigger will allow you to attach one of the equipments that just entered the battlefield onto a samurai you control. This reflexive triggered ability DOES use the stack. If you try to attach a [[Swiftfoot Boots]] to Gilgamesh, your opponents can respond with a removal spell.

Many equipments bring their own body along with them. [[Kaldra Compleat]] makes a Germ token, Samurai's Katana makes a Hero token, etc. These abilities go on the stack at the same time as Gilgamesh's reflexive triggered ability. You can choose the order they are placed on the stack. If you put Gilgamesh's ability on the stack first, followed by Kaldra Compleat's Living Weapon trigger, you can make a germ first and then attach Kaldra to Gilgamesh (the 0/0 token then dies as a state based action). Note that "Reconfigure" cards like [[Rabbit Battery]] are equipment and can come out to play and be attached as well.

TL;DR - Yes, your opponents can kill Gilgamesh before you equip. Yes, you can put Living Weapon and Job Select and For Mirrodin! equipment onto Gilgamesh without them re-attaching to their respective tokens if you want to.

"Oh, you have a lot of weapons..." - Gilgamesh, to Firion

The magic number of equipment to run in this deck is between 25 and 32. Anything less than 25 will result in inconsistent hits and slow Voltron progression. Anything over 32 dilutes your protection and ramp too far, which slows down the deck (your commander dying also slows down the deck).

Here's the hypergeometric calculation for each equipment total:

  • 25 Equipment Total = 83.1% to find 1 or more in the top 6
  • 26 = 84.5%
  • 27 = 85.7%
  • 28 = 86.9%
  • 29 = 88.0%
  • 30 = 89.0%
  • 31 = 89.9%
  • 32 = 90.8%

At 31 total equipment, you also have a 27% chance to have 3 or more equipment in your top 6, which can be a recipe for insane turns with 2-4 equipments loading up on Gilgamesh as soon as he hits the table via [[Hammer of Nazahn]] or self-equipping weapons.

"Hehe. Oh look! I have more arms than you." - Gilgamesh, to Chaos

Gilgamesh's six arms require six weapons. These six weapons are the "core" of the deck and should be in every list. Their power level scales especially high with Gilgamesh's specific abilities and card design.

  • [[Blade of Selves]] - Blade of Selves gives Gilgamesh myriad. In a 4-player game, this creates two token copies of Gilgamesh when he attacks. These tokens are "tapped and attacking" but they will immediately die as a state-based action to the legend rule. They WILL trigger Gilamesh's enters-the-battlefield trigger, but not his attack trigger. Net result? You get 3 Gilgamesh triggers at once - one for attacking with OG Gilgamesh and two more for the ETB's of the tokens. You look at the top 18 cards of your library (6 at a time) for equipment and can attach one for each trigger. A single attack with Blade of Selves usually ends the game.
  • [[Hammer of Nazahn]] - When Hammer of Nazahn enters, it can attach to Gilgamesh without wasting his reflexive trigger. It enters at the same time as any other equipment in your stack of 6, and those can equip directly as well. Hitting Hammer of Nazahn means all your entering equipment suit right up. SHHIK!
  • [[Genji Glove]] - Genji is one of the best equipments to attach on ETB. If Gilgamesh has haste (from something like Hall of the Bandit Lord), then you'll get two combat phases with Genji Glove on all attacks. If you find Genji Glove off an attack trigger, it won't give you an extra combat since Gilgamesh is already attacking.
  • [[Assault Suit]] - If your goal is to kill your opponents as fast as possible, it doesn't particularly matter who is controlling Gilgamesh. Very few effects remove an Assault Suited Gilgamesh that wouldn't remove him

anyways,

  • so let him go to war four times in a turn cycle! Any attack triggers will search your opponent's top 6 for equipment (

and

  • likely whiff), but you will get the triggers from certain equipment like Sword of Hearth and Home over and over every time Gilgamesh deals combat damage.
  • [[Swordsman's Steel]] - Gilgamesh stacks equipment up fast. Swordsman's Steel is almost always a "Draw 6" or greater in most games. The +2/+2 clause does not care how many equipment are attached to Gilgamesh - you get all the power and toughness for each one on the field.
  • [[Helm of the Host]] - More Gilgamesh triggers, more problems (for your opponents). All of the token copies of Gilgamesh can load up your nontoken commander with more and more equipment.

These six multipliers turbo-charge the deck's gameplan. More Gilgamesh triggers makes your victory more and more inevitable. [[Roaming Throne]] is a non-equipment doubler that similarly turbo-charges Gil. Extra combat sorcery spells are fun, and flavorful, but inefficient and dilute the deck. Your win rate will be higher with a tighter decklist.

"I'll turn ya into onion rings, you pesky brat!" - Gilgamesh, to Onion Knight

Gilgamesh has a much better chance of taking down the table if you can give him haste as soon as he comes out. In my version of the deck, I run 11 haste enablers (12 if you count Helm of the Host making a token copy).

Gilgamesh has a better chance to win if he doesn't die. I run five instants that protect Gilgamesh with redirects or counterspells, and 10 equipments that provide protection, hexproof, shroud, or indestructible. [[Talon Gates of Madara]] also provides instant-speed phasing to dodge boardwipes.

Stack your deck with similar numbers of each to increase your consistency.

"Tsubamegaeshi!" - Gilgamesh, when using Tsubamegaeshi.

Your meat and potatoes of good deckbuilding includes interaction, ramp, card draw, and utility creatures. This deck runs a unique suite for every category.

Interaction:

Nothing solves an opponent's problem boardstate like player removal. Most of the deck's problems are solved by hitting them in the face until they die.

That said, boardwipes can be very effective at removing stax pieces like Drannith Magistrate. We're packing [[Shatterskull Smashing]], [[Nibelheim Aflame]], Blasphemous Act, and the discard ability on [[Mjölnir, Hammer of Thor]]. [[Self-Destruct]] and Kazuul's Fury can kill players with a towering Gilgamesh. Note also that if Gilgamesh has lifelink from something like Batterskull, you can gain some insane life with Nibelheim Aflame.

Ramp:

This deck has 27 lands, 4 MDFC's, and 24 additional mana sources - more than 50% mana! Don't keep any hands that can't produce at least 5-6 mana by turn 3. Ideally, you want to cast Gilgamesh on 3 or 4 every game, and in a perfect world, with protection.

Rituals and fast mana like Sol Ring or Mana Vault are tools for sneaking Gilgamesh under removal. If you play two lands and an Arcane Signet, your opponents may tap out to develop their board states and assume they have another turn before Gilgamesh arrives. Use your rituals and fast mana to disrupt this pattern and slam Gilgamesh when everyone is tapped out, and fish for protection with his trigger.

Gilgamesh also features some unique ramp pieces that are completely broken in this deck:

  • [[Inspiring Statuary]] and [[Honor-Worn Shaku]] abuse Equipment

and Legendary Equipment

  • , turning untapped swords and boots into mana rocks. Equipment work just as well when they are turned sideways, and these 3-mana rocks can represent 4-8 mana all by themselves, ensuring you can recast Gilgamesh through the commander tax for the entire game.
  • [[The Aetherspark]] and [[Reaver Cleaver]] can make a ridiculous amount of mana in your second main phase. Getting a dozen treasures lets you equip all your languishing weapons post-combat to make sure people start dying the following turn.

Card Draw:

Card Draw is completely unnecessary in this deck. Gilgamesh generates protection, haste, ramp, and board advantage all on his own. However, in control metas you can include Mask of Memory or Buster Sword as additional card draw engines to work through interaction over longer games.

Utility Creatures:

This deck requires very few creatures, since this strategy will kill people faster than most aggro decks (even when you get ganged up on). You can stem the bleeding with equipment that grants Lifelink, or make yourself invulnerable with [[Pariah's Shield]].

That said, creatures that cheat equip costs like Brass Squire and Raubahn, Bull of Ala Mhigo do a lot for smoothing out your first Gilgamesh cast. Godo, Bandit Warlord gives you infinite combat steps with Helm of the Host, while also untapping Gilgamesh to farm equipment in case one player isn't killable (through Ghostly Prison or similar). Thorin, Mountain-King gives you late game reach if Gilgamesh is disabled.

"I'm not going back to the Rift!" - Gilgamesh, to Exdeath

The Lands suite in this deck runs very thin. We can win games with only 2-3 lands in play with fast-mana starts and rituals. Many equipment give you a flood of mana without needing to hit land drops.

That said, certain lands offer extreme utility. Secluded Starforge can be used with untapped equipments to provide a sizeable power and toughness boost, pushing Gilgamesh into one-shot territory easily. Talon Gates of Madara and Plaza of Heroes offer protection, and are easily activated on the turns after your commander is already out (what else are you gonna do with your mana?) For the budgetless players, Ancient Tomb and Gemstone Caverns offer fast starts. And finally, Arena of Glory and Hall of the Bandit Lord almost guarantee a dead opponent on the first cast of Gilgamesh.

"(Sobbing) Spare my life!" -Gilgamesh, when defeated.

Gilgamesh won't win every game, but it's a true Bracket 4 contender and likely faster than other Voltron commanders like Bruna, Light of Alabaster. Your biggest enemy is a control deck, and some metas may require optimization for best results. Treat the creature suite like flex slots and consider adding the following to tune your deck:

  • Use Hexing Squelcher, Defense Grid, and Cavern of Souls to force through counterspells.
  • Gilgamesh plays effortlessly through artifact stax pieces like Cursed Totem, Damping Sphere, Grafdigger's Cage, Thorn of Amethyst, Vexing Bauble, Winter Orb..... you name it. Run them all to break your opponent's spirits.
  • Run more instant speed interaction; Red Elemental Blast, Chaos Warp, Lightning Bolt, and Rending Volley.

Thanks for reading my primer! Post questions in the comments and I'll reply to every one! GILGAMESH OUT!!!

u/IAMAfortunecookieAMA — 2 months ago

Junk Barge "Platform 9.75" ft. Captain Sisay

I used some basic glitch techniques to center the overhanging top part. No major glitches to rotate anything, mostly a basic station build.

This is a space junker barge, roaming the galaxy seeking crashed sentinel ships and Autophage parts. Ostensibly, Captain Sisay should be turning a profit and keeping her ship stocked, but she can't help but wander on long warp sojourns on her quest to assimilate more and more Autophage technology into her own person.

The ship features a long greenhouse with windows, a commissary, a refinery, a small medical bay, a comms station and cartography unit, a repair lab for rebuilding salvaged autophage parts, comfortable berths for group excursions, a large storage area, and an attic crawlspace that has been converted into a bar and lounge.

The outside of the ship has an outdoor staging area for larger salvage, and entry points in the berth and bow that lead directly to the cockpit for ease of use/ QOL.

Enjoy!

u/IAMAfortunecookieAMA — 2 months ago

The Vesuvan Shapeshifter (original design by Savings-Whereas8680)

Space Houseboat. No mods, no glitches. All credit goes to the Jade-7 for the wonderful minimalist design - I just riffed off it a bit.

Believe it or not, it still has 5 reactors, 2 full habs and 2 half-habs, landing gear, 8 guns, and 3 engines.

u/IAMAfortunecookieAMA — 2 months ago

Parhelion II

100/100 limit.

This is on Normal with no mods or glitches. I found a good scrap planet and farmed for 4 hours, then I went to a station and rolled the dice on trades until I got all the parts I needed. I have about 70 hours played time total.

It has about 12 Hab units in it, so I'm excited to spend hours decorating the inside to make it feel lived-in. I will also have to grind it to S-class. Super fun build!

u/IAMAfortunecookieAMA — 3 months ago

Impossible Man and double-faced permanents that flip over

I'm trying to brew Impossible Man. I am using it like I use Scion of the Ur-Dragon where you put multiple activations on the stack and then do things between resolving each one.

If I activate [[Impossible Man]] targeting [[Azor's Gateway]], hold priority, and then activate Impossible Man targeting [[Golden Guardian]], then before resolving the stack, I activate Golden Guardian to fight something (maybe just the OG Golden Guardian). "Impossible Man" Golden Guardian flips over.

A) Does he now have the Land side of Golden Guardian's abilities?

B) If I resolve the next activation of Impossible Man, will he be an Azor's Gateway named Impossible Man or a Sanctum of the Sun named Impossible Man?

I would love to know the specific rulings so I can confidently explain this if it does work. If it doesn't work, are there any other ways it could work? I have some weird cards like [[The Enigma Jewel]] in my deck

reddit.com
u/IAMAfortunecookieAMA — 3 months ago

Advice on a Surly Steamroller build?

Looking for some feedback from people who have worn out more fixed gear parts than me.

Context: I have been cycling for 20 years, literally tens of thousands of miles, for the last 10 years I have been mostly singlespeed on a Pugsley. I love it. I grew up watching Lucas Brunelle and MASH SF videos and always wanted a Fixed Gear but never built one. Now I'm going for it. Just in time for my knees to fail.

  1. Any obvious problems or missteps with my build? I think I managed for things like chainline but this is not my area of expertise.
  2. It might be nice to save a little money. I am getting everything through my local bike shop but I don't want to waste money on something dumb. Do I really need a rear brake?
  3. I do a lot of dirt roads on my rides and a lot of winter riding so I tried to pick things with that in mind (bombproof hubs).

Feel free to roast the 36 year old building a fucking boutique fixie. I deserve it. But I think I'm gonna have a lot of fun. Thanks for the help.

Edit: the price will be less after shop discounts, sale items, and ebay/used.

u/IAMAfortunecookieAMA — 4 months ago
▲ 111 r/DegenerateEDH+1 crossposts

Loki Lantern Control

https://moxfield.com/decks/g_kC4KIDLE2oIL0E8kI80A

I just finished brewing a Loki, God of Mischief Lantern Control deck. Loki is actually just straight-up perfect for this because I will almost always target something on each player's turn just as a side effect of executing the lantern control gameplan.

Maze of Ith? Draw.

Mill target player? Draw.

Untap a lantern? Believe it or not, also Draw.

The win conditions in this deck are the "I win the Game" cards [[Mechanized Production]] and [[Mirrodin Besieged]] (which turns on very fast in this deck), plus a mill wincon using [[The Water Crystal]] or [[Riverchurn Monument]] when I have lots of permanents on board doing the milling. And just to put the nail in the coffin, [[Mindslaver]] lock.

Suggestions? Thoughts? Aiming for high Bracket 4.

u/IAMAfortunecookieAMA — 4 months ago