The Book of Lantern Geists
The Book of Lantern Geists Magic: Arena of the Planeswalkers Shadows over Innistrad -Rulings and Clarifications-
-Combinations and Synergies-
Synergy Benefits Received
Synergy Benefits Offered
Unit Strategy Review
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Re: The Book of Lantern Geists
These guys look awesome thematically and I think they have quite a bit of potential mechanically!
4 defense and 4 life makes them hard to kill in one shot. If you load up OMs, whoops, I mean take turns with the blue Planeswalker, he can summon and unsummon them continuously to keep refreshing their health and pin down important figures. I'm not sure if using the Planeswalker as the offensive force is always the best idea, but it might have potential. |
Re: The Book of Lantern Geists
Do not underestimate their card manipulation power. They would be worth it at their current cost at half the Life and Defense because of that power alone.
Point for point, the best squad in the game IMO. |
Re: The Book of Lantern Geists
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Re: The Book of Lantern Geists
He played them wrong then.
This is about blue control. They should be in an out of the game every turn your planeswalker is selected. You can summon up to two squads per turn, this should always be one of them. You don't have to put the card on the bottom. It may be crappy or good, but either way you control if they draw that revealed card or not. A good player will take advantage of that. Its a devious squad who should never be used for combat unless in extremis. I agree with tornado, point for point, best unit so far in the game. |
Re: The Book of Lantern Geists
I suppose it goes without saying but since no one has mentioned it:
Activate Jace, Investigator. Summon Lantern Gheists, look at other player's top card with Eerie Observation. If it's a good sorcery card, leave it on top of that library and use Jace's Search for Answers to play it on your opponent. Boom! |
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