Esper Control 75 cards, 15 sideboard 6 {Island} 3 {Swamp} 4 {Temple of Silence} 4 {Temple of Deceit} 4 {Plains} 4 {Temple of Enlightenment} 25 lands 2 {Blood Baron of Vizkopa} 1 {Ætherling} 3 creatures 3 {Detention Sphere} 4 {Cancel} 4 {Jace, Architect of Thought} 4 {Doom Blade} 4 {Banishing Light} 1 {Elspeth, Sun's Champion} 4 {Read the Bones} 4 {Dissolve} 4 {Divination} 32 other spells Sideboard 4 {Negate} 4 {Brain Maggot} 3 {Flesh to Dust} 4 {Bile Blight} 15 sideboard cards |
Quote from: SoshiGanrou on August 08, 2014, 09:41:15 AM3-4 sphinxes revs are crucial. There have been soooooo many times when the lifelink has saved me, if your going to be playing Esper you really need them, and don't get me started on how many cards I have drawn from them xD
Most esper control lists play around 26-27 land. Missing a land drop is crucial because it limits the amount of plays we can do as reaction on their turn or dealing with problems on our turn. If you are looking to have draw power capabilities then I would drop {read the bones} for 2 {jace's inginuity} unless you want to pick up the play set of sphinx's rev. I would also look into {hero's downfall}. Way more versatile than {doom blade}. I personally have 2 {doom blade}s in the sideboard for Aggro matchups. With 4 wincons it's ok just gotta make sure that the board state is how you want it until you hit your wincon. Now you do need {supreme verdict}. Crucial due to jund monsters or Aggro matchups. You have a lot of banishing effects but that's it. 3 mana for a solution to 1 problem. As far as counter magic goes I would use {dissolve} over cancel or dissipate right now. Helps get you through your deck and get to where you need to be. Just my advice here. Been playing esper control for almost entirety of the rotaton and have found this best.