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Decks (Magic The Gathering) => Standard => Topic started by: NinjaGamingMc on August 08, 2014, 01:39:57 AM

Title: Esper Control
Post by: NinjaGamingMc on August 08, 2014, 01:39:57 AM

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


Title: Re: Esper Control
Post by: NinjaGamingMc on August 08, 2014, 01:40:14 AM
Advise?
Title: Re: Esper Control
Post by: tosyd on August 08, 2014, 02:04:25 AM
Replace cancel with dissipate?
Title: Re: Esper Control
Post by: tosyd on August 08, 2014, 02:04:53 AM
Also drop a Jace for another Elspeth
Title: Re: Esper Control
Post by: Ekann1 on August 08, 2014, 08:07:31 AM
Needs some kind of board wrath.
Title: Re: Esper Control
Post by: Hunteroffire9 on August 08, 2014, 09:36:27 AM
You don't want all your removal just in doom blades, you want it be something like: 1 doom blade 1 {ultimate price} 2  {devour flesh}. You have enough card draw already drop the read the bones, that just helps aggro kill you, for 4 {supreme verdict}
Title: Re: Esper Control
Post by: Hunteroffire9 on August 08, 2014, 09:39:00 AM
Drop 2 cancel and 2 banishing light for 4 {sphinxes revalaltion} you don't need that much counter or exiling stuff. Also change the cancels to {dissipate}

And drop the 3rd banishing light for a 4th detention sphere
Title: Re: Esper Control
Post by: Hunteroffire9 on August 08, 2014, 09:41:06 AM
Also drop the 4 plains for {hallowed fountain} and 3 swamps for {watery grave}
Title: Re: Esper Control
Post by: SoshiGanrou on August 08, 2014, 09:41:15 AM
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.
Title: Re: Esper Control
Post by: Hunteroffire9 on August 08, 2014, 09:55:41 AM
Quote from: SoshiGanrou on August 08, 2014, 09:41:15 AM
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.
3-4 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