Esper Control is Pro

Started by iTzTowelie404, May 07, 2013, 10:52:24 AM

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iTzTowelie404

Esper Control is Pro

75 cards, 15 sideboard


4 {Glacial Fortress}
4 {Isolated Chapel}
3 {Godless Shrine}
3 {Drowned Catacomb}
4 {Watery Grave}
4 {Hallowed Fountain}
3 {Nephalia Drownyard}

25 lands


1 {Obzedat, Ghost Council}

1 creatures


1 {Entreat the Angels}
1 {Jace, Memory Adept}
4 {Think Twice}
2 {Terminus}
2 {Warped Physique}
3 {Sphinx's Revelation}
2 {Sorin, Lord of Innistrad}
2 {Barter in Blood}
4 {Lingering Souls}
3 {Supreme Verdict}
2 {Tamiyo, the Moon Sage}
3 {Azorius Charm}
2 {Detention Sphere}
3 {Blind Obedience}

34 other spells


Sideboard

2 {Rest in Peace}
1 {Terminus}
4 {Geist of Saint Traft}
1 {Obzedat, Ghost Council}
3 {Council of the Absolute}
3 {Negate}
1 {Psychic Spiral}

15 sideboard cards



This is my build pre-Dragon's Maze.  With all the new cards, what are your guys suggestions for improvements?

Therobsta12

{far // away}, {council of the absolute}, {notion thief}, {render silent}

Mike_garzone

I'd drop a {terminus} and up your {supreme verdict} by 1, gives you greater odds for pulling terminus miracle cost, and a more practical less mana intensive board wipe should you get flooded with verdicts

Therobsta12

Add {tribute to hunger} in possibly?

iTzTowelie404

#4
Quote from: bravado883 on May 07, 2013, 04:35:18 PM
{Warped Physique} is the best spot removal Esper decks have access to right now.  For all intents and purposes it's killing whatever you want it to whenever you want.  I know the argument exists that in a top deck war it's useless, and while true...if you're playing control against a deck where you need stout spot removal and are top-decking, no one card is digging you out anyway.  In other words...I'd side it out against Jund, and I'd probably go ahead and replace it with another sweet DGM sideboard addition--{Renounce the Guilds}. 

I like {Far // Away} as a one-of main, with maybe a couple sideboard if tokens get really big.  {Council of the Absolute} is good, {Notion Theif} is good.  I also put {Woodlot Crawler} in my sideboard because he'll block most aggro dudes for several turns with no drawbacks until/unless trample gets going.  Worst case, you force someone to waste an early {Searing Spear} on your two CMC little 2/1 dude.  Either way, he's basically a {Gloom Surgeon} in early turns against most aggro decks, and has been awesome in playtesting so far.

I like the {Warped Physique} put them in for the {Ultimate Price}s.  also changed up the Sideboard

Harmon74

 {Snapcaster Mage} would be great in this deck.  What about  {Orzhov Charm} for spot removal?

Harmon74

Quote from: Harmon74 on May 08, 2013, 12:12:54 PM
{Snapcaster Mage} would be great in this deck.  What about  {Orzhov Charm} for spot removal?
{Orzhov Charm} let's you use your  {Snapcaster Mage} again too.

Opticarrow8

Generally, just look into some more creatures. Obzedat alone wont stop much damage comin your way if needed.

Therobsta12

Quote from: Opticarrow8 on May 08, 2013, 02:01:34 PM
Generally, just look into some more creatures. Obzedat alone wont stop much damage comin your way if needed.
Why waste spots with creatures when he can have more counters or kill spells in their place?
That's just my opinion as a control player though

Opticarrow8

Quote from: Therobsta12 on May 08, 2013, 02:26:07 PM
Quote from: Opticarrow8 on May 08, 2013, 02:01:34 PM
Generally, just look into some more creatures. Obzedat alone wont stop much damage comin your way if needed.
Why waste spots with creatures when he can have more counters or kill spells in their place?
That's just my opinion as a control player though
Swing 20, obzedat is exiled, you have no cards in hand... What now

MisterJH

If that happens then you deserve to lose -.- the whole point of control is your opponent should never have the opportunity to do that. Your hypothetical example is farfetched and unrealistic, and not exacty relevant. If a control player ever gets in such a situation they should not be playig control. The whole purpose is to not let an opponent swing for 20 damage.

Opticarrow8

Quote from: MisterJH on May 08, 2013, 02:53:39 PM
If that happens then you deserve to lose -.- the whole point of control is your opponent should never have the opportunity to do that. Your hypothetical example is farfetched and unrealistic, and not exacty relevant. If a control player ever gets in such a situation they should not be playig control. The whole purpose is to not let an opponent swing for 20 damage.
And that's why esper control is easy for fast decks to beat... It's not farfetched, it happened last fnm.

MisterJH

What im saying isthat shouldnt happen in the first place. If the opponent can swing for 2 and you can only survive by blocking with many creatures, it is quite likely youve failed as a control player(or youre deck failed you that game)

Therobsta12

Quote from: bravado883 on May 08, 2013, 03:40:45 PM
Esper really only has problems with the fastest versions of Naya Blitz and GR aggro. Aggro decks have to be extremely careful about overextending, which is tough because that's the nature of the deck. Aggro isn't the bane of control, the Jund variants are.  Trust me, as a control player, I'm WAY more worried about {Slaughter Games} than {Burning-Tree Emissary}.
Agreed^^

Opticarrow8

Quote from: Therobsta12 on May 08, 2013, 03:48:39 PM
Quote from: bravado883 on May 08, 2013, 03:40:45 PM
Esper really only has problems with the fastest versions of Naya Blitz and GR aggro. Aggro decks have to be extremely careful about overextending, which is tough because that's the nature of the deck. Aggro isn't the bane of control, the Jund variants are.  Trust me, as a control player, I'm WAY more worried about {Slaughter Games} than {Burning-Tree Emissary}.
Agreed^^
Yep