First try ever at esper control

Started by Hunteroffire9, August 11, 2013, 05:33:37 PM

Previous topic - Next topic

Mattao19

That's sick I have yet to do gamedays but I love prerelease a and FNMs

Hunteroffire9

Yeah I have to change my deck allot, 3 weeks ago I placed first with 4c rites homebrew but I stomped everybody and it was to easy so i switched decks to gruul aggro and got 2nd. I've never done a tournament with a deck with blue before but I love control and play if online so I built this.

Hunteroffire9


Hunteroffire9


Kaleo42

Hey sorry for the delay again. I check rules posts every few minutes when I check for a text or email because they are quick and easy for me to answer. This however has been diffiult and I wanted to do it justice.

Judging from your build and some of the comments it would appear that your meta is ruled by aggro, predominately green from the looks of it. {Woodlot crawler} in the board can be huge in stalling and even turning agressive against them. You probably dont need the aggressive board I use against more controlling decks that mistakenly side out their removal after game one. I strongly prefer a minimum of 6 counters but an overrun of aggro can justify lower amounts of counters. However {syncopate} is the more relevant of the two against aggro. Perhaps 3 and 1 in favor of sync.

The last and most important recommendation is 2 {blind obedience} in the main. They slow down aggro but more importantly shut down control (slowly). The constant extort turns every spell into a slow kill spell. It will have to be up to you which cards are least relevant to make room for them.

Mattao19

Quote from: Kaleo42 on August 13, 2013, 02:01:34 AM
Hey sorry for the delay again. I check rules posts every few minutes when I check for a text or email because they are quick and easy for me to answer. This however has been diffiult and I wanted to do it justice.

Judging from your build and some of the comments it would appear that your meta is ruled by aggro, predominately green from the looks of it. {Woodlot crawler} in the board can be huge in stalling and even turning agressive against them. You probably dont need the aggressive board I use against more controlling decks that mistakenly side out their removal after game one. I strongly prefer a minimum of 6 counters but an overrun of aggro can justify lower amounts of counters. However {syncopate} is the more relevant of the two against aggro. Perhaps 3 and 1 in favor of sync.

The last and most important recommendation is 2 {blind obedience} in the main. They slow down aggro but more importantly shut down control (slowly). The constant extort turns every spell into a slow kill spell. It will have to be up to you which cards are least relevant to make room for them.

Do you feel like 4 drown yards is too much?

Byerley121

4 is too much. In a fast pased aggro meta you don't want it in your opening hand. Also to have 4 drown yards active that's 16 mana. So in that regaude 3 active drown yards in not any different than 4 active ones. In card terms that's about 36 card difference. Also against aggressive decks you need to be trying to stabilize and that may take some time.

iTzTowelie404

I've ran Esper Control for a while now and consistently win FNM's with my build, personally I think main board 2 Detention Spheres is too good not to have, also {Warped Physique} is very surprisingly good unconditional removal, much better than Ultimate Price imo

Hunteroffire9

I will do some testing and see how 3 works.

Kaleo42

I got sick pf warp physice being barely too small when I need it most. Doom blade took it's spot. As for drownyard I think three is good and will occasionally side one out if I plan on being more aggressive.

iTzTowelie404

Quote from: Kaleo42 on August 13, 2013, 11:36:46 AM
I got sick pf warp physice being barely too small when I need it most. Doom blade took it's spot. As for drownyard I think three is good and will occasionally side one out if I plan on being more aggressive.

I also run 3 drown yard, 4 is not necessary, unless u get face stomped by turn 3, which is unlikely, you are almost guaranteed to see a drownyard as a 3 of.

Hunteroffire9

Alright, what should I put in for the drownyard?

Mattao19

I'd say another dissipate or syncopate. Or if you have another sphinx rev.

Kaleo42

Quote from: Hunteroffire9 on August 13, 2013, 07:22:40 PM
Alright, what should I put in for the drownyard?
Basic land. No more revelations! You are not green you cant rqmp enough to make them relevant. Taking a turn to rev into 2 land and a rev is so much worse than reving into 2 land and any other spell in the early game.

Mattao19

Listen to him lol I was just saying