Esper Control

Started by bravado883, March 03, 2015, 01:25:39 PM

Previous topic - Next topic

LinkCelestrial

Quote from: Kaalia with haste on March 11, 2015, 02:02:51 PM
Quote from: LinkCelestrial on March 11, 2015, 01:54:55 PM
Quote from: DimirOverlord1300 on March 11, 2015, 01:29:02 PM
Quote from: Kaalia with haste on March 11, 2015, 11:47:23 AM
There is a disturbing lack of {nephalia drownyards} in this list
It's baaaaaaaad

{Creeping Tar Pit} is far superior.
I'm probably wrong here but I like drownyards because they will never die ever, path to exile? Nope. Electrolyze? Nope. Lightning bolt? Nope. Just my preference

{Creeping Tar Pit} is, unassisted and swinging each turn, a 7 turn clock.

{Nephalia Drownyards} is, counting drawing seven and a card each turn, an 8 turn clock.

There's also the fact that the pit taps for coloured but comes in tapped and the Drownyards don't come in tapped but tap for colourless.

The thing is the pit is a better mana fixer and actually works towards the same goal as the rest of the deck. Yes it can get path'd or bolted but the thing is if you've played against it it's generally pretty hard to catch. You have to have instant speed removal ready and willing.

Kaalia with haste

Quote from: LinkCelestrial on March 11, 2015, 02:27:43 PM
Quote from: Kaalia with haste on March 11, 2015, 02:02:51 PM
Quote from: LinkCelestrial on March 11, 2015, 01:54:55 PM
Quote from: DimirOverlord1300 on March 11, 2015, 01:29:02 PM
Quote from: Kaalia with haste on March 11, 2015, 11:47:23 AM
There is a disturbing lack of {nephalia drownyards} in this list
It's baaaaaaaad

{Creeping Tar Pit} is far superior.
I'm probably wrong here but I like drownyards because they will never die ever, path to exile? Nope. Electrolyze? Nope. Lightning bolt? Nope. Just my preference

{Creeping Tar Pit} is, unassisted and swinging each turn, a 7 turn clock.

{Nephalia Drownyards} is, counting drawing seven and a card each turn, an 8 turn clock.

There's also the fact that the pit taps for coloured but comes in tapped and the Drownyards don't come in tapped but tap for colourless.

The thing is the pit is a better mana fixer and actually works towards the same goal as the rest of the deck. Yes it can get path'd or bolted but the thing is if you've played against it it's generally pretty hard to catch. You have to have instant speed removal ready and willing.
Drownyard is 1 more turn, not a huge deal for a control deck. Especially considering you're running revs to refill your hand and keep answering their threats. I prefer it because there are 0 spells in the format that stop it except blood moon and sowing salts but those both hit tar pit too. I suppose it's worth mentioning that tar pit can easily turn into a 5-6 turn clock off of people shocking themselves, but I still prefer drownyards.

Kaalia with haste

Quote from: bravado883 on March 11, 2015, 03:39:27 PM
{Nephalia Drownyard} was sweet in standard, but it seems that it's too slow in modern, and incidentally helps certain decks. Additionally, almost every control deck in modern (where Drownyard would theoretically be best) runs {Tectonic Edge}, so I don't see Drownyard sticking around long even in matchups where I would generally want it.
I forgot drownyards gives advantage sometimes especially with lingering souls being around so much right now

DimirOverlord1300

Also, drown yard can't block if it needs to.