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Deck List: https://tappedout.net/mtg-decks/02-06-18-PMB-esper-control/
Esper Control Primer
Standard has been shaken up by the introduction of dominaria. Gone are the decks that were based around energy. And now a new meta has emerged and its red based aggro, black based midrange and blue/white based control. Earnest Lim making the top 8 of PT Dominaria with Esper control that has inspired me to make my own list. Here are my reasons for each card I have added.
Creatures:
[[The Scarab God]]: besides the removal that black adds this is the main reason I have black. This god had its tear on standard a while back. And it is in a good place to do that again. With a good number of creature based stratagies there will always be targets for this card. And if worst comes to worst its a 5/5 thats does a good job beating face. And its recursive so unless you exile it you can expect to see him again.
[[Torrential Gearhulk]]: This is a staple in control since its introduction to standard. This gives me 3 more copies of any instant in my deck. With 20 instants there is no shortage of targets for this to bring back. And again at worst its a 5/6 that can take chunks out of your opponents life
Instants:
[[Glimmer of genius]]: yet another control staple from Kaladesh. This 4 mana instant allows you to possibly dig 4 cards deep into your library. If you are behind this can find you cards to pull you ahead. If you are ahead then this is straight gas and solidify your advantage. And because this deck runs a play set of [[Aether Hub]] the energy is useful.
[[Syncopate]]: This is a one of. It is useful at all stages of the game. However, it gets worse later on when you and your opponent have upwards of 8 lands. This is useful too, to exile potent threats.
[[Disallow]]: this is the best counterspell in standard. It can deal with anything you need it to. It denies planeswalker abilities, embalm/eternalize, and of course, counters spells on the stack.
[[Fatal Push]]: This is a great removal spell. it has a large range of cards that it will remove. and there are a few lands in here that enable revolt so we can remove all but [[scarab God]], [[glorybringer]] and other threats with similar CMC.
[[Vraska's Contempt]]: here is the second half of our black removal. Vraska's Contempt allows us to clean up the cards that cannot be removed by [[Fatal Push]]. This Deals with all the gods and planeswalkers, it is even a good answer to [[Scrapheap Scrounger]].
[[Essence Scatter]]: With such a creature heavy meta having a couple of these are great to deal with any creatures before they have a chance to even be a threat to you.
[[settle the wreckage]]: Path of god is what this is, 4 mana to exile all attacking creatures yeah they get some lands but they also have no way to return those creatures.
Sorceries:
[[Fumigate]]: there is only one of these because there are some threats that just dont care about being destroyed such as [[Scrape heap Scounger]], [[Rekindling Phoenix]], [[Hazoret The Fervent]], [[The Scarab God]]
Enchantments:
[[Search for Azcanta]]: this is one of the best control cards to come out of ixalan, not only does it work as another land, but it lets us see up to 2 cards before we even get into our main phase. and once it flips we get to use it to search even deeper into our deck to find the cards we need.
[[seal away]]: this card is new but it is powerful. it takes care of all creatures and even crewed vehicles. it only becomes dead once your opponent's cards have vigilance.
[[Ixalan's Binding]]: Some people would play [[Cast out]] in this spot, but I value the ability to completely take cards offline and not castable I value much more then the flash and cycling cast out has
Planeswalkers:
[[Teferi, Hero of Dominaria]]: this is easily the best card to come out of Dominaria. its a three mana planeswalker you can only play on turn 5. his 1 nets you card advantage and protection in the form of untapped lands. his -3 deals with threats on the board until you can counter them or find a removal spell for them. and finally his -8 can just win games by saying you opponents cant have any permanents after a few turns
the sideboard I have put together is geared towards my LGS's metagame so for the sideboard I will be changing and tuning it as I find weaknesses in it. and if you want to make this deck I would say find what decks you are having problems with or what the main decks that are being played at your LGS.
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