The deck stalls long enough to get its recursion engine online. Haven't tested it against tier 1 much. Just posted it up because it's a lot of fun to play and maybe some tweaking could help it.
Why only a single Sculler? Sure theyre removal magnets, but thats kind of what you want them for.
I would also suggest replacing Jace with Divination. It know it sounds strange, but in practice Jace tends to die and draw on average 1.5 cards. (Playing Grixis Control, Grixis Aggro, Esper Control, Esper Aggro and RWU Control. All the decks Jace survives about the same. Plus you don't need to give them a card to keep him alive.)
I would also suggest replacing all your big guys with Sphinx of the Steel Wind. The thing is a massive beater and nearly unkillable. He has protection from Jund as well. If your going to run with transmuters to help get out the big guys, you'll need more targets for their removal. Sculler and Master of the Etherium helps.
Another card to consider is: Ethersworn Cannonist. It pretty much reads: "If ~ is in play, Jund isn't so good anymore." Also a removal magnet, helping your transmuter live.
With that said, I've playtested Esper quite a bit, and I am quite underwhelmed with it overall. Its very inconsistent. Either it gets off and you slaughter them, or it stalls out and your left with nothing to do. Its about a 60/40 split with it. (needs to be in the 90% "Deck doesn't stall" area to be tier 1.
Good start.
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Meh.
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4 Esper Charm
4 Day of Judgement
4 Path to Exile
4 Agony Warp
3 Jace Beleren
4 Sanctum Gargoyle
2 Sphinx Summoner
1 Sharuum the Hegemon
1 Magister Sphinx
4 Tidehollow Strix
1 Tidehollow Sculler
1 Master Transmuter
4 Master of Etherium
3 Glacier Fortress
3 Drowned Catacomb
2 Plains
5 Island
2 Swamp
4 Marsh Flats
The deck stalls long enough to get its recursion engine online. Haven't tested it against tier 1 much. Just posted it up because it's a lot of fun to play and maybe some tweaking could help it.
I would also suggest replacing Jace with Divination. It know it sounds strange, but in practice Jace tends to die and draw on average 1.5 cards. (Playing Grixis Control, Grixis Aggro, Esper Control, Esper Aggro and RWU Control. All the decks Jace survives about the same. Plus you don't need to give them a card to keep him alive.)
I would also suggest replacing all your big guys with Sphinx of the Steel Wind. The thing is a massive beater and nearly unkillable. He has protection from Jund as well. If your going to run with transmuters to help get out the big guys, you'll need more targets for their removal. Sculler and Master of the Etherium helps.
Another card to consider is: Ethersworn Cannonist. It pretty much reads: "If ~ is in play, Jund isn't so good anymore." Also a removal magnet, helping your transmuter live.
With that said, I've playtested Esper quite a bit, and I am quite underwhelmed with it overall. Its very inconsistent. Either it gets off and you slaughter them, or it stalls out and your left with nothing to do. Its about a 60/40 split with it. (needs to be in the 90% "Deck doesn't stall" area to be tier 1.
Good start.