Well with twin gone Monastery Mentor as a card becomes a whole lot better I think. Unfortunately I don't see the meta changing in such a way that this deck become any better. Tron matchup is still dire and aggro decks like infect and affinity are still dificult as well. The problem in the new meta will be IMO that Tron is so consistent and fast (just not fast enough to beat the likes of infect) that midrange decks like these will be pushed out of the meta unless we can seriously improve our fast aggro matchup.
I need to cut 2 cards for Liliana of the Veil I am not sure which. maybe a mentor and a confidant - confidant kills me a lot and mentor is bad in multiples, but he is my pet card.
I've done a lot of testing before I end up with this list. I'm very happy with main deck, but sideboard probably needs some adjustment (meta call too).
It plays well against most of the decks in modern and I've gotten good results.
The biggest problem with the deck is it takes some time to win.
That brings us two problems:
1 - Tron is a heck of a tough matchup. If you take some time to kill Tron, you're dead. The inevitability of Tron is brutal.
Take some time and soon they'll be tutoring an uncounterable Emrakul The Eons Thorn to annihilate your board and just win the game. Karn Liberated will exile your lands and so on...
2 - Resilient Aggro decks are very hard to win against. I'm not talking about Affinity, or burn. Those are "okay" matchups (use your removal against Affinity and gain life against Burn and you should be ok).
I'm talking about decks that can come back to the game easily even after some remotion.
Those are, mainly, Collected Company decks and decks that use cards like Kitchen Finks.
I.E. Podless Collected, Abzan and such.
About Monastery Mentor:
I think the deck must be built around this card for it to be good. That said, I don't want to build my deck around a card that can easily be removed.
I know it can be protected, but... Still. There will be times where you won't be able to protect it and just lose the game. Geist of The Saint Thraft provides a fast clock with good protection and doesn't need the deck to actually be built around him. He's also great with Sword of Feast and Famine.
But, this is optional and depends on the pilot.
So... That's it. Any thoughts? I think that if we get to improve our match against Tron and Collected decks, this deck can become pretty viable and competitive in the actual meta.
Hello Esper fellas, I've been thinking about reviving this deck. I am uncertain whether I want to be playing geist + Bob and a lower curve or go higher and more control-y.
I've been looking into building a BUW Midrange Control/Token deck (pretty specific I know), which most of the decks in this thread are in a way. Haven't seen much about Bitterblossom however, why is that? The deck I'm building will be some sort of homebrew, so I might try it out anyway, but I still would like to hear opinions why not to play a couple.
I also really love the thought of Monastery Mentor, and I've read that most of you in here thinks he's too weak and have to be built around to be good, but I'd still like to try playing a couple, just as an alternate wincon. Is that just wasting me two spots (if I try two) or is it possible that the cards do what I want them to? Would I have to play cards like Gitaxian Probe and Serum Visions to fuel him, or would the control cards be enough?
I'm new to BUW Control so if you think my ideas are weird I blame lack of experience! Still greatful for responses and other ideas for the future!
This deck wants you to protect Mentor and win: with mentor/his tokens, man lands, or planeswalkers. Probe isn't that great for mentor since you should really only be playing him with a counter backup if you are against a removal heavy deck. I also side in Geist as a 2 of against those decks. Bitterblossom takes a lot of life so if you want to support it try running cards like sorin solemn visitor and timely reinforcements with it.
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On mtgsalvation people don't want to discuss ideas, so I give people something else to discuss: my controversial opinions.
I honestly agree that Mentor is just terrible in modern. It's simply a too high-risk, mediocre reward gameplan.
For Esper to exist in Modern, without it being a bad carbon copy of another type of deck, here are some possibilities I see:
1. Esper Delve with discard over counterspell, Jace + snapcaster mages, and Tasigur/ Gurmag
- weakness is in an ability to apply quick pressure if big fatties are not in play quickly. Lack of counters make big fatties vulnerable, and if they are removed, it is a huge tempo loss. A midrange deck wants to have enough pressure for the first 7 turns. But the card advantage the deck generates is ridiculous, along with its disruption capabilities.
2. Esper Zur with discard over counterspell, Geist
- land enchantments are good right now and many are sufficient 1-for-1 removals against midrange (e.g Eldrazi). Very bad against aggro strategies, although main-decking spellskite helps. Zur is a more reliable win-con than Mentor and can also rely on Geist (but UWR is a better Geist deck).
3. Esper Vengeance
Basically any combination of Obzedat, Griselbrand, Jace, Liliana, etc. High explosive potential but lacks defense against aggro and fast midrange builds.
4. Esper Control
Esper charm being the focus of the deck, it's known for being "draw and go". The problem is the lack of strong inevitability and weak defense. Board wipes are often too late to make a difference.
5. Esper Confidant
An attempt to use confidant as a card engine source. It would probably be paired with geist, lingering souls, a lot of black removal.
On a side note, I think confidant could be better than the delve creatures for a mentor-oriented deck. It could also perhaps fit in a zur themed deck, though I doubt it considering all the 3cms enchantments and 4 cmc zur.
I think your idea is good, Jongsl5. Monastery mentor is hard to make work very well -you need additional mana, or a whole slew of phyrexian spells (and the life to survive).
I think in both Esper Delve and Esper Confidant, Pack Rat is a great card. Low CMC for Confidant, and great ability to flood the board. Flashback and jace/snapcaster/lingering souls are all awesome. Painful truths too, since you'll only need to cast it once a game anyway so Jace/snapping it is great, same for sphinx's rev.
If you lack counters you could play more discard, or play spell pierce and/or stubborn denial (great with tasi/gurmag/pack rat)
I've played around with that and it's great fun. Discarding lingering souls to pack rat is delicious.
Well this happened Potential to revive this deck in a higher tier level is on the horizon!
And not just that, there is also this:
Declaration in Stone - Good against Toolbox/CoCo decks. Nice removal against high end creatures, also against persist/graveyard shenanigans. To the Slaughter - Good against Delve/BGx/Tron. Decks that don't go wide or apply pressure in the form a single threat (Creature/PW) Heir of Falkenrath/Heir to the Night - Good T2 play in a delve heavy/GY shenanigans version of BUW (Jace/Snaps/Tas/Angler/Lili) Thing in the Ice/Awoken Horror - Good in non-delve based decks, more oriented to control. Applies pressure in a 3 turn clock and provides an early wall against aggro and a Whelming Wave in mid/late game. Invasive Surgery - Great sideboard card against decks like Scapeshift or that rely in sorcery strategies to set up. Just the Wind - Pairs up really good with Heir and Lili in delve builds.
That's pretty much all I am interested in from the spoilers. It sounds like there is going to be a good shake-up in modern's deckbuilding after SOI realeases and Eldrazi gets hammered.
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As a matter of fact, this list is a budget thing, so i'm sorry for complaining here
Do you have some ideas or tips on improving the list?
Removal Suite, Discard (Tidehollow Sculler?), Creatures, Manabase help is appreciated.
Thanks for posting. I'm assuming you aren't running snapcaster mage or creeping tar pit because you can't afford them. I would prioritize snapcaster as a 4 of eventually as they help a lot. Geist plays a lot like mentor in that he needs a lot of removal to get dmg threw. Elspeth, Knight-Errant is usually seen as a 1-2 of because she helps get dmg threw via her "leap" ability. I would go up to 4 geist of saint trafts. Counterspell wise you are running too many mana leaks and remands. I would go 3 remands and 2-3 remands while running something like 1-2 spell snares in their place or Logic Knot. I would also recommend esper charm in your build as well. Your discard suite is fine. In these types of decks planeswalkers are ususlly nice so I would go 1 Logic Knot and 1 Sorin, Solemn Visitor since they complement your gameplan nicely. Other utility spells include zealous persecution, azorius charm, Restoration Angel, Vendilion Clique, etc. Land wise you eventually will want creeping tar pit, (protects geist and brimaz)Eiganjo Castle
I don't see why painful truths is in an esper list when we have esper charm
Well draw 3 is more useful than draw 2, but Charm may work as well, or even better (because of the modes). I don't like esper charm that much though, the manacost is too restrictive.
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I don't see why painful truths is in an esper list when we have esper charm
Well draw 3 is more useful than draw 2, but Charm may work as well, or even better (because of the modes). I don't like esper charm that much though, the manacost is too restrictive.
I heavily disagree with this. Is drawing three and paying 3 life and being a sorcery better than being an instant and having the option to make your opponent discard 2 cards at instant speed. I don't see how it is.
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Is drawing three and paying 3 life and being a sorcery better than being an instant and having the option to make your opponent discard 2 cards at instant speed. I don't see how it is.
Well, that depends. If you are playing a deck that dumps its hand, then a draw-three is better simply so that you have more to do. The flexibility of Esper Charm doesn't make it better in a vacuum, though I definitely agree that it's better in the decks that want it (i.e., more dedicated control builds).
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Playing with proxied cards at sanctioned events is good, actually.
Is drawing three and paying 3 life and being a sorcery better than being an instant and having the option to make your opponent discard 2 cards at instant speed. I don't see how it is.
Well, that depends. If you are playing a deck that dumps its hand, then a draw-three is better simply so that you have more to do. The flexibility of Esper Charm doesn't make it better in a vacuum, though I definitely agree that it's better in the decks that want it (i.e., more dedicated control builds).
Heavily disagree here that drawing one more card, paying 3 life and tapping out is better in any way than esper charm in esper's tempo style deck.
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On mtgsalvation people don't want to discuss ideas, so I give people something else to discuss: my controversial opinions.
2 sorin, solemn visitor
creatures
4 monastery Mentor
4 dark confidant
2 jace, vryn's prodigy
instants
2 vapor snag
4 path to exile
2 spell pierce
2 remand
1 sphinx's revelation
1 dismember
1 painful truths
4 lingering souls
4 gitaxian probe
3 thoughtsize
2 duress
land
1 godless shrine
2 watery grave
2 hallowed fountain
1 vault of the archangel
1 shambling vent
2 darkslick shores
2 swamp
2 island
1 plains
I need to cut 2 cards for Liliana of the Veil I am not sure which. maybe a mentor and a confidant - confidant kills me a lot and mentor is bad in multiples, but he is my pet card.
1 Vault of the Archangel
4 Polluted Delta
2 Hallowed Fountain
2 Glacial Fortress
1 Island
1 Swamp
1 Plains
3 Creeping Tar Pit
4 Flooded Strand
1 Shizo, Death's Storehouse
2 Watery Grave
Creatures (11)
3 Geist of Saint Traft
3 Jace, Vryn's Prodigy
3 Snapcaster Mage
2 Tasigur, the Golden Fang
3 Lingering Souls
2 Remand
4 Path to Exile
2 Spell Snare
2 Cryptic Command
1 Disfigure
1 Sword of Feast and Famine
1 Mana Leak
4 Inquisition of Kozilek
1 Slaughter Pact
4 Thought Scour
1 Sorin, Solemn Visitor
1 Murderous Cut
1 Spellskite
1 Thoughtseize
2 Countersquall
2 Disenchant
1 Celestial Purge
1 Zealous Persecution
2 Timely Reinforcements
1 Relic of Progenitus
2 Stony Silence
2 Supreme Verdict
I've done a lot of testing before I end up with this list. I'm very happy with main deck, but sideboard probably needs some adjustment (meta call too).
It plays well against most of the decks in modern and I've gotten good results.
The biggest problem with the deck is it takes some time to win.
That brings us two problems:
1 - Tron is a heck of a tough matchup. If you take some time to kill Tron, you're dead. The inevitability of Tron is brutal.
Take some time and soon they'll be tutoring an uncounterable Emrakul The Eons Thorn to annihilate your board and just win the game.
Karn Liberated will exile your lands and so on...
2 - Resilient Aggro decks are very hard to win against. I'm not talking about Affinity, or burn. Those are "okay" matchups (use your removal against Affinity and gain life against Burn and you should be ok).
I'm talking about decks that can come back to the game easily even after some remotion.
Those are, mainly, Collected Company decks and decks that use cards like Kitchen Finks.
I.E. Podless Collected, Abzan and such.
About Monastery Mentor:
I think the deck must be built around this card for it to be good. That said, I don't want to build my deck around a card that can easily be removed.
I know it can be protected, but... Still. There will be times where you won't be able to protect it and just lose the game.
Geist of The Saint Thraft provides a fast clock with good protection and doesn't need the deck to actually be built around him. He's also great with Sword of Feast and Famine.
But, this is optional and depends on the pilot.
So... That's it. Any thoughts? I think that if we get to improve our match against Tron and Collected decks, this deck can become pretty viable and competitive in the actual meta.
This is where I am atm:
4x Path to Exile
4x Thoughtseize
2x Inquisition of Kozilek
2x Spell Snare
2x Doom Blade
3x Remand
3x Mana Leak
1x Dismember
1x Supreme Verdict
Creatures:
4x Snapcaster Mage
2x Vendilion Clique
4x Lingering Souls
2x Restoration Angel
2x Tasigur, the Golden Fang
2x Creeping Tar Pit
2x Celestial Colonnade
4x Polluted Delta
4x Flooded Strand
1x Watery Grave
2x Hallowed Fountain
2x Godless Shrine
2x Ghost Quarter
3x Island
1x Swamp
1x Plains
2x Engineered Explosives
1x Disfigure
1x Dispel
2x Negate
1x Celestial Purge
2x Stony Silence
1x Sphinx's Revelation
1x Supreme Verdict
2x Gideon, Ally of Zendikar
1x Baneslayer Angel
1x Batterskull
Vs Delver:
-1 Restoration Angel, -2 Vendilion Clique, -3 Remand
+2 Engineered Explosives, +1 Dispel, +2 Negate, +1 Supreme Verdict
Vs BGx:
-4 Thoughtseize, -2 Inquisition of Kozilek, -3 Remand
+1 Batterskull, +1 Baneslayer Angel, +2 Gideon, Ally of Zendikar, +1 Supreme verdict, +1 Sphinx's Revelation, +1 Celestial Purge, +2 Negate
Vs Eldrazi:
-3 Remand, -2 Restoration Angel
+1 Batterskull, +1 Baneslayer Angel, +2 Gideon, Ally of Zendikar, +1 Supreme verdict
Vs Tron:
-2 Inquisition of Kozilek, -3 Mana Leak, -2 Spell Snare
+2 Negate, +2 Stony Silence, +2 Gideon, Ally of Zendikar, +1 Sphinx's Revelation
Vs Burn:
-4 Thoughtseize, -3 Remand
+1 Disfigure, +1 Dispel, +2 Negate, +1 Celestial Purge, +1 Baneslayer Angel, +1 Batterskull
Vs Ad Nauseam:
-4 Path to Exile, -2 Doom Blade, -1 Dismember, -1 Supreme Verdict
+1 Dispel, +2 Negate, +2 Stony Silence, +2 Gideon, Ally of Zendikar, +1 Sphinx's Revelation
Vs Scapeshift:
-1 Dismember, -1 Supreme Verdict, -4 Path to Exile
+1 Dispel, +2 Negate, +1 Sphinx's Revelation, +1 Batterskull, +1 Baneslayer Angel
Vs Affinity:
-2 Restoration Angel, -4 Thoughtseize
+2 Engeineered Explosives, +1 Disfigure, +2 Stony Silence, +1 Supreme Verdict
Vs Merfolk:
-3 Remand, -3 Mana Leak
+2 Engineered Explosives, +1 Disfigure, +1 Supreme Verdict, +1 Baneslayer Angel, +1 Batterskull
Vs Grixis Control:
-2 Doom Blade, -1 Dismember
+1 Dispel, +2 Negate
Vs Infect:
-3 Mana Leak, -3 Remand
+2 Engineered Explosisves, +1 Disfigure, +1 Dispel, +2 Negate
Vs Zoo:
-3 Remand, -3 Mana Leak
+2 Engineered Explosives, +1 Supreme Verdict, +1 Batterskull, +1 Baneslayer Angel, +1 Gideon, Ally of Zendikar
Vs Living End:
-2 Spell Snare, -2 Inquisition of Kozilek
+1 Dispel, +2 Negate, +1 Supreme Verdict
Vs Junk Company:
-2 Restoration Angel, -3 Remand, -2 Tasigur, the Golden Fang
+2 Engineered Explosives, +1 Disfigure, +1, Dispel, +2 Negate, +1 Supreme Verdict
Vs Bogles:
-4 Path to Exile, -1 Dismember, -1 Restoration Angel
+2 Engineered Explosives, +1 Supreme Verdict, +2 Gideon, Ally of Zendikar, +1 Baneslayer Angel
Only thing that concerns me is getting answers for enchantments like Leyline of Sanctity or prison cards like Suppression Field. Maybe 1 or 2 Disenchants should be on the board.
I don't know if Esper can outshine Eldrazi, Tron and the remains of BGx in this new metagame to come, but I believe we can stand a good chance.
This deck wants you to protect Mentor and win: with mentor/his tokens, man lands, or planeswalkers. Probe isn't that great for mentor since you should really only be playing him with a counter backup if you are against a removal heavy deck. I also side in Geist as a 2 of against those decks. Bitterblossom takes a lot of life so if you want to support it try running cards like sorin solemn visitor and timely reinforcements with it.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
What do you think of this list?
For Esper to exist in Modern, without it being a bad carbon copy of another type of deck, here are some possibilities I see:
1. Esper Delve with discard over counterspell, Jace + snapcaster mages, and Tasigur/ Gurmag
- weakness is in an ability to apply quick pressure if big fatties are not in play quickly. Lack of counters make big fatties vulnerable, and if they are removed, it is a huge tempo loss. A midrange deck wants to have enough pressure for the first 7 turns. But the card advantage the deck generates is ridiculous, along with its disruption capabilities.
2. Esper Zur with discard over counterspell, Geist
- land enchantments are good right now and many are sufficient 1-for-1 removals against midrange (e.g Eldrazi). Very bad against aggro strategies, although main-decking spellskite helps. Zur is a more reliable win-con than Mentor and can also rely on Geist (but UWR is a better Geist deck).
3. Esper Vengeance
Basically any combination of Obzedat, Griselbrand, Jace, Liliana, etc. High explosive potential but lacks defense against aggro and fast midrange builds.
4. Esper Control
Esper charm being the focus of the deck, it's known for being "draw and go". The problem is the lack of strong inevitability and weak defense. Board wipes are often too late to make a difference.
5. Esper Confidant
An attempt to use confidant as a card engine source. It would probably be paired with geist, lingering souls, a lot of black removal.
On a side note, I think confidant could be better than the delve creatures for a mentor-oriented deck. It could also perhaps fit in a zur themed deck, though I doubt it considering all the 3cms enchantments and 4 cmc zur.
I think in both Esper Delve and Esper Confidant, Pack Rat is a great card. Low CMC for Confidant, and great ability to flood the board. Flashback and jace/snapcaster/lingering souls are all awesome. Painful truths too, since you'll only need to cast it once a game anyway so Jace/snapping it is great, same for sphinx's rev.
If you lack counters you could play more discard, or play spell pierce and/or stubborn denial (great with tasi/gurmag/pack rat)
I've played around with that and it's great fun. Discarding lingering souls to pack rat is delicious.
Well this happened Potential to revive this deck in a higher tier level is on the horizon!
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
And not just that, there is also this:
Declaration in Stone - Good against Toolbox/CoCo decks. Nice removal against high end creatures, also against persist/graveyard shenanigans.
To the Slaughter - Good against Delve/BGx/Tron. Decks that don't go wide or apply pressure in the form a single threat (Creature/PW)
Heir of Falkenrath/Heir to the Night - Good T2 play in a delve heavy/GY shenanigans version of BUW (Jace/Snaps/Tas/Angler/Lili)
Thing in the Ice/Awoken Horror - Good in non-delve based decks, more oriented to control. Applies pressure in a 3 turn clock and provides an early wall against aggro and a Whelming Wave in mid/late game.
Invasive Surgery - Great sideboard card against decks like Scapeshift or that rely in sorcery strategies to set up.
Just the Wind - Pairs up really good with Heir and Lili in delve builds.
That's pretty much all I am interested in from the spoilers. It sounds like there is going to be a good shake-up in modern's deckbuilding after SOI realeases and Eldrazi gets hammered.
got the idea of putting together a list with things in my binder.
Here's what i come up with:
4 Polluted Delta
2 Watery Grave
2 Hallowed Fountain
1 Godless Shrine
2 Shambling Vents
2 Darkslick Shores
2 Seachrome Coast
4 Basics
23 Lands
4 Inquisition of Kozilek
2 Thoughtseize
4 Mana Leak
4 Path to Exile
2 Disfigure
2 Doom Blade
1 Murderous Cut
4 Lingering Souls
27 Spells
1 Gurmag Angler
2 Brimaz, King of Oreskos
3 Geist of Saint Traft
8 Creatures
As a matter of fact, this list is a budget thing, so i'm sorry for complaining here
Do you have some ideas or tips on improving the list?
Removal Suite, Discard (Tidehollow Sculler?), Creatures, Manabase help is appreciated.
Green @ it's best
Thanks for posting. I'm assuming you aren't running snapcaster mage or creeping tar pit because you can't afford them. I would prioritize snapcaster as a 4 of eventually as they help a lot. Geist plays a lot like mentor in that he needs a lot of removal to get dmg threw. Elspeth, Knight-Errant is usually seen as a 1-2 of because she helps get dmg threw via her "leap" ability. I would go up to 4 geist of saint trafts. Counterspell wise you are running too many mana leaks and remands. I would go 3 remands and 2-3 remands while running something like 1-2 spell snares in their place or Logic Knot. I would also recommend esper charm in your build as well. Your discard suite is fine. In these types of decks planeswalkers are ususlly nice so I would go 1 Logic Knot and 1 Sorin, Solemn Visitor since they complement your gameplan nicely. Other utility spells include zealous persecution, azorius charm, Restoration Angel, Vendilion Clique, etc. Land wise you eventually will want creeping tar pit, (protects geist and brimaz)Eiganjo Castle
http://magic.tcgplayer.com/db/article.asp?ID=12585 This link is basically what you want to be basing your list off of.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
Ancestral Vision 3 for 1
Painful Truths up to 3 for 1
Lingering Souls 4 for 1
Snapcaster Mage 2 for 1
Cryptic Command 2 for 1
Jace, Vryn's prodigy X for 1
Supreme Verdict X for 1
Sphinx's Revelation X for 1
Thopter Foundry + Sword of the Meek combo x for 1 and a great win con.
And also great access to 1 for 1 trade offs:
Thoguhtseize, Inquisition of Kozilek, Dismember, Doom Blade, Spell Snare
And great tempo plays:
Remand, Serum Visions, Path to Exile, Liliana of the Veil
Now the question is how to mash all this cards together (if all of them) and how many of each...
This would be my starting point:
4x Thoughtseize
2x Inquisition of Koizlek
3x Ancestral Vision
4x Path to Exile
2x Spell Snare
2x Jace, Vryn's Prodigy
4x Remand
3x Thopter Foundry
2x Sword of the Meek
1x Painful Truths
2x Liliana of the Veil
3x Thirst for Knowledge
4x Lingering Souls
2x Creeping Tar Pir
3x Darkslick Shores
1x Seachrome Coast
4x Flooded Strand
4x Polluted Delta
2x Hallowed Fountain
1x Watery Grave
1x Godless Shrine
2x Island
1x Swamp
1x Plains
2x Relic of Progenitus
1x Darkblast
2x Duress
2x Surgical Extraction
2x Dispel
2x Negate
1x Supreme Verdict
1x Kalitas, Traitor of Ghet
1x Batterskull
I don't see why painful truths is in an esper list when we have esper charm
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
Well draw 3 is more useful than draw 2, but Charm may work as well, or even better (because of the modes). I don't like esper charm that much though, the manacost is too restrictive.
I heavily disagree with this. Is drawing three and paying 3 life and being a sorcery better than being an instant and having the option to make your opponent discard 2 cards at instant speed. I don't see how it is.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
4x Monastery Mentor
4x Jace, Vryn's Prodigy
2x Tasigur, The Golden Fang
Planeswalkers
3x Liliana of the Veil
2x Sorin, Solemn Visitor
1x Oath of Jace
3x Welcome to the Fold
4x Declaration in Stone
3x Painful Truths
4x Serum Visions
2x Zealous Persecution
3x Mana Leak
2x Thoughtseize
Just messing around, put some cards together and i might actually make this deck so i was looking for some feedback before buying my missings parts.
Well, that depends. If you are playing a deck that dumps its hand, then a draw-three is better simply so that you have more to do. The flexibility of Esper Charm doesn't make it better in a vacuum, though I definitely agree that it's better in the decks that want it (i.e., more dedicated control builds).
Blue lives don't matter in the slightest.
Heavily disagree here that drawing one more card, paying 3 life and tapping out is better in any way than esper charm in esper's tempo style deck.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)