Hey all, this is my Esper control (relatively) list that I've been running in standard for a while now, and I really enjoy it. I am somewhat new to control in that this is the first control deck I have put a lot of effort into, but I like the playstyle. Yes I know there are a few things that aren't here that might be staples for a control deck (Planar Cleansing, Liliana of the Veil, Think Twice, Augur of Bolas, Jace, Memory Adept) but I'm trying to strike a balance between control and the ability to win in more ways than a Nephalia Drownyard.
Geist of Saint Traft: He has hexproof. He puts the beatdown on people. Yes, I know he dies to Devour Flesh, but for that there are always Spirit Tokens for that, if not a counterspell.
Blind Obedience: This deck tends to roll over and die for Aggro decks. Multiples times have I taken second in local tournaments due to taking a Flinthoof Boar to the face. Between slowing them down a little, and the Extort for some sustain this card is pretty solid in the deck.
Cavern of Souls: In a mirror match, Geist of Saint Traft is a big help, because he can either kill their Geist, or since I don't see him too often in a Mirror, he can beat their face in. Also applies to Obzedat.
Only 3 counterspells: Yeah, only 3. I'm not sure what I could drop for more, and I feel I have enough answers for stuff I don't counter.
Desecration Demon: I don't have another Rest in Peace to swap him for, and he's nice against midrange decks such as Jund.
The reasoning for cards I don't have:
Augur of Bolas: Yes, he can grab an instant or sorcery. I only have 18 of them, so it would be a good chance that he might fall dead. Between the Sphinx's, Alchemy's, and Jace's, I don't worry too much about running out of cards.
Think Twice: See Augur, sans the first two sentences.
Liliana of the Veil: I'm actually on the fence about her, and I might swap a Tamiyo for her, or put her in the SB, but right now, she isn't in the deck.
Planar Cleansing: I run too many walkers to want this, and I can either counter, Pithing Needle, or beat enemy walkers to death.
Jace, Memory Adept: Yes, milling ten when he sticks is awesome. But I didn't build this deck to win just by milling people out, and I only run two drownyards, so he doesn't fit with the deck.
Hey all, this is my Esper control (relatively) list that I've been running in standard for a while now, and I really enjoy it. I am somewhat new to control in that this is the first control deck I have put a lot of effort into, but I like the playstyle. Yes I know there are a few things that aren't here that might be staples for a control deck (Planar Cleansing, Liliana of the Veil, Think Twice, Augur of Bolas, Jace, Memory Adept) but I'm trying to strike a balance between control and the ability to win in more ways than a Nephalia Drownyard.
Geist of Saint Traft: He has hexproof. He puts the beatdown on people. Yes, I know he dies to Devour Flesh, but for that there are always Spirit Tokens for that, if not a counterspell.
Blind Obedience: This deck tends to roll over and die for Aggro decks. Multiples times have I taken second in local tournaments due to taking a Flinthoof Boar to the face. Between slowing them down a little, and the Extort for some sustain this card is pretty solid in the deck.
Cavern of Souls: In a mirror match, Geist of Saint Traft is a big help, because he can either kill their Geist, or since I don't see him too often in a Mirror, he can beat their face in. Also applies to Obzedat.
Only 3 counterspells: Yeah, only 3. I'm not sure what I could drop for more, and I feel I have enough answers for stuff I don't counter.
Desecration Demon: I don't have another Rest in Peace to swap him for, and he's nice against midrange decks such as Jund.
The reasoning for cards I don't have:
Augur of Bolas: Yes, he can grab an instant or sorcery. I only have 18 of them, so it would be a good chance that he might fall dead. Between the Sphinx's, Alchemy's, and Jace's, I don't worry too much about running out of cards.
Think Twice: See Augur, sans the first two sentences.
Liliana of the Veil: I'm actually on the fence about her, and I might swap a Tamiyo for her, or put her in the SB, but right now, she isn't in the deck.
Planar Cleansing: I run too many walkers to want this, and I can either counter, Pithing Needle, or beat enemy walkers to death.
Jace, Memory Adept: Yes, milling ten when he sticks is awesome. But I didn't build this deck to win just by milling people out, and I only run two drownyards, so he doesn't fit with the deck.
You seem to be stuck in the middle between Esper Superfriends and Esper Tempo.
As I've been telling everyone, take what I say with a grain of salt. I've only been playing for 2 months BUT i have been playing Esper Control and researching it since Day 1.
My Opinion:
Forbidden Alchemy - You don't have any Unburial Rites, nor anything that gives something in your graveyard flash back. In my opinion, this card hurts your deck more than anything. It allows you to dig, but for 1 card, the day you dig all of your planeswalkers, you are going to shoot yourself in the foot.
Blind Obdience - Great card with today's meta, though I'd say run it as a 3 of or a 2 of, and open up slots for other, more important cards to your deck, if you decide to keep it mainboard. It's one hell of a sideboard card though.
Creatures - I don't have too much experience with Esper Tempo, though I'd most likely recommend to run Snapcaster Mage as a 2 of if anything.
Lingering souls - If you are going to run it, run it as a 4 of, especially with Sorin in your deck. Emblems can buff the hell out of these and it gets scary.
I'd recommend in place:
3x Think Twice - The ability to dig your deck freely is by far one of the most important things to maintain control with Esper.
2x Tribute to Hunger - Little expensive at 3 but with all the midrange running around, it's quite amazing as a game saver. Double it up with Snaps and you can easily stay ahead of the game while setting up a fat sphinx.
1x Lingering Souls - Run another one of these to hit 4 in your deck.
Other recommendations:
If you have the cards, you could always add 2 Liliana of the Veil
Lands:
Drop 1 Caverns and drop the drownyards
add 2 Isolated Chapel and 1 Watery Grave
Reasoning: You only have 2 main guys you are worried about getting on the field and they are both spirit. Tapping a Caverns for Spirit means you are set. If you had other creature types then I'd recommend more but in this case, if you are that worried about them being counter spelled, you should only run 2.
2 of on a drownyard, I don't believe would make a huge difference, you would be better off with a playset of Isolated Chapel to help fix the mana a little bit.
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Kibbelz, thanks for the input, and you are right, it did feel like the deck was a bit stuck. I understand your point about dropping the Alchemy's since I'm not reanimating things.
Going with 2 Cavern of Souls makes sense, I guess I was just a bit paranoid about wanting to always stick my Geist and Obzedat.
I might go to 3 Blind Obedience, but I'm not sure, getting one out on turn 2 really helps.
3 seems like a really good number for the Detention Sphere's, and it has been working out well for me, more testing is required for that one.
Tribute to Hunger is nice, and I might free up the space for it.
Lands:
I'll try it with the Chapels, but I don't have another Grave at the moment.
Kibbelz, thanks for the input, and you are right, it did feel like the deck was a bit stuck. I understand your point about dropping the Alchemy's since I'm not reanimating things.
Going with 2 Cavern of Souls makes sense, I guess I was just a bit paranoid about wanting to always stick my Geist and Obzedat.
I might go to 3 Blind Obedience, but I'm not sure, getting one out on turn 2 really helps.
3 seems like a really good number for the Detention Sphere's, and it has been working out well for me, more testing is required for that one.
Tribute to Hunger is nice, and I might free up the space for it.
Lands:
I'll try it with the Chapels, but I don't have another Grave at the moment.
Thanks again for the advice, I appreciate it.
I can understand you being worried about getting your Giest on the field without being countered. Essentially you only need 1 caverns for your Ghost Dad, but you want some draw consistency so a 2 of should be fine. and besides, most decks won't be able to counter that first one that drop, or the 2nd one if you can draw 2 in the first 4 turns. I know I usually blow turn 3 on something else like an Aguar of Bolas unless I know the deck i'm up against.
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Yeah, landing a Geist is a huge bomb, and without any drownyards he's sort of the main win condition in here. That's another worry, is if they Slaughter Games away my Geist, then I'm in trouble, cause I have to depend on Obzedat, or walkers to win it for me.
Yeah, landing a Geist is a huge bomb, and without any drownyards he's sort of the main win condition in here. That's another worry, is if they Slaughter Games away my Geist, then I'm in trouble, cause I have to depend on Obzedat, or walkers to win it for me.
The good news is that walkers CAN win games, especially since you are also playing Lingering souls. My Fiancee who plays an Orzhov life-gain deck, stomps the field with her lingering souls and Sorin Emblems.
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Landbase is a bit wonky because I lack all the shocks I want but it's been working out decently for me. I've probably screwed up massively while making this so asking just to make sure I am not overlooking anything major.
3 Restoration Angel
3 Snapcaster Mage
3 Augur of Bolas
Instants
1 Ultimate Price
2 Dissipate
4 Azorius Charm
3 Think Twice
3 Sphinx's Revelation
2 Devour Flesh
2 Dimir Charm
1 Syncopate
4 Supreme Verdict
2 Planar Cleansing
Land
2 Island
1 Plains
4 Isolated Chapel
4 Glacial Fortress
3 Nephalia Drownyard
4 Drowned Catacomb
2 Watery Grave
4 Hallowed Fountain
2 Godless Shrine
1 Jace, Architect of Thought
2 Dispel
2 Witchbane Orb
2 Angel of Serenity
1 Rest in Peace
1 Psychic Spiral
1 Negate
1 Jace, Memory Adept
2 Feeling of Dread
2 Appetite for Brains
1 Tormod's Crypt
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The list:
2x Forbidden Alchemy
4x Azorius Charm
1x Syncopate
2x Dissipate
3x Sphinx's Revelation
Lands: 25
4x Glacial Fortress
4x Hallowed Fountain
3x Godless Shrine
1x Watery Grave
1x Plains
1x Island
4x Drowned Catacomb
3x Cavern of Souls
2x Nephalia Drownyard
2x Isolated Chapel
2x Jace, Architect of Thought
2x Sorin, Lord of Innistrad
1x Tamiyo, the Moon Sage
Enchantments: 7
4x Blind Obdience
3x Detention Sphere
Creatures: 5
1x Snapcaster Mage
1x Obzedat, Ghost Council
3x Geist of Saint Traft
Sorceries:6
3x Supreme Verdict
3x Lingering Souls
1x Supreme Verdict
1x Desecration Demon
2x Terminus
2x Ultimate Price
1x Rest in Peace
2x Witchbane Orb
1x Obzedat, Ghost Council
1x Feeling of Dread
1x Pithing Needle
3x Negate
The Reasoning:
Geist of Saint Traft: He has hexproof. He puts the beatdown on people. Yes, I know he dies to Devour Flesh, but for that there are always Spirit Tokens for that, if not a counterspell.
Blind Obedience: This deck tends to roll over and die for Aggro decks. Multiples times have I taken second in local tournaments due to taking a Flinthoof Boar to the face. Between slowing them down a little, and the Extort for some sustain this card is pretty solid in the deck.
Cavern of Souls: In a mirror match, Geist of Saint Traft is a big help, because he can either kill their Geist, or since I don't see him too often in a Mirror, he can beat their face in. Also applies to Obzedat.
Only 3 counterspells: Yeah, only 3. I'm not sure what I could drop for more, and I feel I have enough answers for stuff I don't counter.
Desecration Demon: I don't have another Rest in Peace to swap him for, and he's nice against midrange decks such as Jund.
The reasoning for cards I don't have:
Augur of Bolas: Yes, he can grab an instant or sorcery. I only have 18 of them, so it would be a good chance that he might fall dead. Between the Sphinx's, Alchemy's, and Jace's, I don't worry too much about running out of cards.
Think Twice: See Augur, sans the first two sentences.
Liliana of the Veil: I'm actually on the fence about her, and I might swap a Tamiyo for her, or put her in the SB, but right now, she isn't in the deck.
Planar Cleansing: I run too many walkers to want this, and I can either counter, Pithing Needle, or beat enemy walkers to death.
Jace, Memory Adept: Yes, milling ten when he sticks is awesome. But I didn't build this deck to win just by milling people out, and I only run two drownyards, so he doesn't fit with the deck.
You seem to be stuck in the middle between Esper Superfriends and Esper Tempo.
As I've been telling everyone, take what I say with a grain of salt. I've only been playing for 2 months BUT i have been playing Esper Control and researching it since Day 1.
My Opinion:
Forbidden Alchemy - You don't have any Unburial Rites, nor anything that gives something in your graveyard flash back. In my opinion, this card hurts your deck more than anything. It allows you to dig, but for 1 card, the day you dig all of your planeswalkers, you are going to shoot yourself in the foot.
Blind Obdience - Great card with today's meta, though I'd say run it as a 3 of or a 2 of, and open up slots for other, more important cards to your deck, if you decide to keep it mainboard. It's one hell of a sideboard card though.
Creatures - I don't have too much experience with Esper Tempo, though I'd most likely recommend to run Snapcaster Mage as a 2 of if anything.
Lingering souls - If you are going to run it, run it as a 4 of, especially with Sorin in your deck. Emblems can buff the hell out of these and it gets scary.
In my opinion of your mainboard, I'd recommend dropping the Forbidden Alchemy, 2 Blind Obdience and 1 Detention Sphere. This would open up 5 more cards you could use.
I'd recommend in place:
3x Think Twice - The ability to dig your deck freely is by far one of the most important things to maintain control with Esper.
2x Tribute to Hunger - Little expensive at 3 but with all the midrange running around, it's quite amazing as a game saver. Double it up with Snaps and you can easily stay ahead of the game while setting up a fat sphinx.
1x Lingering Souls - Run another one of these to hit 4 in your deck.
Other recommendations:
If you have the cards, you could always add 2 Liliana of the Veil
Lands:
Drop 1 Caverns and drop the drownyards
add 2 Isolated Chapel and 1 Watery Grave
Reasoning: You only have 2 main guys you are worried about getting on the field and they are both spirit. Tapping a Caverns for Spirit means you are set. If you had other creature types then I'd recommend more but in this case, if you are that worried about them being counter spelled, you should only run 2.
2 of on a drownyard, I don't believe would make a huge difference, you would be better off with a playset of Isolated Chapel to help fix the mana a little bit.
Co-Owner / Systems Administrator
Fail Gaming
www.FailGaming.com
Skype: Kibbelznbitz69
Going with 2 Cavern of Souls makes sense, I guess I was just a bit paranoid about wanting to always stick my Geist and Obzedat.
I might go to 3 Blind Obedience, but I'm not sure, getting one out on turn 2 really helps.
3 seems like a really good number for the Detention Sphere's, and it has been working out well for me, more testing is required for that one.
Tribute to Hunger is nice, and I might free up the space for it.
Lands:
I'll try it with the Chapels, but I don't have another Grave at the moment.
Thanks again for the advice, I appreciate it.
I can understand you being worried about getting your Giest on the field without being countered. Essentially you only need 1 caverns for your Ghost Dad, but you want some draw consistency so a 2 of should be fine. and besides, most decks won't be able to counter that first one that drop, or the 2nd one if you can draw 2 in the first 4 turns. I know I usually blow turn 3 on something else like an Aguar of Bolas unless I know the deck i'm up against.
Co-Owner / Systems Administrator
Fail Gaming
www.FailGaming.com
Skype: Kibbelznbitz69
The good news is that walkers CAN win games, especially since you are also playing Lingering souls. My Fiancee who plays an Orzhov life-gain deck, stomps the field with her lingering souls and Sorin Emblems.
Co-Owner / Systems Administrator
Fail Gaming
www.FailGaming.com
Skype: Kibbelznbitz69
4 Hallowed Fountain
4 Glacial Fortress
2 Godless Shrines
1 Watery Grave
4 Drowned Catacomb
3 Nephalia Drownard
1 Ghost Quarter
2 Evolving Wilds
1 Island
2 Plains
1 Swamp
3 Restoration Angel
3 Snapcaster Mage
1 Angel of Serenity
2 Obzedat, Ghost Council
4 Azorius Keyrune
4 Lingering Souls
4 Supreme Verdict
4 Think Twice
4 Forbidden Alchemy
2 Unburial Rites
2 Detention Sphere
2 Tragic Slip
2 Duress
2 Witchbane Orb
2 Psychic Spiral
2 Syncopate
3 Terminus
2 Tormod's Crypt
1 Tamiyo, the Moon Sage
1 Jace, Architect of Thought
Landbase is a bit wonky because I lack all the shocks I want but it's been working out decently for me. I've probably screwed up massively while making this so asking just to make sure I am not overlooking anything major.