I don't understand why I've been seeing lists with misthollow griffin lately. How has it worked for you? Is there some situation I'm not thinking of when it really comes in handy?
In conjunction with Moorland Haunt, he recurs from any removal in the game outside of Terminus. A recursive, evasive beater.
So, I've been playing a more standarized list the last month or two, I really enjoy Bant control. In my meta, my deck has been dubbed "Durdletown". I've won a couple tournaments with it, but for tomorrow's FNM, I wanted to try and mix things up just a little for surprise, so I tossed in the Trostani/Rhox lifegain package to go with Cackling Counterpart. I figure if I'm going to be Durdletown, I might as well go all out. I may ditch a cackling counterpart or Resto Angel for more Azorius Charm.
This is the Bant list that I came to after a fair amount of testing. I'm going to be testing more this week before the GPT I'm attending this weekend (Time Vault is the first place prize :D).
I'm at 61 cards partially because I didn't want to cut something and was happy with how it was performing, and secondly because it gives me a VERY slight advantage in the mirror when we are both trying to mill eachother out.
Some of my card choices are pretty standard/straightforward, I'll mostly comment on the ones that are less commonly seen.
Feeling of Dread has been awesome against aggro, I just went to 1 in the board down from 2 and I may end up reverting that.
The one of Jace, Memory Adept in the main helps in the mirror, and I win a lot of my games against Midrange decks by milling them out. I side in the 2 in the board against Control or Midrange, and side out the one in the main against anything else.
Tamiyo helps hugely against midrange decks, and is not bad at all against GW/BG. She also shines in the mirror. I've won games simply by tapping down Naya/Jund's Kessig Wolf Run repeatedly. She plays really nicely with Jace, AoT, as was demonstrated at the beginning of this Standard format.
1 of Snapcaster Mage used to be a 2 of, and that's another change I may revert. Snappy can reuse Azorius Charm/Supreme Verdict against aggressive decks, pop Farseek again when I'm stuck on 4 mana, and can flash in to block and kill Geist of Saint Traft. Flashing back Dissipate and Sphinx's Revelation in the mirror match is especially awesome.
With 2, I would get the occasional hand or draw where I end up with two Snapcasters and nothing relevant to flashback. On the other hand, with one, I find myself not getting him when he would be useful nearly as often.
I'm undecided on Azorius Charm vs Selesnya Charm, though in my last game Azorius Charm saved me once in a situation where Selesnya Charm would have left me dead. Selesnya Charm is much better against Geist, and better in the mirror, and still good in aggro matchups because it functions as instant speed removal for anything with a power of 2 or less.
Out of the sideboard I've got Negate and Dispel for matchups where I want more counter magic. Terminus and Feeling of Dread are for the aggro matchups, Memory Adept for milling out control/midrange. Silklash Spider is great for blocking Thundermaw, Falkenrath, and any other big ground dudes.
Rest in Peace comes in against BR Zombies, but not against RDW or RakDW. Pithing Needle is a bullet that comes in wherever it's relevant.
Bramblecrush is something I've yet to see more than once, and I used it to stop my opponent from milling me out with Jace, Memory Adept. My thoughts are that it is a very versatile sideboard card, providing a more permanent answer to Planeswalkers (D-sphere can be removed later on), with the added bonus of being able to hit troublesome lands, help along a mana screw, or hit opposing Detention Sphere's/Oblivion Rings/anything I need to hit.
Thoughts on the deck? Suggestions for things to consider adding/cutting?
I played Esper control a couple of days ago at the FNM went 3-1-1 and losing to naya midrange in the top 8. I am definitely happy I played well with the deck though. The list is pretty close to Nick Spagnolo's esper list. I just happened to change around somethings based on my metagame.
I definitely would of played Esper control at yesterday's SCG standard open if I could of gone there since I feel confident enough that I could perform pretty well with the list. Only thing I probably would change is taking out the dissipate out of the sideboard for a cyclonic rift. The card has been playing pretty well for me in playtesting.
hey guys, here's my bant w/ red deck. it has been performing pretty well as of late. i figured with GC coming with some sick stuff for these colors that i would put this up for criticism. anyway here we go
: i still debate between the two charms. I'm currently running the WG main but i can totally see the argument the other way too. the make a 2/2 at instant speed for the kill with kissig has not panned out nearly as often as i was hoping but it is still really good.
: devils play has been good but not overwhelmingly so. i thought it was going to be a finisher but it has been more spot removal most of the time. it is good at it though in a deck that is sorely lacking it. usually hits walkers and or other big guys. sometimes finishes the game but not often. debating changing this into an entreat but I'm not totally convinced i need to. maybe need to test this option. maybe in the board or something
: kessig WR is ridiculous. flat out wins games. turns every creature into a draw x spell with garruk in play(along with an x damage spell too!). just soooo good. went up in garruk for these reasons and have not been disappointed at all in going this direction. makes sweeping the board with tusk in play often a game ending play
My latest iteration with my last changes were removing the 3x Feeling of Dreads (felt like I should just be killing things instead of buying time looking for a removal spell) and turned my Terminus's into Planar Cleansing's. Both have been great decisions and took 3rd place at my last FNM. Tonight was particularly tough because one of the local stores closed for the week so we had all the good players from both shops play at one place. Here is what I played:
Is Ben Stark's PT top 4 list still a great maindeck (I'll be editing to SB to my local meta of course) ? Thinking of getting Esper Control and I'm not sure what list to base my deck off of.
merciless eviction: this feels like a compromise between planar cleansing and terminus. On one hand you still have the ability to hit planeswalkers and enchantments, but on the other hand you can still deal with stuff like falkenrath aristocrat and unburial rites targets. Still there are situations where you just want to destroy everything. I think I may make this a 1/1 split between planar cleansing and eviction. I want this card in my deck though.
Demir charm: very resourceful tool. counters problematic sorceries like rakdos return, bonfire, and planar cleansing while also being able to be used as removal against faster creature decks. It can make the mana awkward though. This card makes me want more shocks and duals to be able to hit early black for it as well as early white for az charm consistently.
illness in the ranks: It's been great against spirit tokens and sorin tokens. This may become curse of death's hold though. Still not sure.
witchbane orb: pretty sure I want 2 of these. Might end up cutting the illness in the ranks for another of these.
26 land: I felt like the deck needed more answers. I don't think that running 26 land over 27 land makes that much of a difference in hitting our land drops.
some things I'm not sure about:
1 jace and 3 drownyards as the deck's wincon. The deck might need more than this. If you play tight and right, then this should be all you need, but it might be right to add a 1-of obzedat or something just as an extra win-con.
3 think twice. This card is pretty crucial in the early game to hit land drops and cycle through for early answers. I may need to run 4 of this, but I'm unsure what to cut for it.
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Big thanks to DarkNightCavalier from heroes of the planes studios for the sig!
hey guys, here's my bant w/ red deck. it has been performing pretty well as of late. i figured with GC coming with some sick stuff for these colors that i would put this up for criticism. anyway here we go
: i still debate between the two charms. I'm currently running the WG main but i can totally see the argument the other way too. the make a 2/2 at instant speed for the kill with kissig has not panned out nearly as often as i was hoping but it is still really good.
: devils play has been good but not overwhelmingly so. i thought it was going to be a finisher but it has been more spot removal most of the time. it is good at it though in a deck that is sorely lacking it. usually hits walkers and or other big guys. sometimes finishes the game but not often. debating changing this into an entreat but I'm not totally convinced i need to. maybe need to test this option. maybe in the board or something
: kessig WR is ridiculous. flat out wins games. turns every creature into a draw x spell with garruk in play(along with an x damage spell too!). just soooo good. went up in garruk for these reasons and have not been disappointed at all in going this direction. makes sweeping the board with tusk in play often a game ending play
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
i wanted my main board to be good primarily against aggro and focus my sideboard more on other matchups(although i still have a few aggro cards in sideboard) feel freel to give me pointers.
i wanted my main board to be good primarily against aggro and focus my sideboard more on other matchups(although i still have a few aggro cards in sideboard) feel freel to give me pointers.
1. I don't feel like The Geist needs to be in a deck with 5 sweepers. You can't play him too early because you might end up sweeping him, and then later on when you need an actual finisher hes not that great. Later in the game, several creatures just out class GosT.
2. Blood Baron is ultimately inferior to Obzedat in more ways than not. He should be your 5 drop of choice.
3. I see no reason why you can't have more Drownyards. I hate saying this, but you should cut the Ghost Quarter for another Drownyard. Ghost Quarters do some neat stuff like taking care of Wolf Run's and Vault, but Drownyard actually wins you the game.
4. I don't like the 2x jace, MA. If he's your alt win condition, you only need 1 of those copies to actually win the game. If you use him as a draw engine Jace, AoT is better suited for that.
5. You're removal package is very well balanced. GJ on that. Card draw suite looks great too.
This is my take on esper control. I hate playing with so little creatures so I changed the list slightly. It is a rework of a esper tempo deck I was playing that utilized GoST. Heres the list:
The main idea obviously is to spot remove any big threats, use multiple verdicts if you have to, then Sphinx's Rev to stabilize like most esper control. After that though, playing an obzedat is a game winner for me almost always. Also flashing in a resto angel to block turn 4 then using it to beat later is a great win con as well. Drownyards are in there against control, and the Jaces come in from the board.
This is my take on esper control. I hate playing with so little creatures so I changed the list slightly. It is a rework of a esper tempo deck I was playing that utilized GoST. Heres the list:
The main idea obviously is to spot remove any big threats, use multiple verdicts if you have to, then Sphinx's Rev to stabilize like most esper control. After that though, playing an obzedat is a game winner for me almost always. Also flashing in a resto angel to block turn 4 then using it to beat later is a great win con as well. Drownyards are in there against control, and the Jaces come in from the board.
any thoughts?
A lot different from my list but this actually seems allright. You have enough Resto Angels where you can beat down a walker if you need to or even swing in for lethal. 2 Drownyards in something like this seems reasonable enough as well. I really hate Dimir Charm because it doesn't kill or counter anything important outside of Rakdos Return. You have a pretty big weakness to Assemble to Legion though.
2 things you REALLY need are Think Twices and Renounce the Guilds. You could also use Warped Physique because it kills Falkenrath Aristocrat and it doesnt care about Rootborn Defenses or Boros Charm, but really its a meta call. So far my testing has shown it to be good but not great. Purify the Grave really needs to be Crypt Incursion too...that card is absolutely bonkers good.
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Current standard decks:
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
A lot different from my list but this actually seems allright. You have enough Resto Angels where you can beat down a walker if you need to or even swing in for lethal. 2 Drownyards in something like this seems reasonable enough as well. I really hate Dimir Charm because it doesn't kill or counter anything important outside of Rakdos Return. You have a pretty big weakness to Assemble to Legion though.
2 things you REALLY need are Think Twices and Renounce the Guilds. You could also use Warped Physique because it kills Falkenrath Aristocrat and it doesnt care about Rootborn Defenses or Boros Charm, but really its a meta call. So far my testing has shown it to be good but not great. Purify the Grave really needs to be Crypt Incursion too...that card is absolutely bonkers good.
Dmir Charm kills a lot of things such as crypt ghast and huntsmaster, the latter is heavily played in my meta. It also counters a few sorcerys i see in my meta such as bonfire and rakdos return. My major answer to assemble the legion is a counter or i would board in my detention spheres (its hardly played in my meta). I was thinking about trying to fit in think twice but I can't seem to find the space and my draw isn't bad with 4 charms and 4 sphinx's.
Renounce the guilds could be added to my board but I have devour flesh which is mainly for GoST and bant aura lists. Hadn't thought at all about warped physique, but it seems as though it could work well(maybe to replace dmir charm or victim) and it definitely has a place in the board. I rely pretty heavily on simply board wiping with verdicts for removal though. I play purify the grave just for against rites decks and I hardly see them. I like it simply because its easy to have 1 open white and just remove the card they target.
Was thinking about Aetherling over Obzedat. Thoughts?
Dmir Charm kills a lot of things such as crypt ghast and huntsmaster, the latter is heavily played in my meta. It also counters a few sorcerys i see in my meta such as bonfire and rakdos return. My major answer to assemble the legion is a counter or i would board in my detention spheres (its hardly played in my meta). I was thinking about trying to fit in think twice but I can't seem to find the space and my draw isn't bad with 4 charms and 4 sphinx's.
Renounce the guilds could be added to my board but I have devour flesh which is mainly for GoST and bant aura lists. Hadn't thought at all about warped physique, but it seems as though it could work well(maybe to replace dmir charm or victim) and it definitely has a place in the board. I rely pretty heavily on simply board wiping with verdicts for removal though. I play purify the grave just for against rites decks and I hardly see them. I like it simply because its easy to have 1 open white and just remove the card they target.
Was thinking about Aetherling over Obzedat. Thoughts?
1: The fact that Dimir Charm kills Huntmaster is irrelevant. Most of the time 2 for 1 ing yourself is not gonna be what you want to do. From experience I don't think counters are gonna be enough to stop Assemble the Legion. It works great in theory, but there are other things you are going to need to counter besides just that.
2: If Devour Flesh is mainly for GoST, you really should just switch over to Renounce the Guilds. It is strictly superior to Devour Flesh for killing Geist and it also gets rid of Assemble the Legion.
3. Against Junk Reanimator, Crypt Incursion is WAY better than Purify the Grave and it's really good against aggro decks too. You would strengthen both of those match ups by replacing those cards.
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Current standard decks:
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
1: The fact that Dimir Charm kills Huntmaster is irrelevant. Most of the time 2 for 1 ing yourself is not gonna be what you want to do. From experience I don't think counters are gonna be enough to stop Assemble the Legion. It works great in theory, but there are other things you are going to need to counter besides just that.
2: If Devour Flesh is mainly for GoST, you really should just switch over to Renounce the Guilds. It is strictly superior to Devour Flesh for killing Geist and it also gets rid of Assemble the Legion.
3. Against Junk Reanimator, Crypt Incursion is WAY better than Purify the Grave and it's really good against aggro decks too. You would strengthen both of those match ups by replacing those cards.
How does dmir charm 2 for 1? It simply kills hunstmaster and a lot of other creatures which are heavy in my meta. Also the counter is a bonus utility.
How does dmir charm 2 for 1? It simply kills hunstmaster and a lot of other creatures which are heavy in my meta. Also the counter is a bonus utility.
He is saying the example of using charm to kill a huntmaster will still leave behind a token you need to deal with that you may end up wasting a removal on.
He is saying the example of using charm to kill a huntmaster will still leave behind a token you need to deal with that you may end up wasting a removal on.
Ah, yes I see.
off note- probably will move devour flesh to renounce the guilds and maybe try Aetherling instead of obzedat as well.
went 4-1 and took 2nd at fnm tonight with the original list, played well.
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DECKS:
_________________________________________
Modern:
GRIXIS CONTROL
LIVING END
Standard:
NONE ATM
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In conjunction with Moorland Haunt, he recurs from any removal in the game outside of Terminus. A recursive, evasive beater.
4x Restoration Angel
3x Rhox Faithmender
2x Trostani, Selesnya's Voice
2x Jace, Architect of Thought
2x Azorius Charm
4x Farseek
3x Supreme Verdict
3x Dissipate
3x Sphinx's Revelation
4x Cackling Counterpart
1x Elixir of Immortality
4x Temple Garden
4x Hallowed Fountain
4x Glacial Fortress
4x Hinterland Harbor
4x Sunpetal Grove
1x Cavern of Souls
1x Alchemist's Refuge
2x Grove of the Guardian
1x Tamiyo, the Moon Sage
3x Centaur Healer
3x Witchbane Orb
2x Detention Sphere
2x Essence Scatter
2x Negate
1 Island
1 Mountain
1 Plains
Creatures - 13
2 Angel of Serenity
3 Augur of Bolas
4 Restoration Angel
4 Snapcaster Mage
Instants - 16
4 Azorius Charm
3 Desperate Ravings
3 Dissipate
1 Izzet Charm
2 Searing Spear
3 Sphinx's Revelation
2 Cavern of Souls
3 Clifftop Retreat
1 Desolate Lighthouse
4 Glacial Fortress
4 Hallowed Fountain
4 Steam Vents
4 Sulfur Falls
Planeswalker - 1
1 Tamiyo, the Moon Sage
Sorceries - 5
1 Mizzium Mortars
3 Pillar of Flame
1 Supreme Verdict
2 Counterflux
1 Dispel
2 Negate
2 Purify the Grave
2 Sundering Growth
2 Jace, Memory Adept
1 Tamiyo, the Moon Sage
1 Pillar of Flame
2 Supreme Verdict
3 Overgrown Tomb
1 Drowned Catacomb
4 Hallowed Fountain
4 Temple Garden
4 Glacial Fortress
3 Sunpetal Grove
4 Hinterland Harbor
2 Nephalia Drownyard
1 Alchemist's Refuge
2 Jace, Architect of Thought
1 Jace, Memory Adept
2 Tamiyo, the Moon Sage
4 Thragtusk
2 Angel of Serenity
Other Spells:
3 Azorius Charm
4 Farseek
2 Feeling of Dread
4 Sphinx's Revelation
3 Dissipate
4 Supreme Verdict
1 Elixir of Immortality
2 Detention Sphere
2 Jace, Memory Adept
2 Negate
2 Bramblecrush
2 Terminus
1 Feeling of Dread
1 Silklash Spider
2 Rest in Peace
1 Pithing Needle
2 Dispel
This is the Bant list that I came to after a fair amount of testing. I'm going to be testing more this week before the GPT I'm attending this weekend (Time Vault is the first place prize :D).
I'm at 61 cards partially because I didn't want to cut something and was happy with how it was performing, and secondly because it gives me a VERY slight advantage in the mirror when we are both trying to mill eachother out.
Some of my card choices are pretty standard/straightforward, I'll mostly comment on the ones that are less commonly seen.
Feeling of Dread has been awesome against aggro, I just went to 1 in the board down from 2 and I may end up reverting that.
The one of Jace, Memory Adept in the main helps in the mirror, and I win a lot of my games against Midrange decks by milling them out. I side in the 2 in the board against Control or Midrange, and side out the one in the main against anything else.
Tamiyo helps hugely against midrange decks, and is not bad at all against GW/BG. She also shines in the mirror. I've won games simply by tapping down Naya/Jund's Kessig Wolf Run repeatedly. She plays really nicely with Jace, AoT, as was demonstrated at the beginning of this Standard format.
1 of Snapcaster Mage used to be a 2 of, and that's another change I may revert. Snappy can reuse Azorius Charm/Supreme Verdict against aggressive decks, pop Farseek again when I'm stuck on 4 mana, and can flash in to block and kill Geist of Saint Traft. Flashing back Dissipate and Sphinx's Revelation in the mirror match is especially awesome.
With 2, I would get the occasional hand or draw where I end up with two Snapcasters and nothing relevant to flashback. On the other hand, with one, I find myself not getting him when he would be useful nearly as often.
I'm undecided on Azorius Charm vs Selesnya Charm, though in my last game Azorius Charm saved me once in a situation where Selesnya Charm would have left me dead. Selesnya Charm is much better against Geist, and better in the mirror, and still good in aggro matchups because it functions as instant speed removal for anything with a power of 2 or less.
Out of the sideboard I've got Negate and Dispel for matchups where I want more counter magic. Terminus and Feeling of Dread are for the aggro matchups, Memory Adept for milling out control/midrange. Silklash Spider is great for blocking Thundermaw, Falkenrath, and any other big ground dudes.
Rest in Peace comes in against BR Zombies, but not against RDW or RakDW. Pithing Needle is a bullet that comes in wherever it's relevant.
Bramblecrush is something I've yet to see more than once, and I used it to stop my opponent from milling me out with Jace, Memory Adept. My thoughts are that it is a very versatile sideboard card, providing a more permanent answer to Planeswalkers (D-sphere can be removed later on), with the added bonus of being able to hit troublesome lands, help along a mana screw, or hit opposing Detention Sphere's/Oblivion Rings/anything I need to hit.
Thoughts on the deck? Suggestions for things to consider adding/cutting?
Here is the list:
4 Isolated Chapel
3 Island
4 Hallowed Fountain
4 Drowned Catacomb
1 Evolving Wilds
4 Nephalia Drownyard
4 Glacial Fortress
2 Swamp
1 Plains
Planeswalkers
2 Sorin, Lord of Innistrad
1 Jace, Memory Adept
2 Jace, Architect of Thought
1 Tamiyo, the Moon Sage
1 Forbidden Alchemy
3 Sphinx's Revelation
4 Think Twice
4 Azorius Charm
Removal
2 Ultimate Price
3 Terminus
2 Supreme Verdict
3 Detention Sphere
1 Curse of Death's Hold
Countermagic/Other utility
2 Dissipate
1 Negate
1 Lingering Souls
2 Feeling of Dread
1 Ultimate Price
3 Negate
2 Rest in Peace
1 Terminus
2 Supreme Verdict
1 Dispel
1 Jace, Memory Adept
1 Curse of Death's Hold
1 Dissipate
I definitely would of played Esper control at yesterday's SCG standard open if I could of gone there since I feel confident enough that I could perform pretty well with the list. Only thing I probably would change is taking out the dissipate out of the sideboard for a cyclonic rift. The card has been playing pretty well for me in playtesting.
2 Jace, Architect of Thought
2 Garruk, Primal Hunter
1 Tamiyo, the Moon Sage
critters: 7
4 thragtusk
2 angel of serenity
1 snapscaster mage
artifact: 1
1 elixer of immortality
counters: 5
2 dissipate
3 negate
sweepers/other disruption/other stuff: 16
3 detention sphere
3 supreme verdict
2 Selesnya Charm
1 devils play
4 farseek
3 sphinx's revelation
1 alchemist's refuge
2 kessig wolf run
3 steam vents
3 temple garden
2 hallowed fountain
2 sunpetal grove
2 hinterland habour
2 glacial fortress
3 forest
3 island
2 plains
1 transguild promenade
2 rest in peace
3 terminus
3 azorius charm
3 centar healer
2 feeling of dread
2 izzet staticaster
few notes/thoughts
: i still debate between the two charms. I'm currently running the WG main but i can totally see the argument the other way too. the make a 2/2 at instant speed for the kill with kissig has not panned out nearly as often as i was hoping but it is still really good.
: devils play has been good but not overwhelmingly so. i thought it was going to be a finisher but it has been more spot removal most of the time. it is good at it though in a deck that is sorely lacking it. usually hits walkers and or other big guys. sometimes finishes the game but not often. debating changing this into an entreat but I'm not totally convinced i need to. maybe need to test this option. maybe in the board or something
: kessig WR is ridiculous. flat out wins games. turns every creature into a draw x spell with garruk in play(along with an x damage spell too!). just soooo good. went up in garruk for these reasons and have not been disappointed at all in going this direction. makes sweeping the board with tusk in play often a game ending play
3 augur of bolas
2 snapcaster mage
1 jace, memory adept
1 tamiyo, the moon sage
2 detention sphere
4 azorius charm
2 devour flesh
1 dissipate
2 psychic strike
4 sphinx's revelation
4 supreme verdict
2 terminus
4 think twice
2 ultimate price
4 glacial fortress
3 godless shrine
4 hallowed fountain
1 island
3 isolated chapel
4 nephalia drownyard
3 watery grave
1 pithing needle
1 witchbane orb
1 obzedat, ghost council
2 blind obedience
1 oblivion ring
3 rest in peace
1 devour flesh
1 dispel
1 dissipate
2 negate
1 psychic spiral
4 Augur of Bolas
enchantment 2
2 Detention Sphere
instants/sorceries 25
4 Supreme Verdict
4 Sphinx's Revelation
4 Think Twice
4 Azorius Charm
1 Murder
2 Ultimate Price
2 Devour Flesh
1 Dimir Charm
3 Dissipate
2 Jace, Memory Adept
1 Tamiyo, the Moon Sage
land 26
3 Nephalia Drownyard
4 Glacial Fortress
4 Drowned Catacomb
4 Isolated Chapel
4 Watery Grave
3 Godless Shrine
2 Hallowed Fountain
1 Island
1 Plains
2 Purify the Grave
1 Rest in Peace
3 Negate
1 Dissipate
2 Devour Flesh
2 Witchbane Orb
1 Elixir of Immortality
1 Nephalia Drownyard
1 Oblivion Ring
1 Sever the Bloodline
0-17-6-4-3 4X
Match Record- 14-1-1
Game Record- 29-3-1
3x Augur of Bolas
2x Snapcaster Mage
Instants
4x Azorius Charm
2x Devour Flesh
3x Dissipate
4x Sphinx's Revelation
2x Syncopate
3x Think Twice
1x Ultimate Price
3x Victim of Night
1x Jace, Memory Adept
Sorceries
4x Supreme Verdict
2x Planar Cleansing
Lands
3x Drowned Catacombs
3x Glacial Fortress
4x Godless Shrine
4x Hallowed Fountain
4x Isolated Chapel
4x Nephalia Drownyard
4x Watery Grave
1x Pithing Needle
3x Tormod's Crypt
2x Detention Sphere
2x Nevermore
2x Illness in the Ranks
2x Dispel
2x Dissipate
1x Syncopate
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
2 Augur of Bolas
2 Snapcaster Mage
1 Obzedat, Ghost Council
Planeswalkers
2 Jace, Architect of Thought
1 Jace, Memory Adept
2 Sorin, Lord of Innistrad
1 Tamiyo, the Moon Sage
Enchantments
2 Detention Sphere
Instants
4 Azorius Charm
2 Dimir Charm
2 Dissipate
2 Orzhov charm
2 Forbidden Alchemy
3 Sphinx's Revelation
2 Syncopate
1 Devour flesh
4 Supreme Verdict
1 Terminus
Lands
1 Plains
1 Island
4 Drowned Catacomb
4 Glacial Fortress
2 Godless Shrine
4 Hallowed Fountain
3 Isolated Chapel
3 Nephalia Drownyard
3 Watery Grave
2 Witchbane Orb
2 Rhox Faithmender
3 Rest in Peace
3 Negate
1 Psychic Spiral
1 Obzedat, Ghost Council
2 Blind Obedience
2 island
1 plains
4 hallowed fountain
3 watery grave
3 godless shrine
2 drowned catacomb
4 glacial fortress
3 isolated chapel
1 ghost quarter
3 nephalia drownyard
4 augur of bolas
2 restoration angel
3 snapcaster mage
4 supreme verdict
2 merciless eviction
4 sphinx's revelation
3 azorius charm
2 demir charm
3 think twice
2 devour flesh
1 ultimate price
1 syncopate
2 dissipate
1 dissipate
2 dispel
3 purify the grave
1 psychic spiral
1 duress
1 witchbane orb
2 evil twin
1 victim of night
1 illness in the ranks
2 terminus
things I feel good about:
merciless eviction: this feels like a compromise between planar cleansing and terminus. On one hand you still have the ability to hit planeswalkers and enchantments, but on the other hand you can still deal with stuff like falkenrath aristocrat and unburial rites targets. Still there are situations where you just want to destroy everything. I think I may make this a 1/1 split between planar cleansing and eviction. I want this card in my deck though.
Demir charm: very resourceful tool. counters problematic sorceries like rakdos return, bonfire, and planar cleansing while also being able to be used as removal against faster creature decks. It can make the mana awkward though. This card makes me want more shocks and duals to be able to hit early black for it as well as early white for az charm consistently.
illness in the ranks: It's been great against spirit tokens and sorin tokens. This may become curse of death's hold though. Still not sure.
witchbane orb: pretty sure I want 2 of these. Might end up cutting the illness in the ranks for another of these.
26 land: I felt like the deck needed more answers. I don't think that running 26 land over 27 land makes that much of a difference in hitting our land drops.
some things I'm not sure about:
1 jace and 3 drownyards as the deck's wincon. The deck might need more than this. If you play tight and right, then this should be all you need, but it might be right to add a 1-of obzedat or something just as an extra win-con.
3 think twice. This card is pretty crucial in the early game to hit land drops and cycle through for early answers. I may need to run 4 of this, but I'm unsure what to cut for it.
Modern:
Twinning End
Commander:
Mayael the Anema
welcome to [Official] Esper Control Deck Garage
My 180 Modern Bordered Only Cube
1x Blood baron of Vizkopa
2x geist of saint traft
Enchantments
2x detention sphere
Instants
4x azorius charm
2x dissipate
1x feeling of dread
3x sphinx's revelation
3x think twice
2x ultimate price
1x victim of night
2x devour flesh
1x dimir charm
Planeswalker
2x jace, memory adept
2x tamiyo, the moon sage
1x sever the bloodline
3x supreme verdict
2x terminus
Lands
4x drowned catacombs
4x glacial fortress
4x hallowed fountain
3x isolated chapel
3x godless shrine
2x watery grave
2x nephalia drownyard
1x ghost quarter
3x island
1x elixir of immortality
1x council of the absolute
2x notion thief
2x lavinia of the tenth
2x rest in peace
1x dissipate
1x feeling of dread
2x syncopate
2x tragic slip
1x nephalia drownyard
1. I don't feel like The Geist needs to be in a deck with 5 sweepers. You can't play him too early because you might end up sweeping him, and then later on when you need an actual finisher hes not that great. Later in the game, several creatures just out class GosT.
2. Blood Baron is ultimately inferior to Obzedat in more ways than not. He should be your 5 drop of choice.
3. I see no reason why you can't have more Drownyards. I hate saying this, but you should cut the Ghost Quarter for another Drownyard. Ghost Quarters do some neat stuff like taking care of Wolf Run's and Vault, but Drownyard actually wins you the game.
4. I don't like the 2x jace, MA. If he's your alt win condition, you only need 1 of those copies to actually win the game. If you use him as a draw engine Jace, AoT is better suited for that.
5. You're removal package is very well balanced. GJ on that. Card draw suite looks great too.
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
4 Auger of Bolis
4 Restoration Angel
3 Snapcaster Mage
2 Obzedat, Ghost Council
Spells (21):
4 Sphinx's Revelation
4 Supreme Verdict
4 Azorious Charm
3 Dissipate
2 Essence Scatter
2 Victim of Night
2 Dmir Charm
4 Watery Grave
4 Hollowed Fountain
3 Godless Shrine
3 Glacial Fortress
2 Drowned Catacomb
3 Isolated Chapel
2 Nephalia's Drownyard
1 Swamp
1 Island
2 Dispel
2 Terminus
2 Purify the Grave
3 Devour Flesh
2 Detention Sphere
2 Jace, Memory Adept
1 Witchbane Orb
1 Nehpalia's Drownyard
The main idea obviously is to spot remove any big threats, use multiple verdicts if you have to, then Sphinx's Rev to stabilize like most esper control. After that though, playing an obzedat is a game winner for me almost always. Also flashing in a resto angel to block turn 4 then using it to beat later is a great win con as well. Drownyards are in there against control, and the Jaces come in from the board.
any thoughts?
A lot different from my list but this actually seems allright. You have enough Resto Angels where you can beat down a walker if you need to or even swing in for lethal. 2 Drownyards in something like this seems reasonable enough as well. I really hate Dimir Charm because it doesn't kill or counter anything important outside of Rakdos Return. You have a pretty big weakness to Assemble to Legion though.
2 things you REALLY need are Think Twices and Renounce the Guilds. You could also use Warped Physique because it kills Falkenrath Aristocrat and it doesnt care about Rootborn Defenses or Boros Charm, but really its a meta call. So far my testing has shown it to be good but not great. Purify the Grave really needs to be Crypt Incursion too...that card is absolutely bonkers good.
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
Dmir Charm kills a lot of things such as crypt ghast and huntsmaster, the latter is heavily played in my meta. It also counters a few sorcerys i see in my meta such as bonfire and rakdos return. My major answer to assemble the legion is a counter or i would board in my detention spheres (its hardly played in my meta). I was thinking about trying to fit in think twice but I can't seem to find the space and my draw isn't bad with 4 charms and 4 sphinx's.
Renounce the guilds could be added to my board but I have devour flesh which is mainly for GoST and bant aura lists. Hadn't thought at all about warped physique, but it seems as though it could work well(maybe to replace dmir charm or victim) and it definitely has a place in the board. I rely pretty heavily on simply board wiping with verdicts for removal though. I play purify the grave just for against rites decks and I hardly see them. I like it simply because its easy to have 1 open white and just remove the card they target.
Was thinking about Aetherling over Obzedat. Thoughts?
1: The fact that Dimir Charm kills Huntmaster is irrelevant. Most of the time 2 for 1 ing yourself is not gonna be what you want to do. From experience I don't think counters are gonna be enough to stop Assemble the Legion. It works great in theory, but there are other things you are going to need to counter besides just that.
2: If Devour Flesh is mainly for GoST, you really should just switch over to Renounce the Guilds. It is strictly superior to Devour Flesh for killing Geist and it also gets rid of Assemble the Legion.
3. Against Junk Reanimator, Crypt Incursion is WAY better than Purify the Grave and it's really good against aggro decks too. You would strengthen both of those match ups by replacing those cards.
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
How does dmir charm 2 for 1? It simply kills hunstmaster and a lot of other creatures which are heavy in my meta. Also the counter is a bonus utility.
He is saying the example of using charm to kill a huntmaster will still leave behind a token you need to deal with that you may end up wasting a removal on.
Ah, yes I see.
off note- probably will move devour flesh to renounce the guilds and maybe try Aetherling instead of obzedat as well.
went 4-1 and took 2nd at fnm tonight with the original list, played well.