Esper Teachings Primer Draft

Esper Teachings






The deck

Esper Teachings is a U/B/w control deck based around the card Mystical Teachings (contributing to the name of the deck) with a very wide variety of control cards to keep your opponent's hand and side of the board clear. The deck wins by using the few creatures it has to further control your opponent and eventually win with those creatures because your opponent is unable to remove them or block them. Unlike most modern decks, this deck is highly interactive, so the deck is very susceptible to the meta game and relies on very smart play and good sideboard decisions. Therefore it is a very difficult deck to play, but when played right, is very powerful and very rewarding.

The deck, being so susceptible to the meta game, has a very wide variety of options and will thus have very many different decklists and preferred cards. In this primer I will go over many of the different options it has and their uses, however, the deck you build will ultimately depend on your preference, skill, and local or forecasted meta-game. It is important to understand that some cards discussed in this primer may not necessarily be good options for your deck.

The basic strategy of this deck, as I mentioned earlier is controlling your opponent, either by countering their spells or by removing their creatures. Unfortunately, that alone will not win you the game; the deck wins by either one of two ways. The first way is using creeping tar pits, an unblockable man-land, in combination with snapcaster mages and your other control cards to slowly grind them to death. The other win condition is simply controlling your opponent until you can drop a bomb, generally by tutoring for it and flashing it in with teferi. Both ways require much patience and very careful play.

There are several common mistakes that people make when playing or building this deck. The most common mistake, and by far the easiest mistake to make, is having your creatures removed. While playing this deck, you cannot value your creatures enough. If you lose your teferi, your tar pits, your snapcaster mages, or whatever beat stick you're using, how are you going to win? The second most common mistake is building the deck with either too much counter magic, too much hand disruption, or too much removal. As I said previously, the deck you make will depend on your meta-game so some decks will have different balances of the three, but ultimately they will need to be balanced.



Mystical Teachings, though costly, is an amazing tutor card because, unlike other tutor cards, it has instant speed and a flashback cost with black. Mystical teachings has two very important roles in this deck. It allows the deck to tutor for your instants at instant speed which gives the deck the ability to tutor for the necessary response to your opponent's play at instant speed. Secondly it can be used at the end of your opponent's turn, if you used no mana to counter their play or remove a creature, to tutor up Teferi, Bro of Zhalfir. Once Teferi is played, Mystical Teachings can be flashed back to tutor for any creature in the deck because Teferi gives all creatures you own flash. It can also be used on snapcaster mage, which allows the deck to reuse cards in our graveyard.

Teferi, Bro of Zhalfir is the staple creature in the deck. Teferi has two different effects: your opponent can only play spells when he/she could cast a sorcery, and all your creatures get flashback while Teferi is on the field. The first effect not only limits the time and effectiveness of things such as their removal spells which makes the combat phase much safer, but makes your counters and removal the final say in any play since your opponent no longer has the ability to put anything on the stack while Teferi is in play except other abilities. His second ability allows you to tutor for your creatures with Mystical Teachings and allows you to flash in those creatures at the end of your opponent's turn. Similarly, his own flash capability makes him a valid tutor card with mystical teachings and allows you to play him at the end of your opponents turn as well which will often be the case since this deck is all about permission.



Utility creatures

Snapcaster mage - This card has quickly proven itself as a staple in many blue decks, much as it has in this deck. Though some variants choose not to use snapcaster mages, snapcaster mage is a great card in this deck not only because it allows us to reuse the cards in the graveyard, but can be tutored for with mystical teachings without teferi on the field. It also doubles as body with which we can block making itself incredibly useful against many decks in the format that are aggro based.

Vendilion Clique - Hands down an excellent utility card that can quickly end the game for your opponent if you hit an important card in their hand. Though some decks are almost unaffected by this, such as jund and zoo, combo decks will definitely hate to have to do more filtering and card draw to regain the important card in their deck. It's also very easily removed and killed, but if it isn't, it still makes an awesome flying beater/blocker which can give some decks quite a bit of trouble.

Plumeveil - Like slipknot once said, "if you need a kickass wall, look no further." Walls are generally not the answer to most decks seeing that you will most likely just want to remove their creatures as opposed to blocking them. Also, it's still likely to get run over late game with tarmogoyf or Knight of the reliquary. Still, it's a useful creature that can be tutored for and can stop a fair amount of aggro.

Dralnu, Lich Lord - Essentially a snapcaster mage on a stick. It's not as useful as snapcaster mage generally because it can't be used in response to plays your opponent makes, even with teferi out. It's also 5 cmc which makes it a bit more difficult to cast sometimes, but the ability to repeatedly use cards from your graveyard is just fantastic. Though he has very high utility in this deck, he is a great win condition as well, and therefore you should use no more than one or two in your deck if you are going to use him at all.


Win-con creatures - Listed somewhat in order of popularity

Wurmcoil Engine - A 6/6 body with deathtouch and lifelink. Though the deathtouch isn't generally very useful, the lifelink certainly is in this deck. It also replaces itself with the two 3/3 lifelink and deathtouch tokens if removed. It immediately stops aggro in it's tracks since aggro alone has no way of dealing with it, and generally, the lifelink will prevent you from being overrun. Though it is generally resilient to removal, an opponent's resolved path to exile immediately makes this card worthless. Overall, a very powerful and frightening card, but susceptible to path to exile and other forms of exile.

Grave Titan - Similar to wurmcoil engine, this card is also a 6/6 beater with deathtouch. It also immediately puts two 2/2 zombies on the field which helps us from getting overrun. Unlike wurmcoil engine, a path to exile, or other forms of exile will not get rid of the remaining zombies it has put on the field. Unfortunately, it can still be countered, but that shouldn't happen if you flash it in with your teferi in play, or have sufficient counters prepared. If you are running a win-con creature, Grave Titan is a very good choice.

Frost Titan - Another titan in esper colors. It has the ability to tap down permanents which can be a great solution to certain decks. It also has a built in spell pierce to make it more difficult to remove individually. Unfortunately, its tap ability will not generally save you from being overrun, and cheap removal spells, especially path to exile and slaughter pact, will generally be paid through against the built in spell pierce in late game. Though a very considerable card, this card may only be best against certain decks where Frost Titan's tap ability is very useful, such as decks using powerful artifacts or a wide variety of important lands.

Baneslayer Angel - Not necessarily as big as a titan, and the double white can make casting it a bit rough, but it's hard to beat its amazing abilities. It will destroy your opponent's aggro while regaining you life. However, like most other win-cons, you will have to protect it from removal. The protection from demons and dragons generally isn't very useful, however, you never know when it may come in handy. In the end it is not always the greatest option of win-cons, but still definitely a solid pick.

Sphinx of Jwar Isle - Generally a good answer to your aggro heavy decks unless you are getting run, however, becuase you do not have to spend mana protecting it, you can use that mana to counter or remove your opponents creatures. Its second ability can also help you plan ahead which is very useful with this very interactive deck. It's not as offensive as wurmcoil or grave titan, but it's still a top choice for this deck as a win-con with its flying and shroud ability.

Geist of Saint Traft - A very effeinctly costed beater that is impervious to most forms of removal. However, with the ammount of aggro in the format it can still very easily die to your opponent's blockers. Therefore, it is best used as a sideboard option against decks with lots of removal and very little creatures, such as the mirror match up and other forms of control.

Meloku the Clouded Mirror - Works similar to grave titan in the way that it continually puts more dudes on your side of the field. You can also choose however many tokens you want to make at one time since the ability is not a tap ability. The tokens are also flying which can make things go a bit easier. It's not flat out as strong as the grave titan, but it will still win the game in the same manor and its generally a bit easier to cast with only one blue with a total cmc of 5 as opposed to 6.


Other Win-cons - These creatures are still sweet cards though are generally considered less due to high mana cost or a different kind of utility

Magister Sphinx - The original esper finisher. Esper colors, flying beater, plus its life ability. Be wary, though. Its ability is not a may ability and you may have to make a difficult decision between dropping your own life to 10 or raising your opponent's life to 10.

Iona, Shield of Emeria - This card is good. Period. Unfortunately, it does not fit as well in this deck as it does in other decks for two main reasons: triple white and a cmc of 9. It's still very plausible to get to 9 mana and cast this creature, especially with this type of deck, but generally we need a less costly bomb if we are using a win-con. This card still works though, especially against mono-color decks, but mono-color decks are not very prevalent in modern which makes her not quite as useful.

Jin-Gitaxias, Core Augur - Holy **** this card is almost better than Iona. It's only double blue plus it has flash so we can tutor for it without teferi. Sigh...again, it's just really expensive mana-wise with a cmc of 10. This card is a staple in reanimator and similar legacy decks, however, this deck works completely different from those decks because he cannot be cast on turn two or three in this deck for obvious reasons. Because of this fact, his effect is not nearly as strong because your opponent is not very likely to still be holding on to 5 or more cards by turn 10. His own card draw effect is pretty sweet, but there are more effecient ways of us drawing cards. There is the posibility of casting him several turns earlier with storage land that the deck typically employs, but that's quite a long shot and generally you will have to use that mana for something else before you get to cast Jin. Overall, if you get the chance to play him, awesome, but you're probably going to want to go with a less costly win-con.

Drogskol Reaver - Pretty neat creature from the new set with great abilities and great card draw. Lifelink is certainly a plus, and its double strike ability will definitely help you kill off a lot of aggro before your opponent can burn it to death. It's card draw ability can be very useful if you're using other lifelink creatures or life gain cards. Having other instances of life gain in this deck does not occur very often though, even if you're using timely reinforcements and other popular lifelink creatures such as wurmcoil or batterskull. However, if you don't swing with it, you may not benefit much from its card draw ability, and playing defense with your creatures is a common strategy with this deck. Also, there is only one instance of life gain when this creature does damage to another creature with 3 or less toughness. Lastly, its cmc is 7 which is a bit higher than most of us would like. In summation, it's plausible, but if you're looking for a great beater with good card draw, consecrated sphinx is more often a better option.

Consecrated Sphinx - A simpler version of drogskol reaver. Fortunately, he costs a bit less and has a bit more defensive capabilities which suit the deck a little better. However, he does not gain you life, and this card has a huge target on its back while its in play. If you can protect it and you're not getting overrun with aggro and burn, the card draw is fantastic, and its beats will end the game fairly quickly.

Death's Shadow - Highly conditional, but extremely cheap. Against aggressive decks he's very plausible since your life total will likely be very low against those decks. He doesn't regain you life, though, and if it's removed you likely quickly die afterward. Most aggresive decks generally have burn to finish you off anyway. Very neat and original creature, plus its low cmc can allow you to possibly run more than one or two, but he's very risky so you'll need to be extra careful to play him well in this deck.

Windreaver - This guy is incredibly fun to use. His flying ability makes him generally get in damage over your opponents head, and all his other abilities give him options for both smashing your opponent's face and evasion. You can save him from removal, you can pump him up to beat face, or you can do both. The downside? You will repeatedly have to spend mana on him, plus he's a little slow and he's blue/white with a total cost of 5, but if you can hold on to him and play him right he won't let you down.



Removal is generally pretty straight forward, so I'll just run through the viable removal spells in order of CMC.

0 mana cmc

Slaughter Pact - The black pact card. Basically a doom blade for free which works well with mystical teachings and snapcaster mage. You only have to pay 3 on your upkeep which is a lot easier than its cousin, pact of negation which makes you pay 5. If you choose to use slaughter pact, its recommended that you only use one.

Engineered Explosives - Very strong card against certain decks, like elves and tokens. Otherwise, its not quite as useful. If you find your meta game has a lot of stuff with the same CMC, definitely a good choice.

1 mana cmc

Path to Exile - Hands down the best removal spell in the format, and the primary reason we use white in the deck besides esper charm. As long as you are running white in the deck, there is no reason you should not have at least three of these. Keep your eye out for Jund, though. Using this card against Jund is essentially rampant growthing them to play bloodbraid elf. Not to say you can't use it against jund, just be aware of what it may cause.

Disfigure - Due to the amount of small aggro in the format, this card is actually very playable in most meta-game as removal. For only one black, its very efficient. It gets rid of most elves, goblin guide, bob, snapcaster mage, enemy creeping tar pits, even bloodbraid elf, however, tarmogoyf will generally be out of reach for this card.

Deathmark - A bit narrow considering it only hits two colors, but very cost effecient. Definitely a good sideboard option if there's lots of KotR and goyf in your meta game. Some may even choose to main board it if those decks are prominent enough.

2 mana cmc

Go for the Throat - Generally a bit better than doom blade, unless you see affinity decks, or other artifact creatures such as wurmcoil. Always be on your toes for wurmcoil. Its colorless cost allows it to appear as a surprise in any deck.

Smother - Again, the aggro in this format makes this card easily playable allowing it to kill things both doom blade and go for the throat cannot kill, bob for instance, and just about any creature in an affinity deck. It also kills any man-land, mind you. Obviously, it's useless against decks with big beaters though. You can still use it against most of what jund employs, but beware of bloodbraid elf, as it can't be killed by this card.

Doom Blade - In most meta game, this is not quite as useful as the previous two removal spells, but if you don't see much black creatures being played, its still a good choice. Definitely a good spell to have in your sideboard, too.

3 mana cmc

slay - Cantrip removal spell for green creatures. The only 3 cost spot removal spell that's worth running in this deck. Best as a sideboard card for decks with lots of green creatures.

4 mana cmc - The 4 cost removal spells are board wipes. If you use any of these, they are generally used as a one-of in decks where creatures rule the meta game, which isn't always the case since there are plenty of viable combo and burn decks.

Day of Judgment - Mass removal at sorcery speed for double white.

Wrath of God - A slightly better Day of Judgement.

Damnation - A black version of the previous two. It's generally easier in this deck to cast because double black is a lot easier in this deck than double white. The artwork is pretty sweet, too. Unfortunately, it's by far the most expensive out of the three. If you are using any of these three cards, this one is preferred.

5 mana cmc

Consume the Meek - An amazing board wipe at instant speed. Since there are so many 3 cost and lower creatures in the format, this almost always a board wipe of your opponents side of the board. Unfortunately, it can kill your own snapcaster mages if you have any out, and it doesn't hit bloodbraid elf and large beaters. What makes this card so amazing, however, is that it's an instant, so you don't need to run more than one because you can always tutor for it when you need it. It is expensive, but it's worth the 5 mana when you need it.



Alright. So this is the most difficult part of the deck because counter spells are highly interactive and your choice of counters will ultimately affect how well your deck performs. Obviously, when choosing counter magic we are going to try to pick the counter spells that best target what we are playing against, however, we must be wary of being too specific with our counter magic. Flashfreeze is a perfect example. It's a fantastic counter spell because it allows us to counter any green or red spell for only two mana. But what if your opponent isn't playing either of those colors? Flashfreeze is fantastic, but only against certain colors, and therefore its best left in the sideboard. The same will go for other counter magic. Anyway, here is the list of the most frequently used counter spells in the format in order of cmc.

0 mana cmc

Pact of Negation - The ability to play this card from anywhere in your deck with only four mana with mysitcal teachings makes this card pretty powerful, or for only two mana from the graveyard with snapcaster mage. However, it is slow since you have to pay 5 mana without losing. In my opinion, its best used as a last resort counter to your opponent using a combo or playing a card that will ultimately cost you the game. If you plan on using it, it's generally best as a singleton because you can tutor for it when you need it.

1 mana cmc

Spell pierce - A great counter spell against combo decks and other decks that use early game non-creature spells. Modern has many creatures, however, so you will probably want these in the sideboard if you are going to use them at all.

Dispel - Fantastic in the mirror match up and other decks running lots of instants and removal like zoo. If you have issues protecting your creatures, this is a pretty solid choice. It also saves you from burn and storm. Unfortunately, it is a pretty narrow spell, so if you're going to use these you best be pretty sure you'll be seeing a lot of instants. Definitely a good consideration for the sideboard depending on your metagame.

Spell Snare - Often the most powerful counter spell in the deck. Generally, 2 cmc is pretty narrow as well, but we find that in modern many spells are generally 2 cmc. This does not mean they should automatically go in your deck though. Using this card and other similar cards requires you to know all possible drops and their cmc's for each deck in your meta. As I said, 2 cmc is pretty common for most decks in modern, but there's a good chance your local meta game does not fit this scenario.

Condescend - A more conditional counter spell. Works pretty well against decks that run on few mana. In this deck, the scry 2 is not fantastic, but its still a plus. Most likely a sideboard option for most people.

Spell burst - A fantatsic counter spell in late game, which is generally this deck's strong point. With its buyback ability, it is definitely possibile to completely stop your opponent from doing anything late game. It is certainly weak early game though, even though many spells in modern are low cmc. Its also less potent on the draw.

2 mana cmc

Delay - Pretty good counter spell against a variety of different decks. Like many other counter spells, it's pretty situational, and gives you three turns before you have to deal with the spell again, but still pretty effecient. It works well early game because it allows you a bit more time to set up so you are prepared for the spell when it comes back 3 turns later. It also works well late game and can allow you to shut out your opponent if you are already set up.

Negate - A hard counter for 2, which is pretty sweet. Its only downside is that it doesn't counter creatures which takes up a lot of the meta game. This is not always the case though, and since the deck already runs lots of removal anyway, its never a bad choice for a counter spell.

Mana Leak - I feel a lot of people get the misconception that this card works like it does in the standard format. This is obviously not the case since tons of decks in the modern format run very effeciently costed spells meaning this loses its value several turns earlier than it would in standard play. It's still a great counter spell, but don't expect it to work the same way it does in your standard deck.

Rune Snag - This is a really neat counterspell that works like mana leak except it can still be useful lategame seeing that your opponent may have to pay 6 or 8 mana to play a spell. It still has several drawbacks. You will not necessarily have them in graveyard for late game, and the first one only makes your opponent pay 2 which is generally pretty easy to pay through. You will also have to use 4 of them as well if you plan on getting the most out of them. Lastly, you will likely have to end up using your mystical teachings at some point to get the most effeciency out of these when you could be using mystical teachings for more appropriate spells. Generally the choice between rune snag and mana leak comes down to preference though.

Flashfreeze - Always a great counter spell. As I said earlier its generally kept in the sideboard. Your metagame may say otherwise though.

Remand - Easily a great counter spell with a cantrip. Unfortunately it does not put the countered spell in the graveyard, but sometimes an extra turn is all you need to gain advantage over your opponent.

Logic Knot - Basically a mill-your-graveyard counter spell for double blue. Generally we don't want to do this though because we often flash back stuff in our graveyard. It also doesn't work very well early game since you don't have much of a graveyard early game.

3 mana cmc

Dissipate - An upgraded version of cancel since it exiles the spell which is generally pretty relevant since graveyard recursion is not so uncommon. It is high cost compared to our other options though, so it will most likely not be on of your preferred counter spells.

4 mana cmc

Rewind - This card allows you to counter a spell and still have 4 mana open to use more instants, namely mystical teachings at the end of their turn. You can't use it until turn 4 though so you will not want to a whole playset if you use them.

Cryptic Command - One of the most powerful counters in the deck. Its four options almost always make it playable. The only downside to this card is its mana cost: triple blue and one colorless. Like other 4 cost spells, you probably don't want to run a whole playset to make the curve too high, but definitely 2 or 3 if you have them.



esper charm - Best draw spell in the format. Works a lot like think twice...except its better. Unfortunately, you can't flash it back, and it is a 3 color spell, but its ability is still great. It can also serve as hand control, and can get rid of enemy enchantments, like blood moon or O ring.

Thoughtseize
Inquisition of Kozilek
- Many people debate whether or not to use hand disruption in this deck. The answer is generally yes, especially in game 1 of a match. If you get it on turn 1, you immediately know what your opponent is playing, plus you have the option of getting rid of a spell out of their hand for only 1 black mana, one that you may not perhaps have an answer for, which is always relevant. It's essentially the cheapest, most efficient counter spell/removal that isn't actually a counter spell or removal. You will most likely want to run four of these between the two cards. Running any more just makes it too heavy on hand disruption. We aren't playing black in legacy.

Repeal - A cantrip bounce spell. Since there are a lot of permanents in the format that only cost one or two, you may find that in your meta game you will often only have to pay 2 or 3 for this card. Of course, we generally want to flat out counter or remove a permanent, but bounce spells can still get the job done.

Into the Roil - Similar to repeal, but works a bit differently. Costs a lot more to draw a card, but can still bounce anything for just 2 if you need to.

Disenchant - A white naturalize. Definitely a good sideboard option against those abusing artifacts or enchantments such as blood moon.

Timely Reinforcements - Puts blockers out on the field and gives you six life. This card makes aggro players hate themselves. Unfortunately, it's a sorcery so it can't be tutored for. You will definitely want to consider using this card if you see a lot of aggro in your meta game.

Lingering Souls - Seems kinda lackluster at first glance, but seeing that allows you to put 4 1/1's in the air for 5 mana, it's pretty sweet. Running one or two could give you all the blockers you need to hold off your opponent. Unfortunately, it's not instant speed, but if you're not already running too many sorceries, definitely a solid card.

Rest for the weary - Flat out life gain, works well against burn/storm decks. Its an instant too, so you can always tutor for it if you need it. Pretty hysterical if you can use it with snapcaster mage, too: gaining 16 life off of one card is something that wurmcoil can't always do (make no mistake though: wurmcoil is just way better).

Surgical Extraction - A fantastic way of dealing with a particular card in your opponents deck that you may have a lot of trouble with. Bloodbraid elf is a great target. Works really well with your hand disruption as well because you can also hit cards in their graveyard that you know are in their hand. Unfortunately, its not as useful against decks running a variety of threats, such as zoo. Its usually a singleton in most decks.




Man Land

Creeping Tar Pit - This is a primary win condition for this deck usually. Even though it comes into play tapped, most decks generally run four. The goal with this card is to slowly grind down your opponent because it is unblockable and uncounterable. This does not mean it's indestructible though, so be careful not to play it into removal.

Celestial Colonnade - Not generally as useful as creeping tar pit because its more costly and not unblockable. Still an amazing man land though that can still shut out your opponent fairly quickly. Using this card is just great fun, in my opinion.


Pain Land

Adarkar Wastes
Underground River
Caves of Koilos
- Cheaper alternatives to ravnica shock land. Do not run too many as it can make them suicidal which does not go well with this deck at all regardless of the amount of life gain you have in the deck.


Shock Land

Watery Grave
Godless Shrine
Hallowed Fountain
- The goal of just about all modern decks is to run one of each and use the zendikar fetch land to retreive them so you almost never have any issues with colors and all the tap lands come into play untapped. All you need is one of each if you have the fetch land. You will not want to run more than one of each due to the shock.


Fetch Land

Marsh flats
Misty Rainforest and/or
Scalding tarn

- As I said previously, the fetch land is used to get your shock land out into play because the shock lands are actually labeled as basic land types and therefore are valid targets of the fetch land. It is a bit suicidal, but you will want to run about 6 to 8 of these if possible.


Tap land



- This will make up the majority of your land base generally. Don't use too much of the scars land though because it doesn't work so well mid to late game. Works best with the fetch land/shock land combination so the tap lands don't actually enter the battle field tapped


other lands

Filter lands


- Pretty good alternative to the fetch land/shock land combination if you can't get your hands on those. You can't run more than one or two of each though because they tap for colorless by themselves.

storage lands


- These two lands take advantage of the end of your opponent's unused turn. If there is ever any leftover land at the end of your opponents turn, add a charge counter to it. If you are able to save up, you can tutor for teferi and cast him at the end of your opponent's sixth turn (given optimal circumstances, which are pretty unlikely). Essentially, its an alternative for mana ramp in this deck so you can cast your higher cost spells without having to use all of your land.


shizo, death's storehouse - Allows you an easier win with teferi or other win conditions by giving them fear.

Boseiju, Who Shelters All - Playing against another blue deck? No worries. Actually, this card is pretty jenky, but it's still pretty bad ass and it's pretty sweet tech against other blue decks.






One of slipknot's variants:




My cheap-ass version (mostly because I can't find ravnica shock land or zendikar fetch land). Notice the adjustments to the typical land base. Doesn't work as well as the most preferred mana base, but this is one way around it that still works pretty consistently.


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