If you're looking for unique and interesting build around cards for esper, have you considered Dreams of the Dead? It fits into gy and blink strategies (because it's best at returning etb creatures) and seems slightly less narrow than Thopter Foundry. It's still pretty narrow though.
May be less narrow but is worlds worse when you get it going. ThopterSword is just busted when online. My blue decks can pretty consistently hit cards too, I am literally trying to put Gitaxian Probe and all the cycling lands in because I just love 1 mana cantrips that much.
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I write about cube and run cube drafts on magic online.
Sure 2card combos of 2 individually strong/fine cards are cool with me. I am actually thinking about adding in ThoperSword because:
a.) Pet cards
b.) Nobody plays Esper Charm as anything other than Divination except me and 1 other person really and I want to run 1card per shard. Thopter is the most interesting and unique option
c.) I like non-creature win conditions in control decks
d.) I think sword *might* be fine on its own anyway
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I write about cube and run cube drafts on magic online.
How many people run calcite snapper? I know some do, but I don't.
Citynoise aren't you the one who doesn't like foresee? For 4 mana on one card I scry 2. For 4 mana on the other I scry 4 and draw two. I don't need to invest much more than that to win the game most days, but you need 3to4 activations of crystal ball to equal the output of foresee.
I'd put foresee at like 6/10 with a range of +-1 and ball at 4/10 but with a range of +-4. It is on average very crap but in the decks that want it is just crushing, much moreso than foresee.
Edit:What palingesia said, I like it the most in GB and GW decks.
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I write about cube and run cube drafts on magic online.
I don't even know why people play edicts.
The ones I use are the above 2 and fleshbag marauder.
Gotta kill that calcite snapper somehow.
I don't get the hatred for cards like crystal ball. Sure they do nothing to the board state but you don't play them in decks that can't support that. I'll spend 3 and sac a land on turn 8 to only draw gas for the rest of the game in my removal-heavy control deck. The card itself doesn't put you ahead on board but the advantage it generates translates into a winning board position very quickly while also ensuring a huge advantage in a long game. Give it 3 turns and you're winning, give it 12 turns and you're still winning - the card is kinda a must-answer. Either you answer it or it will just bury you.
Infest was really lackluster for me which is strange since pyroclasm has been really great.
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May be less narrow but is worlds worse when you get it going. ThopterSword is just busted when online. My blue decks can pretty consistently hit cards too, I am literally trying to put Gitaxian Probe and all the cycling lands in because I just love 1 mana cantrips that much.
peasantcube.blogspot.com
Sure 2card combos of 2 individually strong/fine cards are cool with me. I am actually thinking about adding in ThoperSword because:
a.) Pet cards
b.) Nobody plays Esper Charm as anything other than Divination except me and 1 other person really and I want to run 1card per shard. Thopter is the most interesting and unique option
c.) I like non-creature win conditions in control decks
d.) I think sword *might* be fine on its own anyway
peasantcube.blogspot.com
Counterbalance is unplayable on its own. Top is below average but acceptable on its own. The combo is fine but unexciting.
I hatehatehatehatehate 2 card combos in cubes with very few exceptions.
peasantcube.blogspot.com
I'd put foresee at like 6/10 with a range of +-1 and ball at 4/10 but with a range of +-4. It is on average very crap but in the decks that want it is just crushing, much moreso than foresee.
Edit:What palingesia said, I like it the most in GB and GW decks.
peasantcube.blogspot.com
Gotta kill that calcite snapper somehow.
I don't get the hatred for cards like crystal ball. Sure they do nothing to the board state but you don't play them in decks that can't support that. I'll spend 3 and sac a land on turn 8 to only draw gas for the rest of the game in my removal-heavy control deck. The card itself doesn't put you ahead on board but the advantage it generates translates into a winning board position very quickly while also ensuring a huge advantage in a long game. Give it 3 turns and you're winning, give it 12 turns and you're still winning - the card is kinda a must-answer. Either you answer it or it will just bury you.
Infest was really lackluster for me which is strange since pyroclasm has been really great.
peasantcube.blogspot.com