Contempt is a good card but it is often sitting in my hand not being used even only running 2 copies. The creatures either 1) get dealt with through seal away/settle/push or outright countered and the only time I HAVE to use vraska's or lose is against Teferi or Chandra, both of which can just be countered. I do agree that Vraska's gives us some reach but I feel like more than 3 is just redundant unless your meta is super aggressive. To each their own though.
I'm currently through a league and i'll give Lyra a chance in the next league I run, right now i'm running double Gonti, and am 3-1 thusfar. Gonti is just so good, and has turned the tide of the game every time I play him.
I see your point, but I look at it as the "emergency reset button". It keeps them honest, and cleans up almost all of the accidental things that resolve, as well as life gain. Every time I cut some, it ends up back in. It also lets you save counters by removing planeswalkers and things like gods that don't get easily removed by anything else.
That's fair. I've gone from 2-3 in most builds, I just like that most of our answers are more mana efficient than 4 mana and that you only need vraskas in emergencies. If you can fit in 4, it won't be a bad thing for sure, it does work.
It's been a while since I've picked up a deck, but just wanted to share a couple of lists that have been doing well in the increasing U/W field.
The first list finished second in a recent Hareruya tournament. Largely UB, but splashes for a couple of Teferi. Mana base is, well, interesting, as is no Search. The reason I wanted to share this list is that Shaheen Soorani, in his latest SCG article, basically said that this style of deck is the only way he'd play white right now, so interesting to see it work. A similar list was posted on one of the Magic subreddits (direct link to deck)), where the poster says he's happy with the main, but not quite the side yet.
More "normal" UB lists have been putting up 5-0s on MTGO, including this one from yesterday. The mainboard Spyglass seems like a good idea, in essence pre-boarding it and allowing one more slot in the side for other cards. It's similar to a list that was Top 4 in the recent MOCS.
Hey all, I participated in a 21 person PPTQ with Esper Control and came in first! It's not my first Top 8, but it was my first time winning an event of this caliber.
The meta seemed heavily skewed to either UW control or RB vehicles, with some Mono-Red. My matches were 3 against RB vehicles, 2 Mono-Red, 1 GB constrictor, and 1 UW control.
My overall record was 6-1-1, with one ID into Top 8.
My opponent was very friendly, but played tight on a more mid-range version of vehicles.
Game 1 was a careful exchange of resources, with my opponent playing around Settle the Wreckage as soon as I presented 4 mana with double white. The problem with this was I was able to pick off his creatures and other threats one by one slowly. Interesting was his maindeck copy of The Scorpion God, which received a Vraska's Contempt. Fatal Push was very good against Heart of Kiran, and I was able to take the game with The Scarab God getting Goblin Chainwhirler to clear out a Thopter token from Pia Nalaar that was pressuring my life total and responding to a Scrapheap Scrounger activation with one from the Scarab God.
I like to cut 1 Syncopate on the draw, and take out some inefficient spells for strong threats and cheap answers. I also don't like Fumigate against vehicles.
Game 2 was very good to my opponent on the play, he curved out Scrounger into Chainwhirler and had a Glorybringer to seal the deal. I struggled on lands and did not have enough interaction at the correct times.
I was a little confused with my seating, as my brother was also playing the event and I went to the wrong opponent. After getting seated I won the die roll.
Game 1 I played tapped land, and he led with a Bomat Courier. I really thought I was in the weeds after he got a few cards under it, with a few other haste threats like Ahn-Crop Crasher and Earthshaker Khenra, but he overextended into a Settle the Wreckage and didn't draw well after his Bomat activation. Gearhulk casting the Settle again finishes the game in short order.
The thought here is that he'll board into planeswalkers, but I don't want to over board with all my Negates. Lyra is a good threat if unanswered, and Authority is to slow them down and reduce haste pressure. Blink is bad since their creatures have haste without Authority on the field.
Game 2 he has a little bit of a slow start after his turn one Bomat Courier, missing his 2 drop. I land a turn two Authority of the Consuls, which slows him further. Fatal push got rid of Courier, but I still had to contend with two creatures in Soul-Scar Mage and Kari Zev, Skyship Raider. I play Lyra Dawnbringer and halt his aggression entirely while my life total is 7. He plays another creature and we take turns passing until I draw a Contempt, so I attack and pick off a creature on his attack. He casts Abade targeting Lyra, and I let it resolve not remembering Soul-Scar Mage gives her 3 -1/-1 counters. It is a slow grind now until I eventually win. Even a 2/2 flying lifelink creature is crazy against aggro strategies. 2-0
Interesting match, just stock RB vehicles. In Game 2 there's a weird rules thing that cost my opponent the game.
Game 1 felt similar to the first round, opponent playing around Settle the Wreckage but leaning on Heart of Kiran for a clock. Fatal Push feels good. I let Goblin Chainwhirlers resolve and handle them with removal, allowing my counter-magic to get the Chandras and Pias. I recall Sorcerous Spyglass resolving, revealing a hand with Abrade in it. I call Bomat Courier, since he had one on the field, he Abrades it and cracks the Courier. He gets lands, I get Scarab God, the game ends.
Same as above. I wondered if Duress would be good, but I didn't want dead draws later on and it might miss too often.
Game 2 was actually going to be my loss provided my opponent played correctly. Early game has an Arguel's Blood Fast for my opponent, but no real black lands so he has to take 3 off a Spire of Industry to draw any cards. He draws multiple copies of threats I answered after taking some damage and two Rekindling Phoenix and I stabilize, sort of, with Teferi, Hero of Dominaria tucking one. I then Doomfall the remaining copy in his hand and give myself some time. I get to plus once with him, counter his Phoenix on the way down but he sneaks in a Soul-Scar Mage. I'm currently at 2. Opponent casts Chandra, Torch of Defiance, which I counter with a Negate. He doesn't say anything about the prowess trigger, and he's not obligated to as it doesn't affect the board state, so I prepare to scoop it up since I have no answer. He attacks Teferi (????) and when I ask how much damage he says 1. I wasn't sure if I should have called a judge but the game proceeds as he passes priority. I Push the Mage after my draw step. Teferi remains and I am able to draw into Gideon of the Trials on the same turn and emblem so I am not dead to Chandra or any random burn. A Chainwhirler resolves putting me to 1 life now, and I Blink of an Eye it allowing me to attack for lethal with Gideon since he is low from Blood Fast. 3-0
This was a weird one, since we were both 3-0 we could have drawn our next two rounds and then got into Top 8. He insisted on playing because it was "too risky", even though the point math worked out.
Game 1 I have a slow hand and I am worried about Blossoming Defense so I take damage and then remove the creatures at end of turn. Turns out he wasn't playing any, that I saw at least, but two well timed Vraska's Contempt take down my defending Scarab God and Gearhulk find me dead to a large Jadelight Ranger pumped by Winding Constrictor.
Wasn't sure what to board in, so I went bare minimum on the midrange package. I felt favoured in the match up even though I lost, so I didn't want to change too much.
Game 2 I don't keep my seven, even though it had a bunch of lands with an Illumination and a Contempt. I figure I can do better with Fatal Pushes in my opener, but my six is bad. I keep scrying a land to the top, since I have an out with Settle in hand. Unfortunately it's a little too late as I miss a land drop and my fourth land comes in tapped, allowing him to draw the Duress necessary to clear the way for lethal. 3-1
My next opponent agrees to draw, since we are guaranteed a spot in the Top 8. I am seeded 3rd and get to choose order of play in most of my games.
Thank god these rounds were not timed, as my opponent and I played a long Game 1. Apparently the judge already knew the type of deck my opponent was playing and just sort of rolled his eyes when we got matched up.
Game 1 was very long, as I said, with a lot of interesting interactions. Most of the main fights were picked over my Search for Azcanta instead of his, since I had a Field of Ruin and he did not, and my Sorcerous Spyglass which called Teferi. My opponent was unhappy about not playing his Teferi's since he was on the "No-Win-Con" version of the deck. There was a lot of bouncing of permanents, fights over my creatures, and a Commit//Memory resolved aftermath. I took too long to be the aggressor, trying to figure out a way to fight through his counter magic so I could get him to counter my Gearhulks and then resolve Scarab God to reanimate them. However, I got my own Memory countered and milled out first as I had less mainboard counters than he did. My mistake here was milling myself with my second copy of Search for Azcanta when I saw dead removal spells, so I decked first.
Took out most of my spot removal and all my wraths. The no-win-con versions don't play that many creatures post-board, so I was not concerned. I wanted to have discard, obviously, and I have found success with Nezahal, Primal Tide. Gideon was to make sure I didn't die to mill out.
Game 2 I kept a decent hand with a turn 2 Blood Fast. He plays Knight of Grace. I was now concerned since my removal in hand is only Vraska's Contempt. He attacks me a couple times and ends up targeting my Blood Fast with Invoke the Divine, and I respond by drawing a card. I feel like he should have left the enchantment there for the extra damage. I draw Nezahal and play it on turn 7, with him stuck on 4 lands, checking his knight. He attempts to remove it and I pitch three cards to make sure it's safe. Game was elementary from there.
I actually side back in Seal Away and present 61 cards.
Game 3 finishes rather quickly as I get to 6 lands, cast a Gearhulk end step as bait for counter magic, then resolve Teferi afterwards on my turn. I tick to 8 to threaten ultimate and he scoops after I counter his Cast Out. Advance to Semi-Finals.
My opponent went from friendly to salty as I won in short order. He got to play Game 1.
Game 1 wasn't really close as I just plodded through my game plan of countering or removing his creatures. I punished his turn 3 Goblin Chainwhirler with Syncopate. Hazoret the Fervent went on the stack 2 times, 1 being countered with Syncopate and the second resolving but eating a Contempt. Most of his damage was from a Soul-Scar Mage that attacked for 1 for 6 turns. I land a Scarab God and start taking over his graveyard until he concedes.
Game 2 was also not close and one-sided in my favour. I keep a slow hand land wise, having many check-lands but no actual land types in hand. I can, however, produce black by turn 2 and had 2 Fatal Push in hand. Opponent leads on Soul-Scar Mage, which gets Pushed. He plays another, but no second land. I draw a 3rd Push, and lay into the creatures he plays. After he gets 2 lands for a Kari Zev, I Gearhulk for a Push and Disallow a follow-up threat in which he concedes. Advance to Finals.
The final match was against the same opponent as Round 3. I declared I was not interested in the RPTQ invite, since I am busy with work. He offered to split the credit in my favour and take the invite, but the judge was eyeing us so we just decided to play it out. Since I took the match anyway, we decided on the same outcome.
Game 1 was a scary one, since he played a turn 1 Bomat Courier and shoved about 6 cards under it until I responded with a Fumigate to clear his board. Apparently he put 5 lands into his hand. With him out of gas I took over the game with Teferi.
I was considering siding in Forsake the Worldly since Blood Fast was quite good, but I was having trouble cutting cards and the sideboard plan worked out last time so I stuck with it.
Game 2 was a tense match, with my life total dropping to 1 (again) by the end of the game. I don't remember the specifics but I was getting hit by Scrapheap Scrounger for a while until I dealt with it casting Settle, having named it earlier with a Spyglass. In hindsight I could have just named Chandra, Torch of Defiance and saved myself some trouble. Somewhere in here I have a Teferi to tuck a creature and Negate a The Eldest Reborn and Push something and Teferi gets dead by a creature. A Chandra resolved afterwards, adding mana to double-spell into a Pia Nalaar. I pushed the token end of turn. I had a Scarab God on board, and he had Pia and a Phoenix to block. I attack Chandra, forcing him to choose between giving me creatures to make copies of with Scarab God or losing Chandra. He chooses to lose Chandra and cracks back while I'm out of blockers and casts a second Phoenix. I Field of Ruin one of his lands so I can revolt Push one Phoenix and reanimate it. He attacks in the air, and I block immediately. Eventually The Scarab God overwhelms him and I win the match at 1 life. 1st Place finish!
Overall the deck performed really well and I felt comfortable with the match ups. I was happy to not see WB Vehicles, as I was dreading the match up. Red based decks seem fine as long as the play is tight, and black cards such as Fatal Push, The Scarab God, and Vraska's Contempt really carried their weight. Cast Down was a good one-of, and I think I'd like the Seal Away be another copy. I also wasn't terribly impressed with Commit // Memory and I wonder if I want a fourth Disallow or a second Blink of an Eye. Forsake the Worldly seemed a little redundant, but maybe I should have brought it in more often. Sorcerous Spyglass was quite good in almost every situation, locking down hard to deal with permanents and getting hand information in game 1. I also wonder if Gideon of the Trials should go to the main, since he came in almost every game.
My only loss felt as though the deck was too slow, but it could be due to bad draws and poor mana base. The mana base seems kinda bad to be honest, with many tapped lands and too many check lands. I saw some lists online that essentially just splashed Teferi, Hero of Dominaria in their UB plan for more solid mana. I just like wraths, as they add a 2-or-more-for-1 dimension I like in my control decks. Maybe there's a way to make it really work, but I doubt it.
Glad to have performed for you guys! It's nice to report a resounding win with our deck.
EDIT: Game 2 of the Finals went a bit differently than I remember, according to my brother. I had Search for Azcanta early, getting pressured by the Scrounger which I had called with Spyglass. I had a Contempt in hand, but no double black, an example of my poor mana base. I actually milled another copy of Contempt to find my colours, which I did and after Contempting the Scrounger I had a Gearhulk to flash the spell back on another card. My Spyglass had seen an Hour of Glory in my opponent's hand, which he used on Gearhulk allowing me to resolve my The Scarab God to take over the game as described. I did NegateThe Eldest Reborn to protect my God as well, having Fatal Push up as well in order to clear the way for the Chandra play.
With the way your list is setup, I actually think you don't need that many wrath effects. Also, 2 Field of Ruin in that mana base seems really greedy. I'm actually surprised by Hieroglyphic Illumination being your only draw spell. I get it with the way your mana base is constructed though.
Great job man, and thanks for the details. I think Esper is very powerful right now against aggro decks.
I'm running Esper at my next fnm and will most definitely be looking at your tips and thoughts before that.
Thank you! Against aggro it seemed I just had the right amount of interaction to get to my big spells later in the game. With the winnings I got I purchased another copy of Teferi, Hero of Dominaria which I would recommend putting into the deck. Card is gas, if you have them. I was working off budget concerns for this tournament.
With the way your list is setup, I actually think you don't need that many wrath effects. Also, 2 Field of Ruin in that mana base seems really greedy. I'm actually surprised by Hieroglyphic Illumination being your only draw spell. I get it with the way your mana base is constructed though.
Thanks! You're right, I was mostly siding Fumigate out for other cards. A sorcery speed wrath isn't great against haste threats or vehicles. I have now replaced it with a second Teferi. I also wonder if 1 copy of Settle the Wreckage could be another Vraska's Contempt. 2 Field of Ruin felt okay, since my main concern with the mana base was lands coming in tapped. I didn't often have mana troubles getting colours, but in my semi-finals match against Mono-Red my lands were glacial coming in. If he kept a better hand I might've lost quickly.
I also was happy with the amount of draw power in the deck, more so leaning on Azcanta, the Sunken Ruin or Teferi for more cards. Illuminations turn on Azcanta quickly, and I do prefer the flexibility of cycling over the power of Glimmer of Genius. Smoothing my early draws is more important to me than getting ahead, since my big spells can do that for me. A common line of play I had was to cycle my draw spell on 3 or 5 lands, find my next land, interact with a 2 or 4 mana spell, then say go on 6 lands having the choice of interaction or drawing with Gearhulk. With how much pressure my opponents had, excluding UW control, I didn't really have time to cast an Inspiration on turn 4.
That being said, I'm sure the draw suite comes down to play/deck style and preference. I knew my mana base was weak and finding lands was key so I liked the cycling. Gearhulk targets were important in my list, so obviously Pull from Tomorrow was out of the running.
The mainboard hasn't really changed other than taking out the 3x Censors for Syncopates. The answers against aggro and midrange hasn't changed much, and most of the changes I've made were for control, now that UW are the go-to control colors. I used to play 2x Metallurgic Summonings and even 1x The Locust God mainly in the control mirror before, but I think those cards are much less effective against UW. Hour of Devastation has been over-performing for me, and I believe one of the best reasons to add red instead of pure UB given that it can hit planeswalkers.
This deck performed greatly before, getting me consistent 3-0's at FNMs, and I think it stands a good chance in the current meta too. I've been taking a break from Magic the last 2 months and haven't played this deck on paper, but my testing on untap.in against UW Control, Red Aggro, GB Constrictor, and all sorts of Vehicle decks all yielded positive results. Here are my observations from those match-ups:
vs. UW Control
We are generally the aggressor here. I actually think UB/x has an edge against UW Control given that we have more tools to be proactive. Game 1 is tough given how many dead cards we have but the match-up swings well within our favor after boarding in the disruptive sideboard cards. More importantly, UW's main win conditions are planeswalkers, and planeswalkers can't be cast at instant speed. If UW becomes even more prominent, I think I may actually go to 4x Duress.
vs. Red Aggro
Red has become much slower now and more towards midrange territory with many lists running 4x Rekindling Phoenix and 1-2x Chandra, Torch of Defiance in the main. Ahn-Crop Crasher is almost nowhere to be seen, having been almost completely replaced by Goblin Chainwhirler, and Lightning Strike and Shock are no longer 4x each. Overall, this gives us more breathing room and subsequently, greater chances to win. Overall, the strategy hasn't changed much with Dominaria, other than pray you draw your cheap answers in time. One thing I do want to note is that if possible, save your Vraska's Contempts on Chandra or Hazoret and try to counter the Phoenix, because they're often try to kill their own Phoenix in response to ensure it comes back next turn.
vs. GB Constrictor
Not much to say here. Slow, grindy, creatures-based midrange decks are control's favorite prey and Dominaria hasn't really changed that. If anything, it's even better for us now given that Carnage Tyrant isn't played nearly as much anymore.
vs. Vehicles
Pretty much the same strategy as Mono Red. Sidenote, it's funny how throughout much of pre-Dominaria, many still insisted on playing Mardu Vehicles despite several pros agreeing on how bad the Mardu manabase was, and only now it looks like do people finally acknowledge that and broke up the Mardu colors into RB and WB Vehicles.
Hey all, I participated in a 21 person PPTQ with Esper Control and came in first! It's not my first Top 8, but it was my first time winning an event of this caliber.
The meta seemed heavily skewed to either UW control or RB vehicles, with some Mono-Red. My matches were 3 against RB vehicles, 2 Mono-Red, 1 GB constrictor, and 1 UW control.
My overall record was 6-1-1, with one ID into Top 8.
My opponent was very friendly, but played tight on a more mid-range version of vehicles.
Game 1 was a careful exchange of resources, with my opponent playing around Settle the Wreckage as soon as I presented 4 mana with double white. The problem with this was I was able to pick off his creatures and other threats one by one slowly. Interesting was his maindeck copy of The Scorpion God, which received a Vraska's Contempt. Fatal Push was very good against Heart of Kiran, and I was able to take the game with The Scarab God getting Goblin Chainwhirler to clear out a Thopter token from Pia Nalaar that was pressuring my life total and responding to a Scrapheap Scrounger activation with one from the Scarab God.
I like to cut 1 Syncopate on the draw, and take out some inefficient spells for strong threats and cheap answers. I also don't like Fumigate against vehicles.
Game 2 was very good to my opponent on the play, he curved out Scrounger into Chainwhirler and had a Glorybringer to seal the deal. I struggled on lands and did not have enough interaction at the correct times.
I was a little confused with my seating, as my brother was also playing the event and I went to the wrong opponent. After getting seated I won the die roll.
Game 1 I played tapped land, and he led with a Bomat Courier. I really thought I was in the weeds after he got a few cards under it, with a few other haste threats like Ahn-Crop Crasher and Earthshaker Khenra, but he overextended into a Settle the Wreckage and didn't draw well after his Bomat activation. Gearhulk casting the Settle again finishes the game in short order.
The thought here is that he'll board into planeswalkers, but I don't want to over board with all my Negates. Lyra is a good threat if unanswered, and Authority is to slow them down and reduce haste pressure. Blink is bad since their creatures have haste without Authority on the field.
Game 2 he has a little bit of a slow start after his turn one Bomat Courier, missing his 2 drop. I land a turn two Authority of the Consuls, which slows him further. Fatal push got rid of Courier, but I still had to contend with two creatures in Soul-Scar Mage and Kari Zev, Skyship Raider. I play Lyra Dawnbringer and halt his aggression entirely while my life total is 7. He plays another creature and we take turns passing until I draw a Contempt, so I attack and pick off a creature on his attack. He casts Abade targeting Lyra, and I let it resolve not remembering Soul-Scar Mage gives her 3 -1/-1 counters. It is a slow grind now until I eventually win. Even a 2/2 flying lifelink creature is crazy against aggro strategies. 2-0
Interesting match, just stock RB vehicles. In Game 2 there's a weird rules thing that cost my opponent the game.
Game 1 felt similar to the first round, opponent playing around Settle the Wreckage but leaning on Heart of Kiran for a clock. Fatal Push feels good. I let Goblin Chainwhirlers resolve and handle them with removal, allowing my counter-magic to get the Chandras and Pias. I recall Sorcerous Spyglass resolving, revealing a hand with Abrade in it. I call Bomat Courier, since he had one on the field, he Abrades it and cracks the Courier. He gets lands, I get Scarab God, the game ends.
Same as above. I wondered if Duress would be good, but I didn't want dead draws later on and it might miss too often.
Game 2 was actually going to be my loss provided my opponent played correctly. Early game has an Arguel's Blood Fast for my opponent, but no real black lands so he has to take 3 off a Spire of Industry to draw any cards. He draws multiple copies of threats I answered after taking some damage and two Rekindling Phoenix and I stabilize, sort of, with Teferi, Hero of Dominaria tucking one. I then Doomfall the remaining copy in his hand and give myself some time. I get to plus once with him, counter his Phoenix on the way down but he sneaks in a Soul-Scar Mage. I'm currently at 2. Opponent casts Chandra, Torch of Defiance, which I counter with a Negate. He doesn't say anything about the prowess trigger, and he's not obligated to as it doesn't affect the board state, so I prepare to scoop it up since I have no answer. He attacks Teferi (????) and when I ask how much damage he says 1. I wasn't sure if I should have called a judge but the game proceeds as he passes priority. I Push the Mage after my draw step. Teferi remains and I am able to draw into Gideon of the Trials on the same turn and emblem so I am not dead to Chandra or any random burn. A Chainwhirler resolves putting me to 1 life now, and I Blink of an Eye it allowing me to attack for lethal with Gideon since he is low from Blood Fast. 3-0
This was a weird one, since we were both 3-0 we could have drawn our next two rounds and then got into Top 8. He insisted on playing because it was "too risky", even though the point math worked out.
Game 1 I have a slow hand and I am worried about Blossoming Defense so I take damage and then remove the creatures at end of turn. Turns out he wasn't playing any, that I saw at least, but two well timed Vraska's Contempt take down my defending Scarab God and Gearhulk find me dead to a large Jadelight Ranger pumped by Winding Constrictor.
Wasn't sure what to board in, so I went bare minimum on the midrange package. I felt favoured in the match up even though I lost, so I didn't want to change too much.
Game 2 I don't keep my seven, even though it had a bunch of lands with an Illumination and a Contempt. I figure I can do better with Fatal Pushes in my opener, but my six is bad. I keep scrying a land to the top, since I have an out with Settle in hand. Unfortunately it's a little too late as I miss a land drop and my fourth land comes in tapped, allowing him to draw the Duress necessary to clear the way for lethal. 3-1
My next opponent agrees to draw, since we are guaranteed a spot in the Top 8. I am seeded 3rd and get to choose order of play in most of my games.
Thank god these rounds were not timed, as my opponent and I played a long Game 1. Apparently the judge already knew the type of deck my opponent was playing and just sort of rolled his eyes when we got matched up.
Game 1 was very long, as I said, with a lot of interesting interactions. Most of the main fights were picked over my Search for Azcanta instead of his, since I had a Field of Ruin and he did not, and my Sorcerous Spyglass which called Teferi. My opponent was unhappy about not playing his Teferi's since he was on the "No-Win-Con" version of the deck. There was a lot of bouncing of permanents, fights over my creatures, and a Commit//Memory resolved aftermath. I took too long to be the aggressor, trying to figure out a way to fight through his counter magic so I could get him to counter my Gearhulks and then resolve Scarab God to reanimate them. However, I got my own Memory countered and milled out first as I had less mainboard counters than he did. My mistake here was milling myself with my second copy of Search for Azcanta when I saw dead removal spells, so I decked first.
Took out most of my spot removal and all my wraths. The no-win-con versions don't play that many creatures post-board, so I was not concerned. I wanted to have discard, obviously, and I have found success with Nezahal, Primal Tide. Gideon was to make sure I didn't die to mill out.
Game 2 I kept a decent hand with a turn 2 Blood Fast. He plays Knight of Grace. I was now concerned since my removal in hand is only Vraska's Contempt. He attacks me a couple times and ends up targeting my Blood Fast with Invoke the Divine, and I respond by drawing a card. I feel like he should have left the enchantment there for the extra damage. I draw Nezahal and play it on turn 7, with him stuck on 4 lands, checking his knight. He attempts to remove it and I pitch three cards to make sure it's safe. Game was elementary from there.
I actually side back in Seal Away and present 61 cards.
Game 3 finishes rather quickly as I get to 6 lands, cast a Gearhulk end step as bait for counter magic, then resolve Teferi afterwards on my turn. I tick to 8 to threaten ultimate and he scoops after I counter his Cast Out. Advance to Semi-Finals.
My opponent went from friendly to salty as I won in short order. He got to play Game 1.
Game 1 wasn't really close as I just plodded through my game plan of countering or removing his creatures. I punished his turn 3 Goblin Chainwhirler with Syncopate. Hazoret the Fervent went on the stack 2 times, 1 being countered with Syncopate and the second resolving but eating a Contempt. Most of his damage was from a Soul-Scar Mage that attacked for 1 for 6 turns. I land a Scarab God and start taking over his graveyard until he concedes.
Game 2 was also not close and one-sided in my favour. I keep a slow hand land wise, having many check-lands but no actual land types in hand. I can, however, produce black by turn 2 and had 2 Fatal Push in hand. Opponent leads on Soul-Scar Mage, which gets Pushed. He plays another, but no second land. I draw a 3rd Push, and lay into the creatures he plays. After he gets 2 lands for a Kari Zev, I Gearhulk for a Push and Disallow a follow-up threat in which he concedes. Advance to Finals.
The final match was against the same opponent as Round 3. I declared I was not interested in the RPTQ invite, since I am busy with work. He offered to split the credit in my favour and take the invite, but the judge was eyeing us so we just decided to play it out. Since I took the match anyway, we decided on the same outcome.
Game 1 was a scary one, since he played a turn 1 Bomat Courier and shoved about 6 cards under it until I responded with a Fumigate to clear his board. Apparently he put 5 lands into his hand. With him out of gas I took over the game with Teferi.
I was considering siding in Forsake the Worldly since Blood Fast was quite good, but I was having trouble cutting cards and the sideboard plan worked out last time so I stuck with it.
Game 2 was a tense match, with my life total dropping to 1 (again) by the end of the game. I don't remember the specifics but I was getting hit by Scrapheap Scrounger for a while until I dealt with it casting Settle, having named it earlier with a Spyglass. In hindsight I could have just named Chandra, Torch of Defiance and saved myself some trouble. Somewhere in here I have a Teferi to tuck a creature and Negate a The Eldest Reborn and Push something and Teferi gets dead by a creature. A Chandra resolved afterwards, adding mana to double-spell into a Pia Nalaar. I pushed the token end of turn. I had a Scarab God on board, and he had Pia and a Phoenix to block. I attack Chandra, forcing him to choose between giving me creatures to make copies of with Scarab God or losing Chandra. He chooses to lose Chandra and cracks back while I'm out of blockers and casts a second Phoenix. I Field of Ruin one of his lands so I can revolt Push one Phoenix and reanimate it. He attacks in the air, and I block immediately. Eventually The Scarab God overwhelms him and I win the match at 1 life. 1st Place finish!
Overall the deck performed really well and I felt comfortable with the match ups. I was happy to not see WB Vehicles, as I was dreading the match up. Red based decks seem fine as long as the play is tight, and black cards such as Fatal Push, The Scarab God, and Vraska's Contempt really carried their weight. Cast Down was a good one-of, and I think I'd like the Seal Away be another copy. I also wasn't terribly impressed with Commit // Memory and I wonder if I want a fourth Disallow or a second Blink of an Eye. Forsake the Worldly seemed a little redundant, but maybe I should have brought it in more often. Sorcerous Spyglass was quite good in almost every situation, locking down hard to deal with permanents and getting hand information in game 1. I also wonder if Gideon of the Trials should go to the main, since he came in almost every game.
My only loss felt as though the deck was too slow, but it could be due to bad draws and poor mana base. The mana base seems kinda bad to be honest, with many tapped lands and too many check lands. I saw some lists online that essentially just splashed Teferi, Hero of Dominaria in their UB plan for more solid mana. I just like wraths, as they add a 2-or-more-for-1 dimension I like in my control decks. Maybe there's a way to make it really work, but I doubt it.
Glad to have performed for you guys! It's nice to report a resounding win with our deck.
EDIT: Game 2 of the Finals went a bit differently than I remember, according to my brother. I had Search for Azcanta early, getting pressured by the Scrounger which I had called with Spyglass. I had a Contempt in hand, but no double black, an example of my poor mana base. I actually milled another copy of Contempt to find my colours, which I did and after Contempting the Scrounger I had a Gearhulk to flash the spell back on another card. My Spyglass had seen an Hour of Glory in my opponent's hand, which he used on Gearhulk allowing me to resolve my The Scarab God to take over the game as described. I did NegateThe Eldest Reborn to protect my God as well, having Fatal Push up as well in order to clear the way for the Chandra play.
Congratulations on your win. I agree on the mana base being the worst part of Esper. Right now, I'm on 27 lands, and it seems to be working well. I am on Pull From Tomorrow, but I think I'm going back to Illumination for the cycling. I may try to keep one, as Pull for 5+ ends most games. Also, it may sound odd, but I never side out my Searches, as it is a manaless way to filter and find lands early. I'm contemplating going to 3. I had once before, and it helped with the mana issues. the Moment Of Cravings help me stay alive while taking a turn off for Search and/or digging.
Congratulations on your win. I agree on the mana base being the worst part of Esper. Right now, I'm on 27 lands, and it seems to be working well. I am on Pull From Tomorrow, but I think I'm going back to Illumination for the cycling. I may try to keep one, as Pull for 5+ ends most games. Also, it may sound odd, but I never side out my Searches, as it is a manaless way to filter and find lands early. I'm contemplating going to 3. I had once before, and it helped with the mana issues. the Moment Of Cravings help me stay alive while taking a turn off for Search and/or digging.
Thank you, and I am also wondering about having 27 lands. It would be nice to keep all 8 cycling lands in that build, as it helps mitigate mana flooding. There were some builds I saw playing only 6 cycling lands, but still 27 so that could also be correct.
To comment on boarding out Search for Azcanta I just felt that, while card filtering would be valuable, it would be punishing on the draw against particularly Mono-Red. The tempo loss from a resolved Pia Nalaar, or worse a double spell, is what I was worried about so I kept my mana open on those turns. Our threats are greater than theirs so it's just about surviving, because once their hand is empty or full of lands we can win any way we want. That was my plan in the Red matches, but more valuable is just having a plan. If a strategy works for you, like Moment of Craving to catch up, just go with it.
Pull from Tomorrow is a shadow of one of my favourite cards Sphinx's Revelation. I like the idea of casting a huge Pull/Rev and demonstrate to my opponent that I have it all. My issue is it feels as if the spell goes against my deck's overall strategy. It doesn't fix my weaknesses early game and lends strength to a late game I already have. It's like having a redundant threat in my hand; if I could cast Pull x=4-7 then I could likely win the game with my other threats. If I am forced to cast Pull x=1-2 and can't stabilize, then I have likely lost. Where I did like Pull was in a cycling based Drake Haven deck I played where it added to the threat count. UW plays the spell because their answers are highly efficient, and threat count is light, but mana base is solid so their early game has fewer weaknesses. I want to love Pull from Tomorrow to death, but every time I draw the spell it feels counter-intuitive or not strong enough in my preference for this control build.
Your list has given me some idea on changes for mine too. Seriously, sweet work!
Thanks! Happy that my list is helping. I think there are many weak spots to build off of, even though I managed to win. I am thinking of changing the mana base a bit to include more basics and tilt the colour balance toward black, but still enough that I can cast Settle the Wreckage and Lyra Dawnbringer by Turn 5 or 6. The issue may be that I could lose pressure by not being able to represent Settle, which seemed to have my opponents on guard or attack conservatively every time I had WW. What changes are you thinking?
I like the Grixis list above with the concern for Hour of Devastation not being able to clear out Karn, Scion of Urza after a plus on curve. Sorcery speed wraths also miss on haste creatures, vehicles, and incremental cards like History of Benalia. I also wonder if some copies of Abrade are worth it to help with artifacts, and if main deck Negate could be good since the deck has many answers for creatures.
Thank you, and I am also wondering about having 27 lands. It would be nice to keep all 8 cycling lands in that build, as it helps mitigate mana flooding. There were some builds I saw playing only 6 cycling lands, but still 27 so that could also be correct.
To comment on boarding out Search for Azcanta I just felt that, while card filtering would be valuable, it would be punishing on the draw against particularly Mono-Red. The tempo loss from a resolved Pia Nalaar, or worse a double spell, is what I was worried about so I kept my mana open on those turns. Our threats are greater than theirs so it's just about surviving, because once their hand is empty or full of lands we can win any way we want. That was my plan in the Red matches, but more valuable is just having a plan. If a strategy works for you, like Moment of Craving to catch up, just go with it.
Pull from Tomorrow is a shadow of one of my favourite cards Sphinx's Revelation. I like the idea of casting a huge Pull/Rev and demonstrate to my opponent that I have it all. My issue is it feels as if the spell goes against my deck's overall strategy. It doesn't fix my weaknesses early game and lends strength to a late game I already have. It's like having a redundant threat in my hand; if I could cast Pull x=4-7 then I could likely win the game with my other threats. If I am forced to cast Pull x=1-2 and can't stabilize, then I have likely lost. Where I did like Pull was in a cycling based Drake Haven deck I played where it added to the threat count. UW plays the spell because their answers are highly efficient, and threat count is light, but mana base is solid so their early game has fewer weaknesses. I want to love Pull from Tomorrow to death, but every time I draw the spell it feels counter-intuitive or not strong enough in my preference for this control build.
Thanks! Happy that my list is helping. I think there are many weak spots to build off of, even though I managed to win. I am thinking of changing the mana base a bit to include more basics and tilt the colour balance toward black, but still enough that I can cast Settle the Wreckage and Lyra Dawnbringer by Turn 5 or 6. The issue may be that I could lose pressure by not being able to represent Settle, which seemed to have my opponents on guard or attack conservatively every time I had WW. What changes are you thinking?
I like the Grixis list above with the concern for Hour of Devastation not being able to clear out Karn, Scion of Urza after a plus on curve. Sorcery speed wraths also miss on haste creatures, vehicles, and incremental cards like History of Benalia. I also wonder if some copies of Abrade are worth it to help with artifacts, and if main deck Negate could be good since the deck has many answers for creatures.
To be clear, I NEVER cast Search on T2 unless: 1. I'm on the play, the board is empty, and I have no Essence Sacatter. or 2. I have zero other action. I usually cast on T4 with a two mana spell.
@Cherry (on phone so didn't feel like spending time to modify the quote to the part. It's late too, so sorry :D)
Regarding changes:
I would probably try and find room in my build for blink, commit and maybe spygladd main. Also debating illumination over glimmer (currently using glimmer). And my threat base is currently 3:2:2 hulk:teferi:Scarab. Looking to go 3:3:2 or 3:3:1.
Do you think a 2nd God is warranted?
How was Seal Away? Blink? Commit?
So, the resurgence of UB(x) Control continues over the last few days. Three 5-0 lists from 28 May (one splashing just Teferi), one PPTQ Top 4 in Austria, and a first place in a PPTQ in Brazil for an Esper list.
First, I'm sharing the Esper list as there's been some others playing more than just Teferi as the white splash, but a low creature count...
The second list is from MrCafouillette, who has put up several 5-0s over the past couple of weeks. Apparently this is the online name of Guillaume Wafo-Tapa, so probably not a bad deck to look at! Singles of Sorcerous Spyglass and Duress main frees up some space in the side for cards like The Eldest Reborn, a spicy unexpected card. 25 lands also stands out as an interesting choice...
I've been running a couple versions of UB through MTGO leagues with reasonable success (mostly 3-2s, a couple 4-1s, and a couple 2-3s). I'm a recovering UW Approach player and I'm really enjoying how the deck is doing in the current meta.
I'm curious what folks' SB strategies are against UW Control. I've been boarding in 3x Duress, 3x Negate, and a pair of Sorcerous Spyglass (as an answer to or at least a speedbump for Teferi and Gideon), but have found myself getting wrecked by Knight of Grace (occasionally with HoB). It seems counter-intuitive to bring in a couple Golden Demise or Bontu's Last Reckoning against UW control, but is that correct based on their post-board strategy? It's so frustrating to not have an answer to the Knight other than a 3+ mana sweeper. I've considered Contraband Kingpin (particularly in the UB puppet version) and Knight of Malice as possible options, but interested to hear what others have found success with.
I would probably try and find room in my build for blink, commit and maybe spygladd main. Also debating illumination over glimmer (currently using glimmer). And my threat base is currently 3:2:2 hulk:teferi:Scarab. Looking to go 3:3:2 or 3:3:1.
Do you think a 2nd God is warranted?
How was Seal Away? Blink? Commit?
You've already heard my thoughts on Hieroglyphic Illumination, so there's that. I think if you feel your early game doesn't need help to cantrip into what you need, and flipping Search for Azcanta quickly isn't a priority Glimmer of Genius is the more powerful card. I just dislike holding onto things I can't cast. I was also happy with Spyglass as noted above.
Seal Away was okay when I drew it, but notably did not do anything against Heart of Kiran and was not able to be cast by Torrential Gearhulk. I feel like I wanted another Cast Down, because at least I get to choose at what phase of turn the creature I want removed dies and can be recycled even if it still misses Heart of Kiran. I was also kind of sad that it denies fuel for The Scarab God.
I chose not to play a second Scarab God because I wanted a wider field of answers since I was going into an unknown meta. If you know the decks around you are short on Vraska's Contempt and play high impact ETB or haste creatures like Goblin Chainwhirler, or Champion of Wits, or Glorybringer then a 2nd God seems good. If your meta is full of exiling removal backed with fast non-creature threats, like WB Vehicles, or is simply too fast for a 5/5 to stabilize the board, like Mono-Green, then maybe only play one copy. The more creature dense mid-range decks around you, the better your God becomes. Notably good in a control match-up if you can resolve it so you may use your Gearhulks again.
Commit // Memory was passable as a generic answer to cards on the board or stack. I suppose its flexibility is its strength, but I never felt happy casting it. Notably deals with Carnage Tyrant and Nezahal, Primal Tide on the stack for a turn or two, but I didn't see either of those cards against me. Spicy target for Gearhulk to cast the Aftermath side, but I never resolved that either.
Blink of an Eye felt really good, buying time against problem permanents so that you may counter them later and allowing me to recycle some ETBeffects. Kicking to draw a card was great. Being able to deal with almost anything at instant speed for potentially 2 mana, but usually 4, was nice. I almost felt like I was casting Remand some turns. I feel like I want another, but the card seems more suitable as a 1-of. You can only bounce stuff so many times, but maybe I am wrong since it draws you a card. Notable that you may pay the kicker cost if Gearhulk is casting it.
@Simto: going 0-3 might actually have lots to consider and report! It's the best time to see what went wrong, if certain cards were bad against particular match ups, or to see if things could be improved with different lines of play. What I usually ask myself is "what card would have won me the game/pulled me ahead/kept me from losing" and then I think about why those cards weren't there. Always play to your outs. Even if you're at 1 life the game is still on if you're intent on fighting. That being said, not every game of magic is winnable even if you play perfect. Sometimes your opponent just crushes you, like in my Round 4 of the PPTQ (and my play was far from perfect).
So what went wrong? Mana troubles/flooding? Answers didn't line up well? Opponent's threats/disruption too strong? All this stuff helps for improving the deck. The only thing that should burn is your opponent's face after you embarrass them with 7 cards in hand to their none next time.
I've been running a couple versions of UB through MTGO leagues with reasonable success (mostly 3-2s, a couple 4-1s, and a couple 2-3s). I'm a recovering UW Approach player and I'm really enjoying how the deck is doing in the current meta.
I'm curious what folks' SB strategies are against UW Control...have found myself getting wrecked by Knight of Grace (occasionally with HoB)...I've considered Contraband Kingpin (particularly in the UB puppet version) and Knight of Malice as possible options, but interested to hear what others have found success with.
Thanks for sharing. Always good to hear about people getting sober.
EDIT: I guess I talk too much myself hehe... I just wrote a little bit about each match but it turned into a wall of text and whining lol, sorry.
Lol, you don't talk too much. Decks like these aren't straight forward, so it's good to air thoughts.
I think my biggest problem was I'm not used to playing control decks. Always been more of an aggro player, but always thought playing control was fun to mix things up once in a while. I always feel it's not the decks fault.
Best thing about the deck was the one main board Spyglass. DAMN that was good against Vehicles! Always liked that card because it looks like my gf lol.
My deck is pretty similar to yours but some differences. I just had 4 Dissalow, 2 Lyra and 2 Teferi in the main deck. Couple of minor differences too other than that but nothing big.
lost 0-2 against Mono black control. Dude had made his deck to slay control decks hehe. Turn 1 game 1 he throws a Duress and I just think "fuuuuuuuuuck" lol. Got slayed round 1, but almost had him game two. had him down to 2 life. He managed to get a ballista on board with a million mana available. He had an Arguel's Bloodfast on the board and could dig for cards. I didn't have mine hehe. Didn't draw enough.
Vraska's contempted two of his Karns which was a big hit for him.
Went 0-2 against White/red vehicles (I hate this dude. Always have to play against him)
Was too slow game 1. Only got my check lands and his deck is fast game 1. Game 2 was really really close. Spyglassed his Gideon turn 2 and made she he couldn't abrade or cast it out (I think he runs 3 Gideons in game 2 usually. He changes teh deck to be pretty control heavy game 2) The spyglass really punished him. I sided a second in for game two. Was hoping I could get the other and name Heart of Kiran too.
Fatal pushed Heart of Kiran, kept him down. Got a Lyra on the board which made him stop attacking. Then i got a Scarab God down, which I think was why I ended up losing combined with him getting a Chandra down while I was at 6 or something.
I felt I had to kill Chandra while I had the chance or her would just sit back and tick her up and kill me. So I attacked and then he crewed his heart of kiran five times so I didn't get any damage done with Lyra. Then I only had a Scarab God left to defend with and only a Depala to take from the graveyard. So he's free to kill me with a Heart of Kiran while Lyra's tapped out. next card would have been a Settle.... Nooooooo.....
I actually looked at the Scarab God while sideboarding and thought I should swap it out with a second Fumigate, but thought about you saying it's not that good against vehicles. I don't know, I feel like I should have taken the Scarab God out for something. Didn't get any gearhulks or other good stuff in my own graveyard to take out. oh well.
Match 3 was a by.... I hate that hehe, I suck so bad I can't even get to play lol.
Match 4 against Wizards. I annihilate him pretty fast in game one. He starts flooding and I have answers to everything he's got. Play one creature after a bit and then he scoops. He did spell pierce a Teferi though hehe, pretty good move from him.
Game 2 he burns me out pretty fast and I go too aggresive with playing a Lyra which he then steals with Kari Zev's Expertise and kills me.
Same thing happens in game 3 although I don't play as aggresively.
I just suck. not so much the decks fault. It's got all the tools I need. One thing I find difficult though is siding stuff out, because the main deck is really strong in itself, so it's always hard, and I never have enough time or opportunity to play the amount of magic I want to so I can get better and learn my decks. I only play once a week really, so I never get better hehe. oh well.
I can't really play the next two weeks anyway. I'll be too busy with other stuff... bad timing since the GP is in Copenhagen, but I can't go. That sucks.
I've been running a couple versions of UB through MTGO leagues with reasonable success (mostly 3-2s, a couple 4-1s, and a couple 2-3s). I'm a recovering UW Approach player and I'm really enjoying how the deck is doing in the current meta.
I'm curious what folks' SB strategies are against UW Control. I've been boarding in 3x Duress, 3x Negate, and a pair of Sorcerous Spyglass (as an answer to or at least a speedbump for Teferi and Gideon), but have found myself getting wrecked by Knight of Grace (occasionally with HoB). It seems counter-intuitive to bring in a couple Golden Demise or Bontu's Last Reckoning against UW control, but is that correct based on their post-board strategy? It's so frustrating to not have an answer to the Knight other than a 3+ mana sweeper. I've considered Contraband Kingpin (particularly in the UB puppet version) and Knight of Malice as possible options, but interested to hear what others have found success with.
I think boarding in one Golden Demise is a feasible strategy, but not ideal as it's dead otherwise. Are you running pure UB? If so then unfortunately that's just one of the downfalls of pure UB, having no utility cards in situations like these. I think your best bet might be to hold up Censor or Syncopate. Otherwise, consider splashing another color.
With 20 "Esper" control lists and 10 UB lists, the best result from PT Dominaria is currently a list that's undefeated. Officially listed as Esper, the pilot descirbed it himself as UB splash Teferi... I caught him on camera for round 8, taking down RB Aggro in 2 rounds. No confirmed deck list yet on the mothership, but looking promising so far!
Thanks so much for all that, humouring all my questions haha. That is true, I forgot you put a bit in about some of those cards earlier (apologies).
No problem at all, and no need for apology. I find I talk too much, a little too formally on the Internet, so I just didn't want to bore you with repeating myself. I'm a mediocre Magic player at best, so just having my opinion held in high regard is flattering.
Went to FNM tonight and went 2-1, coming in third out of 12 people and just missing the promo Opt. I played against WBR Vehicles, Mono-Red, and Mono-Green. I made the most grievous play error I have made in a while, and I feel pretty dumb. My changes include taking out 2x Authority of the Consuls for 2x Knight of Malice in the sideboard, and switching a Settle the Wreckage with another copy of Vraska's Contempt.
Game 1 sees my getting beat down by the above three cards plus Scrapheap Scrounger, until I Fatal Push the Heart and exile his Scrounger with a Cast Out. I take a turn off to draw some cards and stabilize with a Torrential Gearhulk and The Scarab God which his smaller creatures can't swing past.
I wanted to see which would be better between Forsake the Worldly and Knight of Malice. I didn't end up drawing either, unfortunately. I didn't put in Negate because I saw small creatures, and wondered if he'd be on the aggro plan.
Game 2 I mulligan to find a better hand since I'm on the draw. He leads on Bomat Courier into a couple of Toolcrafts. My hand is still a bit slow with many lands and I cannot remove the second Toolcraft, dying to it buffed by Crook of Condemnation.
Game 3 we both keep 7 and I Push and Scatter his first threats, landing Lyra Dawnbringer on T5. He has no answer until I untap, so I Disallow his follow up plays and win the game from there with Teferi, Hero of Dominaria back up. 1-0.
I wasn't sure what my opponent was on, since I've seen him play URG Energy and UBG Midrange before. Turns out he was on a Red-Deck with Sunscorched Desert and no Goblin Chainwhirler. Ouch.
Game 1 is close, with me almost stabilizing against his double Earthshaker Khenra draw. Had I known his deck, I might've mulligan'd for a faster hand but I kept a decent 7 with low spot removal count. I Negate a Chandra, Torch of Defiance which gives me a bit of hope. After drawing some cards and discovering Blink of an Eye actually feels pretty good against Red I die to his creatures.
I was kind of sad I didn't have my Authorities, but figured Knight could block well. Lyra and Gideon seem to be the aggro/my life total matters cards.
Game 2 was strange from my opponent's end. He leads on no creatures and all burn spells up to my T4. I go to 8 just from burn like Shock and Lightning Strike. He attempts to resolve Hazoret the Fervent twice, but I Essence Scatter one and Vraska's Contempt the other. I land Lyra, tapping out and he has a Soul-Scar Mage on board. I hope he has no burn, and he doesn't. I win the game with her. My opponent informs me that if he had a 5th land, he could have made my Lyra really small.
Game 3 I mulligan down to 5. My 7 wasn't that bad with a couple lands but with many expensive spells. I mulligan to 6 to find a better hand, since I'm on the draw but my 6 has no lands. I go to 5, keeping 1 land and some other spells. The game itself was actually quite close, but his rush of unanswered creatures put me too low to catch up. I played a Knight of Malice to block his creatures when I had 4 lands, having a Settle the Wreckage in hand, after having seen no burn spell and a Hazoret in my opponent's hand with a Sorcerous Spyglass, and died to a top-deck burn spell. 1-1.
The store had no A/C in our play area and I think I was a little addled by the heat.
Game 1 had my big mistake. my T2 is Search for Azcanta I get beat down by a Merfolk Branchwalker, dealing with the follow up Rhonas the Indomitable with a Scatter. He plays a Steel-Leaf Champion and I Settle both his creatures. He plays another Rhonas and a second Branchwalker and a Heart. I get greedy and Disallow his crew trigger, but he plays a Ripjaw Raptor to follow up. I take 9 from Rhonas and Heart and my Azcanta trigger reveals a Gearhulk. In my mind I am looking for Settle, so I bin the card and transform Azcanta. I realize my mistake after I do this, and keep a straight face while I activate Azcanta, the Sunken Ruin to try to find Settle, getting Contempt instead which isn't enough. Man, I'm bad.
Game 2 goes more smoothly, but my hand was terrible on 7. I was greedy and kept 6 lands, Lyra. I draw into removal, resolve Lyra and take the game rather decisively.
Game 3 he leads on Memorial to Unity into Heart. I counter his T3 Rhonas play, and tap out for Gideon of the Trials. I plus on Heart for a few turns, draw some cards and then play Teferi. I plus leaving up Fatal Push, and he plays Ripjaw Raptor to crew. My Push is countered by a Blossoming Defense and Teferi goes down. Gideon ticks up on the dinosaur, Heart is crewed and sent at my face since Gideon is at something silly like 10. Another Push off of a Gearhulk meets another Defense and I take 6. The Scarab God comes down and Gideon ticks on Heart. His raptor attacks and I reanimate his Rhonas with The Scarab God to block. I just wanted an indestructible blocker, but that creature has deathtouch! Jesus. He then resolves two Carnage Tyrant but is much too far behind on board. My opponent reveals three copies of Crushing Canopy in hand, which had no targets. 2-1.
I gave Forsake the Worldly another try, because I knew one of my friends was going to play WB tokens. Still didn't seem to find room for it in the matches I had. I think I will trade it for my copies of Authority of the Consuls. I also think I need to re-jig the mana base to account for more copies of Vraska's Contempt over Settle the Wreckage.
Haha. Well you're actively testing the deck, have solid looking lists, sb plans and are posting here regularly :). I'm currently just working off theory and my experience as a player on making changes. Just so hard to find std games currently where I am.
Esper is making a nice showing at the PT. End of D1 was an undefeated and an x-1. Both playing Esper. I'm sure there were others that I missed.
As mentioned the x-0 is UBTeferi and the other one looks similar. I'm fairly sure I saw an Eldest Reborn in the hand of the x-1 player in coverage near the end of r5 vs ub mid.
EDIT: Esper has a 75% conversion rate to d2. 20 in d1 and 15 in d2.
EDIT2: Here's the UB Teferi list that T8ed. Every other deck is either Mono R or RB. All aggro except 1 RB Mid. Ernest Lim is the player.
Nine other players finished with 18-20 points, including Shaheen Soorani, Gabriel Nassif (playing Jeskai Control including a main deck Nezahal), Andrew Cuneo Kelvin Chew and Raph Levy (all on UB).
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That's fair. I've gone from 2-3 in most builds, I just like that most of our answers are more mana efficient than 4 mana and that you only need vraskas in emergencies. If you can fit in 4, it won't be a bad thing for sure, it does work.
The first list finished second in a recent Hareruya tournament. Largely UB, but splashes for a couple of Teferi. Mana base is, well, interesting, as is no Search. The reason I wanted to share this list is that Shaheen Soorani, in his latest SCG article, basically said that this style of deck is the only way he'd play white right now, so interesting to see it work. A similar list was posted on one of the Magic subreddits (direct link to deck)), where the poster says he's happy with the main, but not quite the side yet.
3 The Scarab God
3 Torrential Gearhulk
Instant [25]
3 Cast Down
1 Commit/Memory
4 Disallow
4 Fatal Push
4 Glimmer of Genius
1 Hieroglyphic Illumination
4 Syncopate
4 Vraska's Contempt
Enchantment [1]
1 Arguel's Blood Fast
2 Teferi, Hero of Dominaria
Land [26]
4 Aether Hub
4 Drowned Catacomb
2 Evolving Wilds
4 Fetid Pools
1 Field of Ruin
1 Glacial Fortress
4 Island
1 Isolated Chapel
1 Plains
4 Swamp
1 Arguel's Blood Fast
1 Cast Down
1 Commit/Memory
3 Duress
4 Glint-Sleeve Siphoner
3 Negate
2 Walking Ballista
More "normal" UB lists have been putting up 5-0s on MTGO, including this one from yesterday. The mainboard Spyglass seems like a good idea, in essence pre-boarding it and allowing one more slot in the side for other cards. It's similar to a list that was Top 4 in the recent MOCS.
2 The Scarab God
4 Torrential Gearhulk
Artifact [1]
1 Sorcerous Spyglass
Instant [25]
1 Blink of an Eye
2 Cast Down
3 Disallow
1 Essence Scatter
4 Fatal Push
3 Glimmer of Genius
2 Hieroglyphic Illumination
1 Moment of Craving
1 Supreme Will
3 Syncopate
4 Vraska's Contempt
2 Search for Azcanta
Land [26]
1 Arch of Orazca
4 Drowned Catacomb
4 Fetid Pools
3 Field of Ruin
5 Island
1 Memorial to Genius
3 Submerged Boneyard
5 Swamp
1 Arguel's Blood Fast
3 Duress
2 Jace's Defeat
3 Knight of Malice
1 Moment of Craving
2 Negate
1 Sorcerous Spyglass
2 The Eldest Reborn
This was the list I worked with:
4 Irrigated Farmland
4 Fetid Pools
4 Glacial Fortress
4 Isolated Chapel
3 Drowned Catacomb
2 Field of Ruin
2 Plains
2 Island
1 Swamp
Non-Land Permanents (8)
2 Search for Azcanta
1 Sorcerous Spyglass
1 Teferi, Hero of Dominaria
1 The Scarab God
3 Torrential Gearhulk
3 Fatal Push
2 Syncopate
1 Negate
1 Essence Scatter
1 Seal Away
1 Cast Down
1 Blink of an Eye
3 Disallow
2 Vraska's Contempt
2 Cast Out
1 Commit // Memory
3 Settle the Wreckage
4 Hieroglyphic Illumination
1 Fumigate
2 Authority of the Consuls
3 Duress
2 Negate
1 Arguel's Blood Fast
1 Doomfall
2 Forsake the Worldly
1 Gideon of the Trials
2 Lyra Dawnbringer
1 Nezahal, Primal Tide
The meta seemed heavily skewed to either UW control or RB vehicles, with some Mono-Red. My matches were 3 against RB vehicles, 2 Mono-Red, 1 GB constrictor, and 1 UW control.
My overall record was 6-1-1, with one ID into Top 8.
My opponent was very friendly, but played tight on a more mid-range version of vehicles.
Game 1 was a careful exchange of resources, with my opponent playing around Settle the Wreckage as soon as I presented 4 mana with double white. The problem with this was I was able to pick off his creatures and other threats one by one slowly. Interesting was his maindeck copy of The Scorpion God, which received a Vraska's Contempt. Fatal Push was very good against Heart of Kiran, and I was able to take the game with The Scarab God getting Goblin Chainwhirler to clear out a Thopter token from Pia Nalaar that was pressuring my life total and responding to a Scrapheap Scrounger activation with one from the Scarab God.
Out
In
I like to cut 1 Syncopate on the draw, and take out some inefficient spells for strong threats and cheap answers. I also don't like Fumigate against vehicles.
Game 2 was very good to my opponent on the play, he curved out Scrounger into Chainwhirler and had a Glorybringer to seal the deal. I struggled on lands and did not have enough interaction at the correct times.
Game 3 Sorcerous Spyglass on Heart of Kiran is insane, allowing me perfect information early and blanking his T2 threat. I felt in control after Syncopate catches a Chandra on curve. Torrential Gearhulk and Azcanta, the Sunken Ruin keep me ahead and I win hitting for 5 every turn after spending all three Negate to protect my threat. 1-0
I was a little confused with my seating, as my brother was also playing the event and I went to the wrong opponent. After getting seated I won the die roll.
Game 1 I played tapped land, and he led with a Bomat Courier. I really thought I was in the weeds after he got a few cards under it, with a few other haste threats like Ahn-Crop Crasher and Earthshaker Khenra, but he overextended into a Settle the Wreckage and didn't draw well after his Bomat activation. Gearhulk casting the Settle again finishes the game in short order.
Out
In
The thought here is that he'll board into planeswalkers, but I don't want to over board with all my Negates. Lyra is a good threat if unanswered, and Authority is to slow them down and reduce haste pressure. Blink is bad since their creatures have haste without Authority on the field.
Game 2 he has a little bit of a slow start after his turn one Bomat Courier, missing his 2 drop. I land a turn two Authority of the Consuls, which slows him further. Fatal push got rid of Courier, but I still had to contend with two creatures in Soul-Scar Mage and Kari Zev, Skyship Raider. I play Lyra Dawnbringer and halt his aggression entirely while my life total is 7. He plays another creature and we take turns passing until I draw a Contempt, so I attack and pick off a creature on his attack. He casts Abade targeting Lyra, and I let it resolve not remembering Soul-Scar Mage gives her 3 -1/-1 counters. It is a slow grind now until I eventually win. Even a 2/2 flying lifelink creature is crazy against aggro strategies. 2-0
Interesting match, just stock RB vehicles. In Game 2 there's a weird rules thing that cost my opponent the game.
Game 1 felt similar to the first round, opponent playing around Settle the Wreckage but leaning on Heart of Kiran for a clock. Fatal Push feels good. I let Goblin Chainwhirlers resolve and handle them with removal, allowing my counter-magic to get the Chandras and Pias. I recall Sorcerous Spyglass resolving, revealing a hand with Abrade in it. I call Bomat Courier, since he had one on the field, he Abrades it and cracks the Courier. He gets lands, I get Scarab God, the game ends.
Out
In
Same as above. I wondered if Duress would be good, but I didn't want dead draws later on and it might miss too often.
Game 2 was actually going to be my loss provided my opponent played correctly. Early game has an Arguel's Blood Fast for my opponent, but no real black lands so he has to take 3 off a Spire of Industry to draw any cards. He draws multiple copies of threats I answered after taking some damage and two Rekindling Phoenix and I stabilize, sort of, with Teferi, Hero of Dominaria tucking one. I then Doomfall the remaining copy in his hand and give myself some time. I get to plus once with him, counter his Phoenix on the way down but he sneaks in a Soul-Scar Mage. I'm currently at 2. Opponent casts Chandra, Torch of Defiance, which I counter with a Negate. He doesn't say anything about the prowess trigger, and he's not obligated to as it doesn't affect the board state, so I prepare to scoop it up since I have no answer. He attacks Teferi (????) and when I ask how much damage he says 1. I wasn't sure if I should have called a judge but the game proceeds as he passes priority. I Push the Mage after my draw step. Teferi remains and I am able to draw into Gideon of the Trials on the same turn and emblem so I am not dead to Chandra or any random burn. A Chainwhirler resolves putting me to 1 life now, and I Blink of an Eye it allowing me to attack for lethal with Gideon since he is low from Blood Fast. 3-0
This was a weird one, since we were both 3-0 we could have drawn our next two rounds and then got into Top 8. He insisted on playing because it was "too risky", even though the point math worked out.
Game 1 I have a slow hand and I am worried about Blossoming Defense so I take damage and then remove the creatures at end of turn. Turns out he wasn't playing any, that I saw at least, but two well timed Vraska's Contempt take down my defending Scarab God and Gearhulk find me dead to a large Jadelight Ranger pumped by Winding Constrictor.
Out
In
Wasn't sure what to board in, so I went bare minimum on the midrange package. I felt favoured in the match up even though I lost, so I didn't want to change too much.
Game 2 I don't keep my seven, even though it had a bunch of lands with an Illumination and a Contempt. I figure I can do better with Fatal Pushes in my opener, but my six is bad. I keep scrying a land to the top, since I have an out with Settle in hand. Unfortunately it's a little too late as I miss a land drop and my fourth land comes in tapped, allowing him to draw the Duress necessary to clear the way for lethal. 3-1
Thank god these rounds were not timed, as my opponent and I played a long Game 1. Apparently the judge already knew the type of deck my opponent was playing and just sort of rolled his eyes when we got matched up.
Game 1 was very long, as I said, with a lot of interesting interactions. Most of the main fights were picked over my Search for Azcanta instead of his, since I had a Field of Ruin and he did not, and my Sorcerous Spyglass which called Teferi. My opponent was unhappy about not playing his Teferi's since he was on the "No-Win-Con" version of the deck. There was a lot of bouncing of permanents, fights over my creatures, and a Commit//Memory resolved aftermath. I took too long to be the aggressor, trying to figure out a way to fight through his counter magic so I could get him to counter my Gearhulks and then resolve Scarab God to reanimate them. However, I got my own Memory countered and milled out first as I had less mainboard counters than he did. My mistake here was milling myself with my second copy of Search for Azcanta when I saw dead removal spells, so I decked first.
Out
In
Took out most of my spot removal and all my wraths. The no-win-con versions don't play that many creatures post-board, so I was not concerned. I wanted to have discard, obviously, and I have found success with Nezahal, Primal Tide. Gideon was to make sure I didn't die to mill out.
Game 2 I kept a decent hand with a turn 2 Blood Fast. He plays Knight of Grace. I was now concerned since my removal in hand is only Vraska's Contempt. He attacks me a couple times and ends up targeting my Blood Fast with Invoke the Divine, and I respond by drawing a card. I feel like he should have left the enchantment there for the extra damage. I draw Nezahal and play it on turn 7, with him stuck on 4 lands, checking his knight. He attempts to remove it and I pitch three cards to make sure it's safe. Game was elementary from there.
I actually side back in Seal Away and present 61 cards.
Game 3 finishes rather quickly as I get to 6 lands, cast a Gearhulk end step as bait for counter magic, then resolve Teferi afterwards on my turn. I tick to 8 to threaten ultimate and he scoops after I counter his Cast Out. Advance to Semi-Finals.
My opponent went from friendly to salty as I won in short order. He got to play Game 1.
Game 1 wasn't really close as I just plodded through my game plan of countering or removing his creatures. I punished his turn 3 Goblin Chainwhirler with Syncopate. Hazoret the Fervent went on the stack 2 times, 1 being countered with Syncopate and the second resolving but eating a Contempt. Most of his damage was from a Soul-Scar Mage that attacked for 1 for 6 turns. I land a Scarab God and start taking over his graveyard until he concedes.
Out
In
Game 2 was also not close and one-sided in my favour. I keep a slow hand land wise, having many check-lands but no actual land types in hand. I can, however, produce black by turn 2 and had 2 Fatal Push in hand. Opponent leads on Soul-Scar Mage, which gets Pushed. He plays another, but no second land. I draw a 3rd Push, and lay into the creatures he plays. After he gets 2 lands for a Kari Zev, I Gearhulk for a Push and Disallow a follow-up threat in which he concedes. Advance to Finals.
The final match was against the same opponent as Round 3. I declared I was not interested in the RPTQ invite, since I am busy with work. He offered to split the credit in my favour and take the invite, but the judge was eyeing us so we just decided to play it out. Since I took the match anyway, we decided on the same outcome.
Game 1 was a scary one, since he played a turn 1 Bomat Courier and shoved about 6 cards under it until I responded with a Fumigate to clear his board. Apparently he put 5 lands into his hand. With him out of gas I took over the game with Teferi.
Out
In
I was considering siding in Forsake the Worldly since Blood Fast was quite good, but I was having trouble cutting cards and the sideboard plan worked out last time so I stuck with it.
Game 2 was a tense match, with my life total dropping to 1 (again) by the end of the game. I don't remember the specifics but I was getting hit by Scrapheap Scrounger for a while until I dealt with it casting Settle, having named it earlier with a Spyglass. In hindsight I could have just named Chandra, Torch of Defiance and saved myself some trouble. Somewhere in here I have a Teferi to tuck a creature and Negate a The Eldest Reborn and Push something and Teferi gets dead by a creature. A Chandra resolved afterwards, adding mana to double-spell into a Pia Nalaar. I pushed the token end of turn. I had a Scarab God on board, and he had Pia and a Phoenix to block. I attack Chandra, forcing him to choose between giving me creatures to make copies of with Scarab God or losing Chandra. He chooses to lose Chandra and cracks back while I'm out of blockers and casts a second Phoenix. I Field of Ruin one of his lands so I can revolt Push one Phoenix and reanimate it. He attacks in the air, and I block immediately. Eventually The Scarab God overwhelms him and I win the match at 1 life. 1st Place finish!
Overall the deck performed really well and I felt comfortable with the match ups. I was happy to not see WB Vehicles, as I was dreading the match up. Red based decks seem fine as long as the play is tight, and black cards such as Fatal Push, The Scarab God, and Vraska's Contempt really carried their weight. Cast Down was a good one-of, and I think I'd like the Seal Away be another copy. I also wasn't terribly impressed with Commit // Memory and I wonder if I want a fourth Disallow or a second Blink of an Eye. Forsake the Worldly seemed a little redundant, but maybe I should have brought it in more often. Sorcerous Spyglass was quite good in almost every situation, locking down hard to deal with permanents and getting hand information in game 1. I also wonder if Gideon of the Trials should go to the main, since he came in almost every game.
My only loss felt as though the deck was too slow, but it could be due to bad draws and poor mana base. The mana base seems kinda bad to be honest, with many tapped lands and too many check lands. I saw some lists online that essentially just splashed Teferi, Hero of Dominaria in their UB plan for more solid mana. I just like wraths, as they add a 2-or-more-for-1 dimension I like in my control decks. Maybe there's a way to make it really work, but I doubt it.
Glad to have performed for you guys! It's nice to report a resounding win with our deck.
EDIT: Game 2 of the Finals went a bit differently than I remember, according to my brother. I had Search for Azcanta early, getting pressured by the Scrounger which I had called with Spyglass. I had a Contempt in hand, but no double black, an example of my poor mana base. I actually milled another copy of Contempt to find my colours, which I did and after Contempting the Scrounger I had a Gearhulk to flash the spell back on another card. My Spyglass had seen an Hour of Glory in my opponent's hand, which he used on Gearhulk allowing me to resolve my The Scarab God to take over the game as described. I did Negate The Eldest Reborn to protect my God as well, having Fatal Push up as well in order to clear the way for the Chandra play.
I'm running Esper at my next fnm and will most definitely be looking at your tips and thoughts before that.
With the way your list is setup, I actually think you don't need that many wrath effects. Also, 2 Field of Ruin in that mana base seems really greedy. I'm actually surprised by Hieroglyphic Illumination being your only draw spell. I get it with the way your mana base is constructed though.
Thank you! Against aggro it seemed I just had the right amount of interaction to get to my big spells later in the game. With the winnings I got I purchased another copy of Teferi, Hero of Dominaria which I would recommend putting into the deck. Card is gas, if you have them. I was working off budget concerns for this tournament.
Thanks! You're right, I was mostly siding Fumigate out for other cards. A sorcery speed wrath isn't great against haste threats or vehicles. I have now replaced it with a second Teferi. I also wonder if 1 copy of Settle the Wreckage could be another Vraska's Contempt. 2 Field of Ruin felt okay, since my main concern with the mana base was lands coming in tapped. I didn't often have mana troubles getting colours, but in my semi-finals match against Mono-Red my lands were glacial coming in. If he kept a better hand I might've lost quickly.
I also was happy with the amount of draw power in the deck, more so leaning on Azcanta, the Sunken Ruin or Teferi for more cards. Illuminations turn on Azcanta quickly, and I do prefer the flexibility of cycling over the power of Glimmer of Genius. Smoothing my early draws is more important to me than getting ahead, since my big spells can do that for me. A common line of play I had was to cycle my draw spell on 3 or 5 lands, find my next land, interact with a 2 or 4 mana spell, then say go on 6 lands having the choice of interaction or drawing with Gearhulk. With how much pressure my opponents had, excluding UW control, I didn't really have time to cast an Inspiration on turn 4.
That being said, I'm sure the draw suite comes down to play/deck style and preference. I knew my mana base was weak and finding lands was key so I liked the cycling. Gearhulk targets were important in my list, so obviously Pull from Tomorrow was out of the running.
3x Torrential Gearhulk
2x The Scarab God
Planeswalkers (2):
2x Angrath, the Flame-Chained
Enchantments (3):
2x Search for Azcanta
1x Metallurgic Summonings
Instants (22):
3x Syncopate
2x Essence Scatter
2x Fatal Push
2x Magma Spray
2x Harnessed Lightning
3x Disallow
2x Supreme Will
3x Vraska's Contempt
3x Glimmer of Genius
2x Hour of Devastation
Lands (26):
4x Aether Hub
4x Spirebluff Canal
4x Drowned Catacomb
2x Dragonskull Summit
3x Canyon Slough
2x Fetid Pools
1x Field of Ruin
1x Swamp
2x Mountain
3x Island
3x Negate
2x Duress
2x Abrade
2x Sorcerous Spyglass
2x Doomfall
2x Moment of Craving
1x The Eldest Reborn
1x Nezahal, Primal Tide
The mainboard hasn't really changed other than taking out the 3x Censors for Syncopates. The answers against aggro and midrange hasn't changed much, and most of the changes I've made were for control, now that UW are the go-to control colors. I used to play 2x Metallurgic Summonings and even 1x The Locust God mainly in the control mirror before, but I think those cards are much less effective against UW. Hour of Devastation has been over-performing for me, and I believe one of the best reasons to add red instead of pure UB given that it can hit planeswalkers.
This deck performed greatly before, getting me consistent 3-0's at FNMs, and I think it stands a good chance in the current meta too. I've been taking a break from Magic the last 2 months and haven't played this deck on paper, but my testing on untap.in against UW Control, Red Aggro, GB Constrictor, and all sorts of Vehicle decks all yielded positive results. Here are my observations from those match-ups:
vs. UW Control
We are generally the aggressor here. I actually think UB/x has an edge against UW Control given that we have more tools to be proactive. Game 1 is tough given how many dead cards we have but the match-up swings well within our favor after boarding in the disruptive sideboard cards. More importantly, UW's main win conditions are planeswalkers, and planeswalkers can't be cast at instant speed. If UW becomes even more prominent, I think I may actually go to 4x Duress.
vs. Red Aggro
Red has become much slower now and more towards midrange territory with many lists running 4x Rekindling Phoenix and 1-2x Chandra, Torch of Defiance in the main. Ahn-Crop Crasher is almost nowhere to be seen, having been almost completely replaced by Goblin Chainwhirler, and Lightning Strike and Shock are no longer 4x each. Overall, this gives us more breathing room and subsequently, greater chances to win. Overall, the strategy hasn't changed much with Dominaria, other than pray you draw your cheap answers in time. One thing I do want to note is that if possible, save your Vraska's Contempts on Chandra or Hazoret and try to counter the Phoenix, because they're often try to kill their own Phoenix in response to ensure it comes back next turn.
vs. GB Constrictor
Not much to say here. Slow, grindy, creatures-based midrange decks are control's favorite prey and Dominaria hasn't really changed that. If anything, it's even better for us now given that Carnage Tyrant isn't played nearly as much anymore.
vs. Vehicles
Pretty much the same strategy as Mono Red. Sidenote, it's funny how throughout much of pre-Dominaria, many still insisted on playing Mardu Vehicles despite several pros agreeing on how bad the Mardu manabase was, and only now it looks like do people finally acknowledge that and broke up the Mardu colors into RB and WB Vehicles.
I am mistaken, there is 1 Cast Down and 2 Cast Out. I will fix it in the list.
Congratulations on your win. I agree on the mana base being the worst part of Esper. Right now, I'm on 27 lands, and it seems to be working well. I am on Pull From Tomorrow, but I think I'm going back to Illumination for the cycling. I may try to keep one, as Pull for 5+ ends most games. Also, it may sound odd, but I never side out my Searches, as it is a manaless way to filter and find lands early. I'm contemplating going to 3. I had once before, and it helped with the mana issues. the Moment Of Cravings help me stay alive while taking a turn off for Search and/or digging.
Your list has given me some idea on changes for mine too. Seriously, sweet work!
Thank you, and I am also wondering about having 27 lands. It would be nice to keep all 8 cycling lands in that build, as it helps mitigate mana flooding. There were some builds I saw playing only 6 cycling lands, but still 27 so that could also be correct.
To comment on boarding out Search for Azcanta I just felt that, while card filtering would be valuable, it would be punishing on the draw against particularly Mono-Red. The tempo loss from a resolved Pia Nalaar, or worse a double spell, is what I was worried about so I kept my mana open on those turns. Our threats are greater than theirs so it's just about surviving, because once their hand is empty or full of lands we can win any way we want. That was my plan in the Red matches, but more valuable is just having a plan. If a strategy works for you, like Moment of Craving to catch up, just go with it.
Pull from Tomorrow is a shadow of one of my favourite cards Sphinx's Revelation. I like the idea of casting a huge Pull/Rev and demonstrate to my opponent that I have it all. My issue is it feels as if the spell goes against my deck's overall strategy. It doesn't fix my weaknesses early game and lends strength to a late game I already have. It's like having a redundant threat in my hand; if I could cast Pull x=4-7 then I could likely win the game with my other threats. If I am forced to cast Pull x=1-2 and can't stabilize, then I have likely lost. Where I did like Pull was in a cycling based Drake Haven deck I played where it added to the threat count. UW plays the spell because their answers are highly efficient, and threat count is light, but mana base is solid so their early game has fewer weaknesses. I want to love Pull from Tomorrow to death, but every time I draw the spell it feels counter-intuitive or not strong enough in my preference for this control build.
Thanks! Happy that my list is helping. I think there are many weak spots to build off of, even though I managed to win. I am thinking of changing the mana base a bit to include more basics and tilt the colour balance toward black, but still enough that I can cast Settle the Wreckage and Lyra Dawnbringer by Turn 5 or 6. The issue may be that I could lose pressure by not being able to represent Settle, which seemed to have my opponents on guard or attack conservatively every time I had WW. What changes are you thinking?
I like the Grixis list above with the concern for Hour of Devastation not being able to clear out Karn, Scion of Urza after a plus on curve. Sorcery speed wraths also miss on haste creatures, vehicles, and incremental cards like History of Benalia. I also wonder if some copies of Abrade are worth it to help with artifacts, and if main deck Negate could be good since the deck has many answers for creatures.
To be clear, I NEVER cast Search on T2 unless: 1. I'm on the play, the board is empty, and I have no Essence Sacatter. or 2. I have zero other action. I usually cast on T4 with a two mana spell.
Regarding changes:
I would probably try and find room in my build for blink, commit and maybe spygladd main. Also debating illumination over glimmer (currently using glimmer). And my threat base is currently 3:2:2 hulk:teferi:Scarab. Looking to go 3:3:2 or 3:3:1.
Do you think a 2nd God is warranted?
How was Seal Away? Blink? Commit?
First, I'm sharing the Esper list as there's been some others playing more than just Teferi as the white splash, but a low creature count...
1 The Scarab God
2 Torrential Gearhulk
Instant [22]
2 Blink of an Eye
4 Disallow
1 Essence Scatter
4 Fatal Push
3 Glimmer of Genius
1 Hieroglyphic Illumination
1 Pull from Tomorrow
2 Settle the Wreckage
1 Supreme Will
1 Syncopate
2 Vraska's Contempt
2 Fumigate
Enchantment [4]
1 Cast Out
1 Seal Away
2 Search for Azcanta
Planeswalker [3]
3 Teferi, Hero of Dominaria
Land [26]
4 Drowned Catacomb
4 Fetid Pools
2 Field of Ruin
4 Glacial Fortress
4 Irrigated Farmland
1 Island
2 Isolated Chapel
3 Plains
2 Swamp
1 Arguel's Blood Fast
3 Duress
1 Fumigate
2 Invoke the Divine
1 Lyra Dawnbringer
2 Negate
1 Settle the Wreckage
1 Torrential Gearhulk
2 Vraska's Contempt
1 Walking Ballista
The second list is from MrCafouillette, who has put up several 5-0s over the past couple of weeks. Apparently this is the online name of Guillaume Wafo-Tapa, so probably not a bad deck to look at! Singles of Sorcerous Spyglass and Duress main frees up some space in the side for cards like The Eldest Reborn, a spicy unexpected card. 25 lands also stands out as an interesting choice...
1 The Scarab God
4 Torrential Gearhulk
Artifact [1]
1 Sorcerous Spyglass
Instant [26]
1 Cast Down
2 Censor
1 Consign/Oblivion
4 Disallow
2 Essence Scatter
4 Fatal Push
2 Glimmer of Genius
4 Hieroglyphic Illumination
1 Supreme Will
1 Syncopate
4 Vraska's Contempt
1 Duress
Enchantment [2]
2 Search for Azcanta
Land [25]
4 Drowned Catacomb
1 Evolving Wilds
4 Fetid Pools
3 Field of Ruin
5 Island
1 Memorial to Genius
1 Submerged Boneyard
6 Swamp
1 Aether Meltdown
1 Cast Down
1 Consign/Oblivion
2 Duress
1 Gonti, Lord of Luxury
3 Knight of Malice
1 Moment of Craving
2 Negate
1 Sorcerous Spyglass
1 The Eldest Reborn
1 The Scarab God
I'm curious what folks' SB strategies are against UW Control. I've been boarding in 3x Duress, 3x Negate, and a pair of Sorcerous Spyglass (as an answer to or at least a speedbump for Teferi and Gideon), but have found myself getting wrecked by Knight of Grace (occasionally with HoB). It seems counter-intuitive to bring in a couple Golden Demise or Bontu's Last Reckoning against UW control, but is that correct based on their post-board strategy? It's so frustrating to not have an answer to the Knight other than a 3+ mana sweeper. I've considered Contraband Kingpin (particularly in the UB puppet version) and Knight of Malice as possible options, but interested to hear what others have found success with.
You've already heard my thoughts on Hieroglyphic Illumination, so there's that. I think if you feel your early game doesn't need help to cantrip into what you need, and flipping Search for Azcanta quickly isn't a priority Glimmer of Genius is the more powerful card. I just dislike holding onto things I can't cast. I was also happy with Spyglass as noted above.
Seal Away was okay when I drew it, but notably did not do anything against Heart of Kiran and was not able to be cast by Torrential Gearhulk. I feel like I wanted another Cast Down, because at least I get to choose at what phase of turn the creature I want removed dies and can be recycled even if it still misses Heart of Kiran. I was also kind of sad that it denies fuel for The Scarab God.
I chose not to play a second Scarab God because I wanted a wider field of answers since I was going into an unknown meta. If you know the decks around you are short on Vraska's Contempt and play high impact ETB or haste creatures like Goblin Chainwhirler, or Champion of Wits, or Glorybringer then a 2nd God seems good. If your meta is full of exiling removal backed with fast non-creature threats, like WB Vehicles, or is simply too fast for a 5/5 to stabilize the board, like Mono-Green, then maybe only play one copy. The more creature dense mid-range decks around you, the better your God becomes. Notably good in a control match-up if you can resolve it so you may use your Gearhulks again.
Commit // Memory was passable as a generic answer to cards on the board or stack. I suppose its flexibility is its strength, but I never felt happy casting it. Notably deals with Carnage Tyrant and Nezahal, Primal Tide on the stack for a turn or two, but I didn't see either of those cards against me. Spicy target for Gearhulk to cast the Aftermath side, but I never resolved that either.
Blink of an Eye felt really good, buying time against problem permanents so that you may counter them later and allowing me to recycle some ETB effects. Kicking to draw a card was great. Being able to deal with almost anything at instant speed for potentially 2 mana, but usually 4, was nice. I almost felt like I was casting Remand some turns. I feel like I want another, but the card seems more suitable as a 1-of. You can only bounce stuff so many times, but maybe I am wrong since it draws you a card. Notable that you may pay the kicker cost if Gearhulk is casting it.
@Simto: going 0-3 might actually have lots to consider and report! It's the best time to see what went wrong, if certain cards were bad against particular match ups, or to see if things could be improved with different lines of play. What I usually ask myself is "what card would have won me the game/pulled me ahead/kept me from losing" and then I think about why those cards weren't there. Always play to your outs. Even if you're at 1 life the game is still on if you're intent on fighting. That being said, not every game of magic is winnable even if you play perfect. Sometimes your opponent just crushes you, like in my Round 4 of the PPTQ (and my play was far from perfect).
So what went wrong? Mana troubles/flooding? Answers didn't line up well? Opponent's threats/disruption too strong? All this stuff helps for improving the deck. The only thing that should burn is your opponent's face after you embarrass them with 7 cards in hand to their none next time.
EDIT: I like to talk too much.
Thanks for sharing. Always good to hear about people getting sober.
Gonti, Lord of Luxury and Doomfall are nice options. The way that I handled Knight of Grace at the PPTQ was by playing larger creatures than it in Nezahal, Primal Tide and Torrential Gearhulk. If they bring in more threats, then you could also. Spell Pierce or Censor could also be efficient if they switch to tapping out early. Also consider Arguel's Blood Fast to out-card them.
Lol, you don't talk too much. Decks like these aren't straight forward, so it's good to air thoughts.
I think my biggest problem was I'm not used to playing control decks. Always been more of an aggro player, but always thought playing control was fun to mix things up once in a while. I always feel it's not the decks fault.
Best thing about the deck was the one main board Spyglass. DAMN that was good against Vehicles! Always liked that card because it looks like my gf lol.
My deck is pretty similar to yours but some differences. I just had 4 Dissalow, 2 Lyra and 2 Teferi in the main deck. Couple of minor differences too other than that but nothing big.
lost 0-2 against Mono black control. Dude had made his deck to slay control decks hehe. Turn 1 game 1 he throws a Duress and I just think "fuuuuuuuuuck" lol. Got slayed round 1, but almost had him game two. had him down to 2 life. He managed to get a ballista on board with a million mana available. He had an Arguel's Bloodfast on the board and could dig for cards. I didn't have mine hehe. Didn't draw enough.
Vraska's contempted two of his Karns which was a big hit for him.
Went 0-2 against White/red vehicles (I hate this dude. Always have to play against him)
Was too slow game 1. Only got my check lands and his deck is fast game 1. Game 2 was really really close. Spyglassed his Gideon turn 2 and made she he couldn't abrade or cast it out (I think he runs 3 Gideons in game 2 usually. He changes teh deck to be pretty control heavy game 2) The spyglass really punished him. I sided a second in for game two. Was hoping I could get the other and name Heart of Kiran too.
Fatal pushed Heart of Kiran, kept him down. Got a Lyra on the board which made him stop attacking. Then i got a Scarab God down, which I think was why I ended up losing combined with him getting a Chandra down while I was at 6 or something.
I felt I had to kill Chandra while I had the chance or her would just sit back and tick her up and kill me. So I attacked and then he crewed his heart of kiran five times so I didn't get any damage done with Lyra. Then I only had a Scarab God left to defend with and only a Depala to take from the graveyard. So he's free to kill me with a Heart of Kiran while Lyra's tapped out. next card would have been a Settle.... Nooooooo.....
I actually looked at the Scarab God while sideboarding and thought I should swap it out with a second Fumigate, but thought about you saying it's not that good against vehicles. I don't know, I feel like I should have taken the Scarab God out for something. Didn't get any gearhulks or other good stuff in my own graveyard to take out. oh well.
Match 3 was a by.... I hate that hehe, I suck so bad I can't even get to play lol.
Match 4 against Wizards. I annihilate him pretty fast in game one. He starts flooding and I have answers to everything he's got. Play one creature after a bit and then he scoops. He did spell pierce a Teferi though hehe, pretty good move from him.
Game 2 he burns me out pretty fast and I go too aggresive with playing a Lyra which he then steals with Kari Zev's Expertise and kills me.
Same thing happens in game 3 although I don't play as aggresively.
I just suck. not so much the decks fault. It's got all the tools I need. One thing I find difficult though is siding stuff out, because the main deck is really strong in itself, so it's always hard, and I never have enough time or opportunity to play the amount of magic I want to so I can get better and learn my decks. I only play once a week really, so I never get better hehe. oh well.
I can't really play the next two weeks anyway. I'll be too busy with other stuff... bad timing since the GP is in Copenhagen, but I can't go. That sucks.
I think boarding in one Golden Demise is a feasible strategy, but not ideal as it's dead otherwise. Are you running pure UB? If so then unfortunately that's just one of the downfalls of pure UB, having no utility cards in situations like these. I think your best bet might be to hold up Censor or Syncopate. Otherwise, consider splashing another color.
Thanks so much for all that, humouring all my questions haha. That is true, I forgot you put a bit in about some of those cards earlier (apologies).
All that has made me rethink my build a little.
I'll have to theory a bit more soon. Testing is currently hard for me to come by.
No problem at all, and no need for apology. I find I talk too much, a little too formally on the Internet, so I just didn't want to bore you with repeating myself. I'm a mediocre Magic player at best, so just having my opinion held in high regard is flattering.
Went to FNM tonight and went 2-1, coming in third out of 12 people and just missing the promo Opt. I played against WBR Vehicles, Mono-Red, and Mono-Green. I made the most grievous play error I have made in a while, and I feel pretty dumb. My changes include taking out 2x Authority of the Consuls for 2x Knight of Malice in the sideboard, and switching a Settle the Wreckage with another copy of Vraska's Contempt.
My opponent was on a more aggressive take on Vehicles, with Toolcraft Exemplar and Veteran Motorist supplementing Heart of Kiran.
Game 1 sees my getting beat down by the above three cards plus Scrapheap Scrounger, until I Fatal Push the Heart and exile his Scrounger with a Cast Out. I take a turn off to draw some cards and stabilize with a Torrential Gearhulk and The Scarab God which his smaller creatures can't swing past.
Out
In
I wanted to see which would be better between Forsake the Worldly and Knight of Malice. I didn't end up drawing either, unfortunately. I didn't put in Negate because I saw small creatures, and wondered if he'd be on the aggro plan.
Game 2 I mulligan to find a better hand since I'm on the draw. He leads on Bomat Courier into a couple of Toolcrafts. My hand is still a bit slow with many lands and I cannot remove the second Toolcraft, dying to it buffed by Crook of Condemnation.
Game 3 we both keep 7 and I Push and Scatter his first threats, landing Lyra Dawnbringer on T5. He has no answer until I untap, so I Disallow his follow up plays and win the game from there with Teferi, Hero of Dominaria back up. 1-0.
I wasn't sure what my opponent was on, since I've seen him play URG Energy and UBG Midrange before. Turns out he was on a Red-Deck with Sunscorched Desert and no Goblin Chainwhirler. Ouch.
Game 1 is close, with me almost stabilizing against his double Earthshaker Khenra draw. Had I known his deck, I might've mulligan'd for a faster hand but I kept a decent 7 with low spot removal count. I Negate a Chandra, Torch of Defiance which gives me a bit of hope. After drawing some cards and discovering Blink of an Eye actually feels pretty good against Red I die to his creatures.
Out
In
I was kind of sad I didn't have my Authorities, but figured Knight could block well. Lyra and Gideon seem to be the aggro/my life total matters cards.
Game 2 was strange from my opponent's end. He leads on no creatures and all burn spells up to my T4. I go to 8 just from burn like Shock and Lightning Strike. He attempts to resolve Hazoret the Fervent twice, but I Essence Scatter one and Vraska's Contempt the other. I land Lyra, tapping out and he has a Soul-Scar Mage on board. I hope he has no burn, and he doesn't. I win the game with her. My opponent informs me that if he had a 5th land, he could have made my Lyra really small.
Game 3 I mulligan down to 5. My 7 wasn't that bad with a couple lands but with many expensive spells. I mulligan to 6 to find a better hand, since I'm on the draw but my 6 has no lands. I go to 5, keeping 1 land and some other spells. The game itself was actually quite close, but his rush of unanswered creatures put me too low to catch up. I played a Knight of Malice to block his creatures when I had 4 lands, having a Settle the Wreckage in hand, after having seen no burn spell and a Hazoret in my opponent's hand with a Sorcerous Spyglass, and died to a top-deck burn spell. 1-1.
The store had no A/C in our play area and I think I was a little addled by the heat.
Game 1 had my big mistake. my T2 is Search for Azcanta I get beat down by a Merfolk Branchwalker, dealing with the follow up Rhonas the Indomitable with a Scatter. He plays a Steel-Leaf Champion and I Settle both his creatures. He plays another Rhonas and a second Branchwalker and a Heart. I get greedy and Disallow his crew trigger, but he plays a Ripjaw Raptor to follow up. I take 9 from Rhonas and Heart and my Azcanta trigger reveals a Gearhulk. In my mind I am looking for Settle, so I bin the card and transform Azcanta. I realize my mistake after I do this, and keep a straight face while I activate Azcanta, the Sunken Ruin to try to find Settle, getting Contempt instead which isn't enough. Man, I'm bad.
Out
In
Game 2 goes more smoothly, but my hand was terrible on 7. I was greedy and kept 6 lands, Lyra. I draw into removal, resolve Lyra and take the game rather decisively.
Game 3 he leads on Memorial to Unity into Heart. I counter his T3 Rhonas play, and tap out for Gideon of the Trials. I plus on Heart for a few turns, draw some cards and then play Teferi. I plus leaving up Fatal Push, and he plays Ripjaw Raptor to crew. My Push is countered by a Blossoming Defense and Teferi goes down. Gideon ticks up on the dinosaur, Heart is crewed and sent at my face since Gideon is at something silly like 10. Another Push off of a Gearhulk meets another Defense and I take 6. The Scarab God comes down and Gideon ticks on Heart. His raptor attacks and I reanimate his Rhonas with The Scarab God to block. I just wanted an indestructible blocker, but that creature has deathtouch! Jesus. He then resolves two Carnage Tyrant but is much too far behind on board. My opponent reveals three copies of Crushing Canopy in hand, which had no targets. 2-1.
I gave Forsake the Worldly another try, because I knew one of my friends was going to play WB tokens. Still didn't seem to find room for it in the matches I had. I think I will trade it for my copies of Authority of the Consuls. I also think I need to re-jig the mana base to account for more copies of Vraska's Contempt over Settle the Wreckage.
Esper is making a nice showing at the PT. End of D1 was an undefeated and an x-1. Both playing Esper. I'm sure there were others that I missed.
As mentioned the x-0 is UBTeferi and the other one looks similar. I'm fairly sure I saw an Eldest Reborn in the hand of the x-1 player in coverage near the end of r5 vs ub mid.
EDIT: Esper has a 75% conversion rate to d2. 20 in d1 and 15 in d2.
EDIT2: Here's the UB Teferi list that T8ed. Every other deck is either Mono R or RB. All aggro except 1 RB Mid. Ernest Lim is the player.
3 Torrential Gearhulk
3 The Scarab God
Instant (25)
1 Commit // Memory
3 Syncopate
4 Fatal Push
3 Cast Down
2 Censor
4 Disallow
4 Glimmer of Genius
4 Vraska's Contempt
Enchantment (1)
1 Arguel's Blood Fast
4 Island
4 Swamp
1 Plains
2 Evolving Wilds
4 Aether Hub
1 Field of Ruin
1 Glacial Fortress
1 Isolated Chapel
4 Fetid Pools
4 Drowned Catacomb
Legendary planeswalker (2)
2 Teferi, Hero of Dominaria
1 Cast Down
4 Negate
4 Glint-Sleeve Siphoner
3 Duress
1 Essence Scatter
1 Settle the Wreckage
1 Forsake the Worldly
EDIT3: He got knocked put in his T8 match. 3-0. Vs RB. G3 was won with Angrath taking his Hulk and hitting for exactsies.
As for other top performing UB(x) decks here's everything that is on the mothership as of this morning.
4 Torrential Gearhulk
Instant (23)
4 Fatal Push
3 Syncopate
2 Essence Scatter
1 Negate
1 Forsake the Worldly
4 Disallow
4 Glimmer of Genius
4 Vraska's Contempt
2 Search for Azcanta
Land (28)
4 Drowned Catacomb
4 Fetid Pools
2 Field of Ruin
3 Glacial Fortress
4 Irrigated Farmland
3 Island
3 Isolated Chapel
5 Swamp
3 Teferi, Hero of Dominaria
2 Negate
1 Forsake the Worldly
3 Duress
1 Arguel's Blood Fast
4 Knight of Malice
1 Jace's Defeat
1 The Scarab God
2 Cast Down
2 Liliana, Death's Majesty
Creature (5)
3 Torrential Gearhulk
2 The Scarab God
Instant (23)
3 Cast Down
4 Vraska's Contempt
3 Supreme Will
1 Negate
3 Essence Scatter
4 Fatal Push
2 Disallow
3 Syncopate
1 Aether Meltdown
Land (26)
4 Drowned Catacomb
4 Fetid Pools
7 Island
8 Swamp
1 Evolving Wilds
2 Field of Ruin
Legendary planeswalker (3)
3 Karn, Scion of Urza
1 Cast Down
1 Negate
1 The Scarab God
3 Glint-Sleeve Siphoner
3 Knight of Malice
2 Gifted Aetherborn
3 Duress
1 Arguel's Blood Fast
3 Torrential Gearhulk
1 The Scarab God
Sorcery (2)
2 Duress
Instant (23)
4 Fatal Push
4 Vraska's Contempt
2 Cast Down
2 Glimmer of Genius
2 Hieroglyphic Illumination
1 Negate
2 Syncopate
1 Censor
3 Disallow
2 Blink of an Eye
2 Search for Azcanta
Land (26)
3 Island
4 Swamp
1 Plains
4 Fetid Pools
4 Drowned Catacomb
1 Submerged Boneyard
2 Irrigated Farmland
2 Glacial Fortress
1 Isolated Chapel
2 Aether Hub
2 Field of Ruin
Legendary planeswalker (3)
3 Teferi, Hero of Dominaria
2 Negate
1 Duress
1 Sorcerous Spyglass
1 Aether Meltdown
1 Gonti, Lord of Luxury
1 Arguel's Blood Fast
4 Knight of Malice
1 Jace's Defeat
2 Forsake the Worldly
1 Moment of Craving
4 Torrential Gearhulk
3 The Scarab God
Instant (22)
4 Fatal Push
4 Cast Down
4 Vraska's Contempt
4 Syncopate
4 Disallow
2 Blink of an Eye
Enchantment (1)
1 Search for Azcanta
4 Island
4 Swamp
4 Drowned Catacomb
4 Fetid Pools
3 Glacial Fortress
3 Isolated Chapel
2 Field of Ruin
2 Evolving Wilds
1 Plains
3 Teferi, Hero of Dominaria
1 Search for Azcanta
4 Negate
4 Glint-Sleeve Siphoner
3 Forsake the Worldly
2 Essence Extraction
1 The Eldest Reborn