I've never played Esper before, right now I'm playing R/G Aggro and Naya Aggro, but this looks like a lot of fun to play.
I watched the video on StarCityGames and the finals were very entertaining. Game 1 Robert Seder (playing Esper) was down to 1 life and came back to win the game. Game 2 after Robert played Rest in Piece, it was pretty much over for Daniel.
I think it takes a lot of skill to pilot this deck. I don't think that anyone can pick up this deck and win with it. If anyone here starts to use it, let us know how it performs for you.
This list looks pretty awesome. My only contention is with the choice of Renounce the Guilds over Devour Flesh. For the same cmc Renounce seems a lot more restrictive. I know it hits all non-land permanents, but 90% of the time that's going to be a creature. There aren't a ton of multicolored planeswalkers kicking around, and detention sphere isn't even really a threat to this deck (can't d-sphere a drownyard!). Maybe I'm missing something?
This list looks pretty awesome. My only contention is with the choice of Renounce the Guilds over Devour Flesh. For the same cmc Renounce seems a lot more restrictive. I know it hits all non-land permanents, but 90% of the time that's going to be a creature. There aren't a ton of multicolored planeswalkers kicking around, and detention sphere isn't even really a threat to this deck (can't d-sphere a drownyard!). Maybe I'm missing something?
My thoughts as well... the only thing I can think is that it hits alot of relevant creatures and limits what your opponent can use as a 'shield' so to speak. But I feel as a kill spell its limited in the MB against some decks. I might test a one of but I think two is pushing it to be a dead card too often.
Its unfortunate there wasn't alot of coverage of either esper player, I would've really liked to have seen how each performed using the odder choices in their respective decks.
This list looks pretty awesome. My only contention is with the choice of Renounce the Guilds over Devour Flesh. For the same cmc Renounce seems a lot more restrictive. I know it hits all non-land permanents, but 90% of the time that's going to be a creature. There aren't a ton of multicolored planeswalkers kicking around, and detention sphere isn't even really a threat to this deck (can't d-sphere a drownyard!). Maybe I'm missing something?
Most of the big threats to Esper are multi-colored. It hits sire, huntmaster (and avoids the token), olivia, voice (and voice tokens), domri, obzedat, baron, d-sphere (note that he doesn't have any multi-color perms and instead plays o-ring), geist (avoids token), sorin, cartel and falkenwrath aristocrats (avoiding spirit tokens again), reckoner, and almost every other really scary creature seeing play at the moment. Pretty much the only threats it doesn't kill can be dealt with by ultimate price.
He still plays 2 far//away to sack other things if needed.
Most of the big threats to Esper are multi-colored. It hits sire, huntmaster (and avoids the token), olivia, voice (and voice tokens), domri, obzedat, baron, d-sphere (note that he doesn't have any multi-color perms and instead plays o-ring), geist (avoids token), sorin, cartel and falkenwrath aristocrats (avoiding spirit tokens again), reckoner, and almost every other really scary creature seeing play at the moment. Pretty much the only threats it doesn't kill can be dealt with by ultimate price.
He still plays 2 far//away to sack other things if needed.
100% agree. It hits all the big threats in special Sire, Possible the best answer to a sire if you can not counter it. You forget some like assemble the Legion, Varolz, Loxodon Smither, Aurelia, RaL Zarek...
100% agree. It hits all the big threats and you forget in special Sire, Possible the best answer to a sire if you can not counter it. You forget some like assemble the Legion, Varolz, Loxodon Smither, Aurelia, RaL Zarek...
Yes Renounce the Guilds is excellent in most every matchup. The weakest thing it does is take out a Burning-Tree Emissary, making it a stronger Devour Flesh. It also hits Detention Sphere, which can lead to blowouts. I suggest playing 2 in your 75 if you can support it (no Sorin, no Blood Baron, Obdezat is okay).
Yes Renounce the Guilds is excellent in most every matchup. The weakest thing it does is take out a Burning-Tree Emissary, making it a stronger Devour Flesh. It also hits Detention Sphere, which can lead to blowouts. I suggest playing 2 in your 75 if you can support it (no Sorin, no Blood Baron, Obdezat is okay).
Baron and sorin are fine with renounce. If you have either of them on the field, you're probably winning and renounce is unnecessary. If it's an emergency (eg. sire just hit the field via cavern), then the sack of your own permenant is a small price to pay. The only card it shouldn't be played with is d-sphere as it almost always results in bad things coming back.
The one issue I'm having with these twolists is their choice of running Snapcaster over Augur. They're both two for ones, but Augur shores up a poor matchup in aggro better than Snap does.
Also, I really don't like Sorin. It might be a product of my having started competitive play when a major discussion point was whether to Memoricide Grave Titan or Jace, the Mind Sculptor, but I really don't like playing win conditions that take up main deck slots that aren't one hundred percent guaranteed to win (which is why I only run Memory Adept/Nephalia Drownyard in my main). Is he really that good?
The one issue I'm having with these twolists is their choice of running Snapcaster over Augur. They're both two for ones, but Augur shores up a poor matchup in aggro better than Snap does.
Also, I really don't like Sorin. It might be a product of my having started competitive play when a major discussion point was whether to Memoricide Grave Titan or Jace, the Mind Sculptor, but I really don't like playing win conditions that take up main deck slots that aren't one hundred percent guaranteed to win (which is why I only run Memory Adept/Nephalia Drownyard in my main). Is he really that good?
hes only really good with lingering souls on offense, but he basically just makes guys to block with in bad situations, which can help turn a bad situation into a better stable position but really isn't much IMO. I think Aetherling plus drownyard and Jace could be made to be enough to close games out, but the problem that people covered in the competitive thread was that time is against your mill gameplan just as much as your opponent is...so the 1 MB 1 SB aetherling Jace plan is really good because you will need to speed up the pressure at times, and if you can rely on spot removal like Far/Away to keep the board fairly clear Obzedat is pretty good in the 75 (I just dont like tapping out for him much).
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
The one issue I'm having with these twolists is their choice of running Snapcaster over Augur. They're both two for ones, but Augur shores up a poor matchup in aggro better than Snap does.
Also, I really don't like Sorin. It might be a product of my having started competitive play when a major discussion point was whether to Memoricide Grave Titan or Jace, the Mind Sculptor, but I really don't like playing win conditions that take up main deck slots that aren't one hundred percent guaranteed to win (which is why I only run Memory Adept/Nephalia Drownyard in my main). Is he really that good?
Sorin and tokens do well against most decks (but not decks running rancor). I had a lot of success with tokens as an alternate win con (or stall plan), but I have been playing without him and souls.
As to snapcaster vs augur. I play augur. In the early game, an augur in hand is a dig 3 for verdict and block a couple of turns. Snapcaster does almost nothing until turn 5+. If I make it that far, I'm probably in a good position unless I'm playing jund (which I may or may not have stabilized against by that time). I think snapcaster is better for Esper mirrors, UWR flash, and Jund, but is poor against blitz, naya aggro, reanimator, and similar.
Well, its been a while since I posted my list but I suppose I could drop my list in again as it was very different from the mill based strategy in the first place.
If anything its probably a lot closer to the old slolar flare. Its really proven to be well balanced for me though. I havent played much standard in the last few months being out of town but really nothing much has changed with my list or how I would run it. Its sort of a lot different as usually in the early to mid game I mill myself for the flashback enablers and if it turns into a war of attrition I will go for milling my opponent in the late game. Early to mid game though I find it better not to give my opponents resources to their graveyards though so I bank off of my own graveyard tactics. Its been extremely solid for me.
The lifegain in this list is quite impressive. I haven't noticed much of an issue with opposing Aetherlings due to that unless they get multiples out. Drogskol Reaver tends to shine in the matches where Obzedat, Ghost Council has less effect and they are both spirits and thus covered by cavern.
Well, its been a while since I posted my list but I suppose I could drop my list in again as it was very different from the mill based strategy in the first place.
If anything its probably a lot closer to the old slolar flare. Its really proven to be well balanced for me though. I havent played much standard in the last few months being out of town but really nothing much has changed with my list or how I would run it. Its sort of a lot different as usually in the early to mid game I mill myself for the flashback enablers and if it turns into a war of attrition I will go for milling my opponent in the late game. Early to mid game though I find it better not to give my opponents resources to their graveyards though so I bank off of my own graveyard tactics. Its been extremely solid for me.
The lifegain in this list is quite impressive. I haven't noticed much of an issue with opposing Aetherlings due to that unless they get multiples out. Drogskol Reaver tends to shine in the matches where Obzedat, Ghost Council has less effect and they are both spirits and thus covered by cavern.
Why don't you have any card draw (alchemy is only search until late game)? Also, have you considered a 2/2 o-ring and d-sphere split? A couple of keyrunes might also be helpful for acceleration and also provide another win condition.
Why don't you have any card draw (alchemy is only search until late game)? Also, have you considered a 2/2 o-ring and d-sphere split? A couple of keyrunes might also be helpful for acceleration and also provide another win condition.
Card Draw - Drogskol Reaver, Azorious Charm, Forbidden Alchemy. Honestly too the fact that dang near everything has flashback as well is as good as draw. I can mill myself and pick up free card advantage. Forbidden Alchemy can set up into flashback as well and set up for Unburial as well. The Reavers can draw cards in a lot of different ways outside of just attacking and blocking as well. Remember that you can take a few Lingering Soul Tokens and using an Azorious Charm to give them lifelink and draw cards off of them too. Obzedat entering play also triggers for more draw off of him too.
O-Ring: it totally depends on if you encounter opposing Detention Spheres. Currently in the meta I havent seen much for it but if you are worried about it you can run a split. The fact that you can clear out copies and tokens though is fairly strong though so I dont know how much I would want to give that up.
Keyrunes - I wouldn't bother. This deck has crazy good stall vs aggro. Generally speaking ramp is to try to get online faster against faster decks. As I dont run sphinx the high end mana isnt as important for me in this list. If anything I have a little more problem against some heavy value midrange decks like junk rights. Aggro matchups are honestly one of the best matchups I have with this list though.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Card Draw - Drogskol Reaver, Azorious Charm, Forbidden Alchemy. Honestly too the fact that dang near everything has flashback as well is as good as draw. I can mill myself and pick up free card advantage. Forbidden Alchemy can set up into flashback as well and set up for Unburial as well. The Reavers can draw cards in a lot of different ways outside of just attacking and blocking as well. Remember that you can take a few Lingering Soul Tokens and using an Azorious Charm to give them lifelink and draw cards off of them too. Obzedat entering play also triggers for more draw off of him too.
O-Ring: it totally depends on if you encounter opposing Detention Spheres. Currently in the meta I havent seen much for it but if you are worried about it you can run a split. The fact that you can clear out copies and tokens though is fairly strong though so I dont know how much I would want to give that up.
Keyrunes - I wouldn't bother. This deck has crazy good stall vs aggro. Generally speaking ramp is to try to get online faster against faster decks. As I dont run sphinx the high end mana isnt as important for me in this list. If anything I have a little more problem against some heavy value midrange decks like junk rights. Aggro matchups are honestly one of the best matchups I have with this list though.
It sounds like your card draw has quite a bit riding on reaver surviving (not a huge problem I guess). You've got a point about the flashback, but it's worth noting that azorius charm's not really card advantage, just expensive cycling.
I only play 2 of d-sphere or o-ring in SB (too many abrupt decays in my meta), but it was just a suggestion as it deals with cards like like slaughter games and also allows you to deal with other control decks.
Have you missed terminus with voice and undying (esp. strangleroot) being a thing? How's your hexproof matchup?
It sounds like your card draw has quite a bit riding on reaver surviving (not a huge problem I guess). You've got a point about the flashback, but it's worth noting that azorius charm's not really card advantage, just expensive cycling.
I only play 2 of d-sphere or o-ring in SB (too many abrupt decays in my meta), but it was just a suggestion as it deals with cards like like slaughter games and also allows you to deal with other control decks.
Have you missed terminus with voice and undying (esp. strangleroot) being a thing? How's your hexproof matchup?
Finally, have you tested blood baron?
The card advantage of the deck comes primarily through flashbacking things. Liliana provides very good card advantage for the deck because with her +1 ability I usually throw away flashback cards as well. I generally only need to worry about my draw against the more sustaining midrange decks.
O-Ring: if you have reason to split it then go ahead I suppose. I dont really encounter much in the front of things like slaughter games currently as there are very few decks that would bother to sideboard it. Even if they did I really doubt that the detention sphere is what they would hit. You could also increase your count if you have an issue with voice / undying guys. I really like Lingering Souls and Curse of Death's Hold against these guys as they can save me a lot of work otherwise. Hitting them with O Ring effects are nice as well.
Vs hexproof I have only done 4 matches so far against it but I have won every match against them. Having the 3 Devour Flesh in sideboard means I can have 6 sacrifice options plus my 4 wraths not to mention that I can strip enchantments with my detentions and still have the set of wraths for them. Curse of Death's Hold can on its own fight off about half of their future threats too if you can get it into play.
blood baron - I haven't bothered testing him. I feel like Obzedat is where I want to be most of the time and when I dont want to be using him Aetherling is the better sideboard option than the Baron. I think Baron is cool but I think Aetherling is the better sideboard option vs control.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Made 1 change in the SB, bringing in a singleton Blood Baron (all I had on hand). It was an awesome card for me when I brought it in, and I will be going up to 2 of them for sure.
Matches:
R1: G/B Varolz (1-1, 0-0-1 overall)
This deck gave me problems with all the undying creatures he had. I ended up dying to a young wolf in game 1. Game 2, I resolved a blood baron, and he stared at it for about 5 minutes (part of the reason we went to time), since he had no way to get rid of it. Game 3, we didn't bother with, because we were at turns when game 2 closed out.
R2: G/W Tokens (2-0, 1-0-1 overall)
This match was pretty straightforward. He could not deal with my mainboard sweepers, and I was never close to losing.
R3: American Control (1-1-1, 1-0-2 overall)
Got paired up against a good player that is normally at the top of the standings most nights. Game 1, I had 2 early counters on his Geists, and a crypt incursion mid game for 18 life put it to far out of range for him. Game 2, he was able to win out with burn. Game 3 ended up going to turns. He got close, but I was able to stabilize, and given more turns probably win.
R4: Naya Midrange (2-0, 2-0-2 overall)
Game 1, on the play, I ended up hitting a D-Sphere on his 3 Avacyn's pilgrim's on the board. He was unable to recover. Game 2, I played a Blood Baron (he boarded out his mortars), followed 2 turns later by an AoS clearing his board, followed after that by an Obzedat. It ended quickly.
Overall, still happy with the deck. If I could have closed out one of the 2 games I drew, I probably would have wound up second place. Oh well, still a fun night.
Blood baron is not a card for control, against the mirror it gets either swept or far//awayed. and against uwr they have mortars and turn//burn.
It is however amazing against junk reanimator, aristocrats and the G/b control decks, it can be good vs rdw, jund and naya as well.
curse of deaths hold is brilliant against aristocrats and reanimator. The first blanks mana dorks and sin collector. the second blanks voices and slimes and makes all their threats not as bad. Combining curse with jace's +1 is brutal though.
If you're playing esper, it's likely that you only have 4-6 creatures. If your opponent keeps far//away, sweepers, and mortars (or any combination), you're probably going to win since they'll have lots of dead cards. Even if they kill your creatures, you will probably still win by mill.
For example, my creatures pre-board are 3x augur, 2x baron, and 1x aetherling. I don't care if they waste burn on the augur since it's not going to my face. I don't care if they 2 for 1 my baron and aetherling is untouchable when it resolves. Game 2 vs control, I have 2 notion thieves, 2 aetherlings, and 1-2 baron.
The only kill spells worth keeping against me is azorius charm and maybe a couple of far//away or devour flesh for esper and they'll still be mostly dead cards since killing notion thief after I've stolen your draw isn't very good and aetherling is just going to blink (at least azorius can stall aetherling or draw a card). American flash should only keep in helix (8 point life swing isn't terrible, but sorcery speed mortars is a bad card) and grixis is basically stuck with devour flesh. None of these decks should be playing board wipes or mortars.
It's worth noting that both aetherling and baron create an 8 point life swing. One of them prevents you from dying while the other of them is quicker at killing the opponent, but plays 2+ turns later.
Match 1: Snapcaster Rock (2-0)
The deck was essentially a rock deck with more graveyard interaction that splashes blue for Snapcaster.
Game 1 I built up answers while he stared at two lands. When he hit his third land, I popped Reap Intellect for 3, nabbing Desecration Demon, Lotleth Troll, and Snapcaster Mage, putting him out of the game.
Game 2 i kept a risky hand full of late game haymakers and only two lands. He was once again stuck on two lands, and after Duressing me, he decided to attack with a Lotleth Troll and discard four creatures to it. I responded with Renounce the Guilds, and he scooped.
Match 2: Selesyna Aggro (2-0)
Bigger than Wescoe's deck, but smaller than a midrange deck.
I don't remember too many details from these matches as they were boring and very simple to win. Voice of Resurgence isn't nearly the powerhouse people claim it to be. Renounce got both his Voice and Smiters. His deck was just slow enough to get crushed by Verdict.
Match 3: 5-Color Reanimator (2-0)
Really interesting list. It lacked Sire of Insanity which was a mighty shame for him. The takeway for me was Flayer of Hatebound turns Unburial Rites into a huge burn spell plus all of the value you normally get.
Game 1 had him looting, stumbling very little on mana. I got an Early Jace, and used his +1 to build up answers. I targeted him which fed him admittedly. After answering his first few threats, he had three cards left in hand, and I Reaped his Intellect for 3, exiling a good third of his deck including the Obdezats in his yard. He still had plenty of gas in the graveyard, and flashbacked Rites to get an Aurelia, only to be blocked by a flashed in Restoration Angel. The next turn he Rites for a Thragtusk and passed. I had two Angels, he had a Tusk and an Aurelia. He then Rites for Flayer and blew up one of my angels. He swung with the team at Jace at six loylaty so I traded my Angel for the Tusk and Jace was gone. At that point I managed to Rev into some answers including a Renounce the Guilds, stabilized, and milled him out.
Game 2 was simpler fare. He missed his third land drop so I kept Syncopate up for Chromatic Lanterns. I countered two lanterns, and my Sin Collector took him down.
At this point I double drew into top eight.
Quarterfinals: Red Arisrocrats (2-0)
A pretty standard red Aristocrats. One not bothered by playing bad cards like Voice.
Game 1 was close through and through. He managed two get two Blood Artists out which were a constant drain on my life total. Falkenrath Aristocrat was no problem because of Renounce the Guilds. I used Sphinx's as a stream of life to keep my life total positive as I chipped away at his library with Jace and Drownyards. I managed to avoid a lethal Blasphemous Act with a Snapcaster Dissipate and won.
Game 2 was a blowout. I played Curse of Death's Hold on turn 5. I had answers to Obdezat, his only out.
Semifinals: White Weenie (2-0)
Yes, mono-white aggro. The list is suprisingly strong, but the player was what got him to top four.
Game 1 he curved out Champion of the Parish into Nearheath Pilgrim into Silverblade Paladin into Riders of Gavony. I had a Verdict though and stabilized, then shut him out of the game.
Game 2 he played Thalia on two which was stopped by my Augur. He played Frontline Medic and passed. He then played Ajani, pumped Thalia and swung with the team. I stalled him for a bit, removed the Thalia, and then cast Planar Cleansing to shut him out of the game.
Finals: Selesyna Aggro (0-2)
The same player from round two. I punted it this time around sadly.
Game 1 was a game loss for me because I accidently didn't deboard.
Game 2 I kept a decent hand. I played Sin Collector on three getting an Advent of the Wurm and revealing his hand of two lands and three Sublime Archangels. I didn't find an answer in time.
The top four split prizes so I made out with 12 packs, a Svetlin Velinov playmat, and a cool 60 bucks. As for individual cards.
Renounce the Guilds was the best card in my deck today. This card is absurdly good. Play this card.
Reap Intellect was decent. The effect feels stronger than it actually is, but that doesn't mean the card isn't powerful! The card preys on slower decks and will secure a game for you, but it won't turn the game around for you.
Jace, Memory Adept is and will be my planeswalker of choice for quite awhile. His +1 refills my hand just after I stabilize and helps me hit land drops 6-8 while also representing a formidible clock. Best control planeswalker in the format.
How do people feel about the two decks that topped in Philly? I'll probably take one of them to my standard tournament tomorrow, and also play it on FNM. Anyone have any input on which one will probably be a bit more reliable? ANY feedback or suggestions would be wonderful since I don't have a ton of experience with Esper, or control in general.
I ran Seder's list, the first one, for a night and was both disappointed and impressed with it. If you heard his commentary vs the aggro matchup (R/G/Naya), hes spot on with it. If you don't miracle a terminus, you almost certainly lose. If you do miracle a terminus, you end up being so far ahead its unreal.
In an aggro filled meta, it was always a beating. What side of the beating you were on revolved around that one card.
I believe I ended up going 2-2. Played 3 R/G variants and 1 G/W token deck.
I like the first list because it's nice and clean. You have a plan (mill them), and all your cards are dedicated to accomplishing that plan. You have definite strengths and weaknesses, but your decisions about how to play the game are very clear cut. You don't have to worry about being stuck with dead Plan B cards because you're already walking down the path for Plan A.
The second deck isn't that bad in that regard, because Sorin/Souls can play both offense and defense, but I foresee this being awkward at times. The manabase also looks horrific. Two Vaults (on top of the three Drownyards) is super greedy, when I'm not even convinced that we want to have one. Having played a similar deck before, many times even when you have the mana up to activate Vault, you can't even afford to tap out like that.
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I've never played Esper before, right now I'm playing R/G Aggro and Naya Aggro, but this looks like a lot of fun to play.
I watched the video on StarCityGames and the finals were very entertaining. Game 1 Robert Seder (playing Esper) was down to 1 life and came back to win the game. Game 2 after Robert played Rest in Piece, it was pretty much over for Daniel.
I think it takes a lot of skill to pilot this deck. I don't think that anyone can pick up this deck and win with it. If anyone here starts to use it, let us know how it performs for you.
3 Snapcaster Mage
1 Jace, Memory Adept
2 Island
4 Drowned Catacomb
4 Glacial Fortress
3 Godless Shrine
4 Hallowed Fountain
4 Isolated Chapel
3 Nephalia Drownyard
3 Watery Grave
3 Azorius Charm
2 Dissipate
2 Far
2 Renounce the Guilds
3 Sphinx's Revelation
2 Syncopate
4 Think Twice
2 Warped Physique
1 Sever the Bloodline
3 Supreme Verdict
2 Terminus
1 Pithing Needle
1 Aetherling
3 Evil Twin
1 Curse of Death's Hold
1 Feeling of Dread
2 Negate
1 Jace, Memory Adept
2 Duress
1 Sever the Bloodline
1 Supreme Verdict
1 Terminus
this is one good looking list.
This list looks pretty awesome. My only contention is with the choice of Renounce the Guilds over Devour Flesh. For the same cmc Renounce seems a lot more restrictive. I know it hits all non-land permanents, but 90% of the time that's going to be a creature. There aren't a ton of multicolored planeswalkers kicking around, and detention sphere isn't even really a threat to this deck (can't d-sphere a drownyard!). Maybe I'm missing something?
My thoughts as well... the only thing I can think is that it hits alot of relevant creatures and limits what your opponent can use as a 'shield' so to speak. But I feel as a kill spell its limited in the MB against some decks. I might test a one of but I think two is pushing it to be a dead card too often.
Its unfortunate there wasn't alot of coverage of either esper player, I would've really liked to have seen how each performed using the odder choices in their respective decks.
Most of the big threats to Esper are multi-colored. It hits sire, huntmaster (and avoids the token), olivia, voice (and voice tokens), domri, obzedat, baron, d-sphere (note that he doesn't have any multi-color perms and instead plays o-ring), geist (avoids token), sorin, cartel and falkenwrath aristocrats (avoiding spirit tokens again), reckoner, and almost every other really scary creature seeing play at the moment. Pretty much the only threats it doesn't kill can be dealt with by ultimate price.
He still plays 2 far//away to sack other things if needed.
100% agree. It hits all the big threats in special Sire, Possible the best answer to a sire if you can not counter it. You forget some like assemble the Legion, Varolz, Loxodon Smither, Aurelia, RaL Zarek...
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
Yes Renounce the Guilds is excellent in most every matchup. The weakest thing it does is take out a Burning-Tree Emissary, making it a stronger Devour Flesh. It also hits Detention Sphere, which can lead to blowouts. I suggest playing 2 in your 75 if you can support it (no Sorin, no Blood Baron, Obdezat is okay).
[THS|SOM|5TH] Devotion to Black
Baron and sorin are fine with renounce. If you have either of them on the field, you're probably winning and renounce is unnecessary. If it's an emergency (eg. sire just hit the field via cavern), then the sack of your own permenant is a small price to pay. The only card it shouldn't be played with is d-sphere as it almost always results in bad things coming back.
Also, I really don't like Sorin. It might be a product of my having started competitive play when a major discussion point was whether to Memoricide Grave Titan or Jace, the Mind Sculptor, but I really don't like playing win conditions that take up main deck slots that aren't one hundred percent guaranteed to win (which is why I only run Memory Adept/Nephalia Drownyard in my main). Is he really that good?
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hes only really good with lingering souls on offense, but he basically just makes guys to block with in bad situations, which can help turn a bad situation into a better stable position but really isn't much IMO. I think Aetherling plus drownyard and Jace could be made to be enough to close games out, but the problem that people covered in the competitive thread was that time is against your mill gameplan just as much as your opponent is...so the 1 MB 1 SB aetherling Jace plan is really good because you will need to speed up the pressure at times, and if you can rely on spot removal like Far/Away to keep the board fairly clear Obzedat is pretty good in the 75 (I just dont like tapping out for him much).
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Sorin and tokens do well against most decks (but not decks running rancor). I had a lot of success with tokens as an alternate win con (or stall plan), but I have been playing without him and souls.
As to snapcaster vs augur. I play augur. In the early game, an augur in hand is a dig 3 for verdict and block a couple of turns. Snapcaster does almost nothing until turn 5+. If I make it that far, I'm probably in a good position unless I'm playing jund (which I may or may not have stabilized against by that time). I think snapcaster is better for Esper mirrors, UWR flash, and Jund, but is poor against blitz, naya aggro, reanimator, and similar.
4 Azorious Charm
2 Feeling of Dread
4 Detention Sphere
4 Forbidden Alchemy
3 Lingering Souls
4 Supreme Verdict
2 Curse of Death's Hold
2 Unburial Rites
CREATURES
3 Obzedat, Ghost Council
3 Drogskol Reaver
3 Liliana of the Veil
LAND
2 Cavern of Souls
2 Drowned Catacomb
4 Glacial Fortress
4 Godless Shrine
4 Hallowed Fountain
4 Isolated Chapel
2 Nephalia Drownyard
4 Watery Grave
3 Purify the Grave
3 Devour Flesh
3 High Priest of Penance
1 Cavern of Souls
2 Aetherling
3 Intrepid Hero
If anything its probably a lot closer to the old slolar flare. Its really proven to be well balanced for me though. I havent played much standard in the last few months being out of town but really nothing much has changed with my list or how I would run it. Its sort of a lot different as usually in the early to mid game I mill myself for the flashback enablers and if it turns into a war of attrition I will go for milling my opponent in the late game. Early to mid game though I find it better not to give my opponents resources to their graveyards though so I bank off of my own graveyard tactics. Its been extremely solid for me.
The lifegain in this list is quite impressive. I haven't noticed much of an issue with opposing Aetherlings due to that unless they get multiples out. Drogskol Reaver tends to shine in the matches where Obzedat, Ghost Council has less effect and they are both spirits and thus covered by cavern.
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[Modern] Allies
Why don't you have any card draw (alchemy is only search until late game)? Also, have you considered a 2/2 o-ring and d-sphere split? A couple of keyrunes might also be helpful for acceleration and also provide another win condition.
Card Draw - Drogskol Reaver, Azorious Charm, Forbidden Alchemy. Honestly too the fact that dang near everything has flashback as well is as good as draw. I can mill myself and pick up free card advantage. Forbidden Alchemy can set up into flashback as well and set up for Unburial as well. The Reavers can draw cards in a lot of different ways outside of just attacking and blocking as well. Remember that you can take a few Lingering Soul Tokens and using an Azorious Charm to give them lifelink and draw cards off of them too. Obzedat entering play also triggers for more draw off of him too.
O-Ring: it totally depends on if you encounter opposing Detention Spheres. Currently in the meta I havent seen much for it but if you are worried about it you can run a split. The fact that you can clear out copies and tokens though is fairly strong though so I dont know how much I would want to give that up.
Keyrunes - I wouldn't bother. This deck has crazy good stall vs aggro. Generally speaking ramp is to try to get online faster against faster decks. As I dont run sphinx the high end mana isnt as important for me in this list. If anything I have a little more problem against some heavy value midrange decks like junk rights. Aggro matchups are honestly one of the best matchups I have with this list though.
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[Modern] Allies
It sounds like your card draw has quite a bit riding on reaver surviving (not a huge problem I guess). You've got a point about the flashback, but it's worth noting that azorius charm's not really card advantage, just expensive cycling.
I only play 2 of d-sphere or o-ring in SB (too many abrupt decays in my meta), but it was just a suggestion as it deals with cards like like slaughter games and also allows you to deal with other control decks.
Have you missed terminus with voice and undying (esp. strangleroot) being a thing? How's your hexproof matchup?
Finally, have you tested blood baron?
The card advantage of the deck comes primarily through flashbacking things. Liliana provides very good card advantage for the deck because with her +1 ability I usually throw away flashback cards as well. I generally only need to worry about my draw against the more sustaining midrange decks.
O-Ring: if you have reason to split it then go ahead I suppose. I dont really encounter much in the front of things like slaughter games currently as there are very few decks that would bother to sideboard it. Even if they did I really doubt that the detention sphere is what they would hit. You could also increase your count if you have an issue with voice / undying guys. I really like Lingering Souls and Curse of Death's Hold against these guys as they can save me a lot of work otherwise. Hitting them with O Ring effects are nice as well.
Vs hexproof I have only done 4 matches so far against it but I have won every match against them. Having the 3 Devour Flesh in sideboard means I can have 6 sacrifice options plus my 4 wraths not to mention that I can strip enchantments with my detentions and still have the set of wraths for them. Curse of Death's Hold can on its own fight off about half of their future threats too if you can get it into play.
blood baron - I haven't bothered testing him. I feel like Obzedat is where I want to be most of the time and when I dont want to be using him Aetherling is the better sideboard option than the Baron. I think Baron is cool but I think Aetherling is the better sideboard option vs control.
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[Modern] Allies
Made 1 change in the SB, bringing in a singleton Blood Baron (all I had on hand). It was an awesome card for me when I brought it in, and I will be going up to 2 of them for sure.
Matches:
R1: G/B Varolz (1-1, 0-0-1 overall)
This deck gave me problems with all the undying creatures he had. I ended up dying to a young wolf in game 1. Game 2, I resolved a blood baron, and he stared at it for about 5 minutes (part of the reason we went to time), since he had no way to get rid of it. Game 3, we didn't bother with, because we were at turns when game 2 closed out.
R2: G/W Tokens (2-0, 1-0-1 overall)
This match was pretty straightforward. He could not deal with my mainboard sweepers, and I was never close to losing.
R3: American Control (1-1-1, 1-0-2 overall)
Got paired up against a good player that is normally at the top of the standings most nights. Game 1, I had 2 early counters on his Geists, and a crypt incursion mid game for 18 life put it to far out of range for him. Game 2, he was able to win out with burn. Game 3 ended up going to turns. He got close, but I was able to stabilize, and given more turns probably win.
R4: Naya Midrange (2-0, 2-0-2 overall)
Game 1, on the play, I ended up hitting a D-Sphere on his 3 Avacyn's pilgrim's on the board. He was unable to recover. Game 2, I played a Blood Baron (he boarded out his mortars), followed 2 turns later by an AoS clearing his board, followed after that by an Obzedat. It ended quickly.
Overall, still happy with the deck. If I could have closed out one of the 2 games I drew, I probably would have wound up second place. Oh well, still a fun night.
If you're playing esper, it's likely that you only have 4-6 creatures. If your opponent keeps far//away, sweepers, and mortars (or any combination), you're probably going to win since they'll have lots of dead cards. Even if they kill your creatures, you will probably still win by mill.
For example, my creatures pre-board are 3x augur, 2x baron, and 1x aetherling. I don't care if they waste burn on the augur since it's not going to my face. I don't care if they 2 for 1 my baron and aetherling is untouchable when it resolves. Game 2 vs control, I have 2 notion thieves, 2 aetherlings, and 1-2 baron.
The only kill spells worth keeping against me is azorius charm and maybe a couple of far//away or devour flesh for esper and they'll still be mostly dead cards since killing notion thief after I've stolen your draw isn't very good and aetherling is just going to blink (at least azorius can stall aetherling or draw a card). American flash should only keep in helix (8 point life swing isn't terrible, but sorcery speed mortars is a bad card) and grixis is basically stuck with devour flesh. None of these decks should be playing board wipes or mortars.
It's worth noting that both aetherling and baron create an 8 point life swing. One of them prevents you from dying while the other of them is quicker at killing the opponent, but plays 2+ turns later.
3 Snapcaster Mage
2 Sin Collector
3 Restoration Angel
1 Jace, Memory Adept
4 Azorius Charm
3 Renounce the Guilds
1 Far // Away
1 Murder
2 Syncopate
2 Dissipate
4 Sphinx's Reveleation
1 Reap Intellect
3 Supreme Verdict
2 Planar Cleansing
4 Hallowed Fountain
4 Glacial Fortress
3 Godless Shrine
3 Isolated Chapel
2 Watery Grave
4 Drowned Catacomb
1 Plains
2 Island
1 Supreme Verdict
4 Kraken Hatchling
3 Augur of Bolas
3 Rest in Peace
2 Curse of Death's Hold
2 Negate
Match 1: Snapcaster Rock (2-0)
The deck was essentially a rock deck with more graveyard interaction that splashes blue for Snapcaster.
Game 1 I built up answers while he stared at two lands. When he hit his third land, I popped Reap Intellect for 3, nabbing Desecration Demon, Lotleth Troll, and Snapcaster Mage, putting him out of the game.
Game 2 i kept a risky hand full of late game haymakers and only two lands. He was once again stuck on two lands, and after Duressing me, he decided to attack with a Lotleth Troll and discard four creatures to it. I responded with Renounce the Guilds, and he scooped.
Match 2: Selesyna Aggro (2-0)
Bigger than Wescoe's deck, but smaller than a midrange deck.
I don't remember too many details from these matches as they were boring and very simple to win. Voice of Resurgence isn't nearly the powerhouse people claim it to be. Renounce got both his Voice and Smiters. His deck was just slow enough to get crushed by Verdict.
Match 3: 5-Color Reanimator (2-0)
Really interesting list. It lacked Sire of Insanity which was a mighty shame for him. The takeway for me was Flayer of Hatebound turns Unburial Rites into a huge burn spell plus all of the value you normally get.
Game 1 had him looting, stumbling very little on mana. I got an Early Jace, and used his +1 to build up answers. I targeted him which fed him admittedly. After answering his first few threats, he had three cards left in hand, and I Reaped his Intellect for 3, exiling a good third of his deck including the Obdezats in his yard. He still had plenty of gas in the graveyard, and flashbacked Rites to get an Aurelia, only to be blocked by a flashed in Restoration Angel. The next turn he Rites for a Thragtusk and passed. I had two Angels, he had a Tusk and an Aurelia. He then Rites for Flayer and blew up one of my angels. He swung with the team at Jace at six loylaty so I traded my Angel for the Tusk and Jace was gone. At that point I managed to Rev into some answers including a Renounce the Guilds, stabilized, and milled him out.
Game 2 was simpler fare. He missed his third land drop so I kept Syncopate up for Chromatic Lanterns. I countered two lanterns, and my Sin Collector took him down.
At this point I double drew into top eight.
Quarterfinals: Red Arisrocrats (2-0)
A pretty standard red Aristocrats. One not bothered by playing bad cards like Voice.
Game 1 was close through and through. He managed two get two Blood Artists out which were a constant drain on my life total. Falkenrath Aristocrat was no problem because of Renounce the Guilds. I used Sphinx's as a stream of life to keep my life total positive as I chipped away at his library with Jace and Drownyards. I managed to avoid a lethal Blasphemous Act with a Snapcaster Dissipate and won.
Game 2 was a blowout. I played Curse of Death's Hold on turn 5. I had answers to Obdezat, his only out.
Semifinals: White Weenie (2-0)
Yes, mono-white aggro. The list is suprisingly strong, but the player was what got him to top four.
Game 1 he curved out Champion of the Parish into Nearheath Pilgrim into Silverblade Paladin into Riders of Gavony. I had a Verdict though and stabilized, then shut him out of the game.
Game 2 he played Thalia on two which was stopped by my Augur. He played Frontline Medic and passed. He then played Ajani, pumped Thalia and swung with the team. I stalled him for a bit, removed the Thalia, and then cast Planar Cleansing to shut him out of the game.
Finals: Selesyna Aggro (0-2)
The same player from round two. I punted it this time around sadly.
Game 1 was a game loss for me because I accidently didn't deboard.
Game 2 I kept a decent hand. I played Sin Collector on three getting an Advent of the Wurm and revealing his hand of two lands and three Sublime Archangels. I didn't find an answer in time.
The top four split prizes so I made out with 12 packs, a Svetlin Velinov playmat, and a cool 60 bucks. As for individual cards.
Renounce the Guilds was the best card in my deck today. This card is absurdly good. Play this card.
Reap Intellect was decent. The effect feels stronger than it actually is, but that doesn't mean the card isn't powerful! The card preys on slower decks and will secure a game for you, but it won't turn the game around for you.
Jace, Memory Adept is and will be my planeswalker of choice for quite awhile. His +1 refills my hand just after I stabilize and helps me hit land drops 6-8 while also representing a formidible clock. Best control planeswalker in the format.
[THS|SOM|5TH] Devotion to Black
1 Restoration Angel
4 Snapcaster Mage
Planeswalkers (5)
2 Jace, Architect of Thought
1 Jace, Memory Adept
1 Sorin, Lord of Innistrad
1 Tamiyo, the Moon Sage
Lands (27)
4 Drowned Catacomb
4 Glacial Fortress
3 Godless Shrine
4 Hallowed Fountain
4 Isolated Chapel
4 Nephalia Drownyard
4 Watery Grave
3 Azorius Charm
1 Cyclonic Rift
2 Dissipate
4 Far
4 Sphinx's Revelation
2 Syncopate
3 Think Twice
4 Terminus
1 Aetherling
1 Evil Twin
1 Rest in Peace
1 Devour Flesh
3 Negate
1 Psychic Spiral
1 Purify the Grave
2 Tragic Slip
1 Tribute to Hunger
1 Jace, Memory Adept
2 Planar Cleansing
4 Snapcaster Mage
Planeswalkers (4)
4 Sorin, Lord of Innistrad
Lands (27)
1 Island
1 Plains
1 Swamp
4 Drowned Catacomb
1 Evolving Wilds
4 Glacial Fortress
1 Godless Shrine
4 Hallowed Fountain
3 Isolated Chapel
3 Nephalia Drownyard
2 Vault of the Archangel
2 Watery Grave
1 Blind Obedience
2 Detention Sphere
4 Azorius Charm
1 Cyclonic Rift
1 Dissipate
2 Far
4 Sphinx's Revelation
1 Syncopate
1 Ultimate Price
4 Lingering Souls
4 Terminus
1 Runechanter's Pike
1 Vampire Nighthawk
2 Dissipate
1 Righteous Blow
1 Tragic Slip
4 Obzedat, Ghost Council
4 Appetite for Brains
1 Duress
Modern
UWGB 4c Snow Control BGWU
In an aggro filled meta, it was always a beating. What side of the beating you were on revolved around that one card.
I believe I ended up going 2-2. Played 3 R/G variants and 1 G/W token deck.
The second deck isn't that bad in that regard, because Sorin/Souls can play both offense and defense, but I foresee this being awkward at times. The manabase also looks horrific. Two Vaults (on top of the three Drownyards) is super greedy, when I'm not even convinced that we want to have one. Having played a similar deck before, many times even when you have the mana up to activate Vault, you can't even afford to tap out like that.