Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
This deck is a clone of Esper Teachings by DavidGaz. http://www.mtgvault.com/davidgaz/decks/esper-teachings/
This deck has been viewed 877 times.
Besides a few cards in the sideboard and the Kolaghan's Command, what do you really get out of Red in this deck?I think Esper is really the way to go in decks like these. Especially since Kommand doesn't even reach it's potential in this deck as you don't run any creatures.There's no real reason to not run 4x Snapcaster Mage in a deck like this and you probably want another Colonnade or a Creeping Tar Pit to help you close out games.Otherwise, interesting take on Teachings
Permalink
Yea just in the process of 'dumbing down' my original 4c Teachings list into Esper for a more stable mana base, then re-building into 4c from there. Still on the fence between this list and straight Esper. I'd replace the 2 K-Command with a combination of Esper Charm, Cryptic Command and Grim Harvest but am unsure atm.Reasoning for Red was that Kolaghan's Command is important to fight 2 archetypes that straight Esper struggles with: UB Mill and Lantern Control. Re-buying milled Snaps and smashing artifacts makes these match ups much more tolerable. K-Command works well with Teferi too if he gets Verdicted. Grim Harvest is an option without needing Red too.My goal for the teachings lists is to have an answer to every archetype in the modern format and I believe I can achieve that with just Esper colours.Blessed Alliance/Settle the Wreckage - Hexproof Indestructables like Fleecemain LionDisallow - Covers abilities such as Emrakul Promised EndDisrupting Shoal - Covers turn 1 kills on the draw from Cheerios, Narset Vengeance, Prowess/ShotgunMindbreak Trap - Obliterate and uncounterable spellsSurgical Extraction - Loam decksWhite Sun's Zenith - Martyr Proc/life gain decks/Mill outGhost Quarter - Land destructionCast Out - Non-land destructionLate game inevitability plan involves - Teferi, Spell Burst, Teachings, Surgical. This combination of cards locks out the late game. Then tutor for WSZ to win via damage or decking. K-Command or Grim Harvest buys back Teferi if he gets Verdicted in the control mirror.I'd love to run 3 Snap as I find 4 one too many, but I just don't have the space based on my above theory which eats up a lot of slots and 2 Snap is fine for a long game plan without Bolts. If I were to play Bolts (which hurts my mana more), I'd play 3 Snaps.Also, do you think Cryptic Command is worth running in this archetype?
I couldn't recommend more than two Cryptics for a 4-Colour deck as Triple Blue is really hard to achieve on turn 4 every game. I think that a lot of the decks you're trying to counter just aren't that big of an issue in Modern right now...UB Mill is not that prevalent. Narset Vengeance is not on the radar either, nor is Cheerios that big of an issue.If you're looking for solid, stable deck design that tries to beat everything in Modern with that Tutor style of play, you may be interested in UWish or UW Control:https://www.cardknocklife.com/2017/11/06/deck-spotlight-modern-bant-control/
Thanks for the link I do like that Neo dude's style of deckbuilding, writing and ideas. Btw, this is my current iteration of Esper Teachings without the red splash: http://www.mtgvault.com/davidgaz/decks/esper-teachings/ Disrupting Shoal was cut as I realised Mindbreak Trap can defeat all turn 1 kills. Replaced with more Snares as Search for Azcanta is a problem in the mirror. I also added a third Snap and more manlands as per you above recommendation in this list so my win cons sit at - 3 snap, 1 teferi, 4 manlands, 1 WSZ which I think is fair in the face of mill decks. Wouldn't mind finding room for a 2nd Cryptic but I think I'm ok with 1 copy as Spell Burst can handle the end game quite well.What do you reckon?