esper control

by Lasheran on 30 March 2013

Main Deck (60 cards)

Sideboard (12 cards)

Sorceries (2)


Instants (2)


Planeswalkers (2)

Artifacts (2)


Enchantments (4)

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Deck Description

I love mill as a secondary win condition, so much so that I often make it the main condition of the deck.

How to Play

take it slow, be willing to take a few hits to better make use of board wipes and spheres, and manage your resources wisely. Think Twice at the end of people's turns and play smart.

Deck Tags

  • Esper
  • Control
  • Mill
  • Standard

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 963 times.

Mana Curve

Mana Symbol Occurrence

2135400

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for esper control

Personally, I would take mind grind out altogether. Drownyards and memory adepts work fine on their own. I would use the slot to add in either more countermagic or creature removal. I would go with counter magic.

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Posted 02 April 2013 at 15:37

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Thanks for the input, I am still play testing around and have found the mind grinds to be great to do the work late game.

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Posted 02 April 2013 at 20:48

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For as much as mind grinds cost mana-wise to do a lot of damage, I would sooner turn 4 a supreme verdict, turn 5 a consuming aberration, and then use your cheap-costing spell base to spam consuming aberration's ability and then swing for craptons of damage. (He has "Whenever you cast a spell, your opponents must reveal cards from the top of their library until they reveal a land, then place those cards in their graveyard."

Basically, you get a creature that has a built-in mindgrind, and all you have to do is let him sit there until you can either swing with him or mill them out.

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Posted 03 April 2013 at 19:20

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