Esper Control

by ZeroBlackKnight on 02 October 2013

Main Deck (60 cards)

Sideboard (15 cards)


Sorceries (2)


Instants (6)

Planeswalkers (2)


Artifacts (1)

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How to Play

T1: Temple, Shockland tapped.
T2: Temple, Shockland into Blind Obedience, Far, Azorius Charm for draw or placing an attacker on top of opponent's deck.
T3: Temple, Shockland into Dissolve, Hero's Downfall, Detention Sphere, Away.
T4: Temple, Shockland intoJace, Supreme Verdict.
T5: Temple, Shockland into Obzedat depending on board state, Far//Away
T6: Temple, Shockland into Elspeth or Sphinx's Revelation, depending on board state.
T7: Temple, Shockland into Aetherling.

If you played a Temple on the previous turn, then the options you had available if you had played a Shockland are now available.

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Azorius Charm: A great utility spell, allowing you to draw a card at the end of your opponent's turn, or putting an attacker on top of your opponent's library. Rarely will you need to use the lifelink option, but it can save you in a pinch. The great thing about Azorius Charm is that it is a potential Time Walk in the mid-late game.

Dissolve: Our go-to counterspell. Let them try casting that fatty, we'll send it straight to the graveyard.

Far//Away: An amazing card. T2 Bounce, T3 Sac, T5+ Two-for-One Value. This card is great at dealing with your opponent's creatures. This can turn Fanatic of Mogis/Gray Merchant into nil damage by casting both halves with the CIP trigger on the stack. Return their Boros Reckoner to hand then make them sac a creature.

Hero's Downfall: A necessity in any deck running Black. Spot removal for creatures AND Planeswalkers.

Sphinx's Revelation: This card can save your life, literally. Ideally used at the end of your opponent's turn with all your mana open after Turn 6.

Blind Obedience: This card is gravelly underestimated. Forcing your opponent's creatures to enter tapped slows aggro down considerably, allowing you to use sorcery speed removal like Detention Sphere to deal with threats as well as giving you access to Extort, a secondary win condition and life sustain.

Detention Sphere: Nonland Permanent Removal, plain and simple. Occasionally a Two-for-One.

Supreme Verdict: Board Wipe, nuff said.

Jace, Architect of Thought: It's Jace. Slow down aggro or draw some cards. Maybe use his ult... maybe.

Elspeth, Sun's Champion: Win condition and removal spell all in one. Gives you access to 1/1 tokens for attacking or chump/group blocking and a 4+ Power board wiper.

Aetherling: Blue's bread and butter win con. Next to impossible for your opponent to deal with, provided you use your mana correctly. Turn 7 Play, unless your opponent has absolutely no way of dealing with a 5 toughness creature.

Obzedat, Ghost Council: A personal favorite and one of our win conditions. Obzedat is a 4 life swing every time he enters the battlefield, and many opponents have trouble dealing with him. Obzedat helps us stay alive with his 2 life recovery every time as well as force your opponent to play defensively every time this 5/5 haste stares them down, especially with back up from your hand.

Lands: We play a playset of every temple for the free scry effects, allowing us to sift through our top decks more favorably.

Deck Tags

  • Standard
  • Esper
  • Control
  • Type 2

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

24341300

Card Legality

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

Deck discussion for Esper Control

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