For a long time we have been waiting for an Esper build that could take on Modern. Lately there have been some lists that have being doing so, even with an appearance at the Pro Tour. This is Esper Aggro/Control:
Card choices:
Dark Confidant The card advantage provided by this guy knows no equal, he will be able to win you any top deck war.
Tasigur, the Golden Fang This guy should be named “Tasigur, the Black [card]Tarmogoyf[/card’. It can hit the table for B, though most likely it’s be 1B. Its ability, even though it looks awful, can be game winning on the grind. Fantastic body, great casting cost, pure efficiency.
Delver of Secrets A fantastic tempo dude that can close games really fast if you build the deck around him.
Gurmag Angler Awesome delve guy, can hit the table on T2 and with protection in the form of Stubborn Denial. Just insane in delver builds.
Geist of Saint Traft Cheap threat really hard to deal with, provides a fast clock. Good vs combo/control.
Vendilion Clique Excellent standalone beater with disruption on a stick. Again, good vs combo/control.
Monastery Mentor If you make this guy survive a turn, the board advantage he provides is tremendous. If he survives 2 turns, its game.
Brimaz, King of Oreskos Cheam CMC, great body, provides a good board position. Vigilance is not irrelevant, can stall a board while still get damage through.
Snapcaster Mage Another card advantage source, at instant speed, that allows us to recycle our spells, this guy is insane.
Blood Baron of Vizkopa Excellent against junk, once you resolve this, it’s almost impossible for them to get rid of, it’s the best threat/answer we can land against them. Blocks rhinos all day long, passes through everything but Tarmogoyf (which we can deal with removal or counters), stabilizes our life total, and can be (rarely) a 10/10 flying game ending machine.
Stubborn Denial] Early Force Spike[/card, mid/lategame Negate for U. Really efficient in the delver esper.
Spell Snare One of the best counters in the format for 1CMC.
Remand This is a great pseudo counter that cantrips and pushes our opponents to fall behind us on tempo.
Mana Leak Great counter when forcing opponent to play on curve. Awesome with discard.
Deprive As opposed to Remand , this is a hard counter at the price of our tempo. Not awesome, but still pretty good since it deals with the threat once and for all.
Familiar’s Ruse Another great hard counter, that doesn’t make us fall behind on tempo but requires to go heavy con board position, otherwise it will just be a dead draw. Incredible synergy with Snapcaster Mage
Thought Scour Great for delving and cantripping, which is what delver wants to do.
Sphinx's Revelation It draws, it gains life. Just what we need to refill our hand and get back on the game if we are behind, just what we need to seal the victory if we are ahead.
Cryptic Command The best hard counter in the format. It counters, it draws, it timewalks, it bounces. It does everything you would want to do in just one card.
Disfigure Great 1CMC removal that handles most early threats and dorks.
Path to Exile One of modern best removal spells, it has the downside of giving an extra land to our opponents, but it’s still a weapon of choice of most decks that play white.
Vapor Snag Great bounce spell, it grants tempo advantage and gets life loss.
Slaughter Pact Kill for 0CMC with the restriction of not killing black creatures, and pay 2B on you upkeep or lose. Still a great answer against creature heavy decks or Twin, since you can tap out and still deal with threats.
Smother Great removal spell, Abrupt Decay’s little brother. Still handles a fair amount of threats.
Dismember 3 CMC spell that can be cast for 1 at instant speed at the cost of 4 life. Very versatile, handles most of modern creatures and laughs at indestructible.
Muredrous Cut Great removal that can be cast for B most of the times.
Zealous Persecution Can be a sweeper against tokens and affinity, great synergy with tokens and Monastery Mentor, one of the best combat tricks that you can play.
Mishra's Bauble This is not an instant/sorcery, but it’s the only artifact and I wouldn’t give it a spoiler. Great for delver deck, not much more to say.
Serum Visions This will make you dig 3 cards in your library, setting up delver flips and mana curve, great cantrip.
Gitaxian Probe Another great cantrip that gives us a hint on what to play, when and, more important, how to make more efficient our spells. Can be cast for free, which is awesome.
Thoughtseize The best targeted discard spell in the format, it hurts your life total, but it also hurts your opponents hand, plan and mana curve.
Inquisition of Kozilek Great discard spell, Thoughtseize’s little brother. It is awesome because it hits most fearful cards in the format and doesn’t cost life.
Lingering Souls One of the best cards and reasons to play Black and White colors in modern. It provides 4 1/1 flying tokens at the cost of 5 mana, in to stances. Great against most decks, especially against control.
Supreme Verdict The ultimate sweeper against anything that plays counterspells.
Liliana of the Veil Excellent combination of abilities, all relevant to the format, great against combo, control and aggro, Her ultimate can be backbreaking, if not game-winning. Great synergy with Lingering Souls
Ashiok, Nightmare Weaver He doesn’t affect the board instantly, but can be extremely good against topdeck wars, also good against aggro decks like zoo, or combo decks that need to manipulate libraries. He’s been a subject of debate ever since he’s been printed, but has been putting some results in the BUG control, worth giving a try.
Sorin, Solemn Visitor Good if heavy on tokens, stabilizes life like no other card while giving a good burst to your team. Also, provides good body tokens. Sorin can win games on its own.
Sorin, Lord of Innistrad Old sorin is still good as gold. It grows up in loyalty when developing board presence that also give you life. His pump is permanent and can't be interacted with, and his ultimate is pure esper flavor.
Lands:
Creeping Tar Pit Evasive cheap-to-animate manland that can provide a good clock.
Celestial Colonnade A slower manland , more resilient and efficient than its UB counterpart. Not really sold on this one, but that;s just me.
Polluted Delta Gets all the shocklands we need, gets blue and black basics. Fetches are always good for tricolored manabases.
Flooded Strand Gets all the shocklands we need, gets blue and white basics. Fetches are always good for tricolored manabases.
Marsh Flats Gets all the shocklands we need, gets black and white basics. Fetches are always good for tricolored manabases.
Seachrome Coast Great on early game, not so impressive on midgame and onwards. Still a great choice.
Timely Reinforcements Another great answer against Burn and Zoo. It helps stall for a bit while we stabilize and take control of the board.
Night of Souls’ Betrayal We can’t afford to side this in and still play mentors and souls. It shuts down Twin completely though, and it’s really good against opposingLingering Souls.
Curse of Death’s Hold This is the one we can afford to play, though it comes a turn later, unfortunately its high CMC can kill us with Bob.
Disenchant Gets rid of pesky enchantments/artifacts.
This primer will look into three different ways of building the deck (lands will be separately discussed, as most lists will share a fair amount of lands):
This deck will spin around Dark Confidant as a card draw engine, with cheap CMC spells (topping curve at 3/4CMC) so that he doesn’t kill us before we can kill our opponent.
This is one of the most fun twists that Esper colors grant. The ability to drop a T2 5/5 or 4/5 with a counterspell as protection is HUGE! This deck spins around the Delve mechanic and, some iterations, also around Delver of Secrets
Nice list but isn't Sword of War and Peace weak with Liliana? When both players are in topdeck mode, you won't have a good use of the swords heal/dmg. The protection is nice, but will often come to late and five mana only for protection red/white with the addition of wasting the equip cost, doesn't sound like high reward for such a risk.
You may be right, Sword of Fire and Ice might be a better option, especially when the current meta is full of URx delver. This is still under testing, I'll try them out and see the result. So far, the war and peace has been great. Yes, it might not look like there is any synergy between the sword and Lili, yet Bob fixes that issue, and by the time the sword hits the table, the games is about to finish.
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It feels like you're taking two mediocre decks and making them worse. This folds to an actual control deck and is going to struggle against any of the other midrange decks out there. why don't you have any slaughter pacts or dismembers main board?
Why would you play mana tithe if you're in blue, it makes no sense
It feels like you're taking two mediocre decks and making them worse. This folds to an actual control deck and is going to struggle against any of the other midrange decks out there. why don't you have any slaughter pacts or dismembers main board?
Why would you play mana tithe if you're in blue, it makes no sense
It doesn't seem such a very constructive critic/feedback, yet I'll answer you.
Deadguy Ale and BW Tokens are not mediocre builds, they are Established deck archetypes that have many top appearances in big Tournaments. They are decks that are not permissive, so if you screw it once, you're pretty much dead. That doesn't make them mediocre decks, that makes mediocre players rage. Which I think is the case with you here, no offense.
Regarding Slaughter Pact and Dismember. Those are not the best friend of this kind of deck. Especially when running Bob and 4 Path to Exile, with Lilis, counterspells and targeted discards, 4 paths are more than enough.
Why Mana Tithe? Let me tell why: 90% of the times, people tap out when the control player has no blue mana sources available, thinking the coast is clear. That's why. It's a trick that usually works once, but then, after pulling it, the opponent will never tap out knowing they're between leaks and tithes. Just making doubt if they should or shouldn't tap out means that the card has paid off, even when you side it out most of the games people will play around your mana taxing and will give you tempo, whether you have the card in hand/deck or not.
Cheers!
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I think you could probably go up to 4 Creeping Tar Pit to have the normal 4 Manlands in a control deck, plus it's good when you're in Liliana topdeck mode.
I think you could probably go up to 4 Creeping Tar Pit to have the normal 4 Manlands in a control deck, plus it's good when you're in Liliana topdeck mode.
The ETB tapped sometimes is a pain, Opening with 2 ETB tapped is really painful. I might go up to 3 though, so it's more easily found from the top deck.
Thanks for the thought!
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Interesting thoughts. Thanks for the feedback. After some testing I've found myself wanting some changes. Will update the post this Sunday, which is my day off. Can't do during weekdays and Sat is PPTQ.
Big changes coming, including new cards and new sections to the thread.
Thanks for the feedback.
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Why no Esper Charm? Its never dead and you can do some shenigans with it if you go the discard way. Also the 2-spot seems a little crowded.
Esper charm is being considered as well, maybe as a one-of. As I said before, this Sunday I will make a huge update to the thread, being that I can't do it now and tomorrow I have a T2 PPTQ.
Thanks for considering it, though. The charm is a powerful spell, definitely worth of being included.
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I'm curious where you are with this now? I splashed blue into Deadguy Ale for Snapcaster when Innistrad was first released and was really pleased with the deck and I'm starting to toy with what I'm thinking I'd do to make a modern build version of that deck. I'm contemplating taking the planeswalkers out for distortion strike to be used with Geist or Seeker of the Way. I'm thinking the dig, alchemys, and cruise would help when looking for a sword, or an answer, or a threat in general.
Tasigur, the Golden Fang and (if we play enough black lands) Soulflayer gives some possibilities for high toughness goyf-style cards in an Esper Midrange deck. Soulflayer could get hexproof with a Geist of Saint Traft in the graveyard. No good synergy with Dark Confidant though. They both survive Lightning Bolt and Abrupt Decay, so pretty resilient.
Tasigur, the Golden Fang and Monastery Mentor was in the winner deck and another top 8 deck, both Esper Midrange and similar builds, in a Japanese 214 man tournament 22.feb.: http://www.happymtg.com/decks/search/Format.name:Modern/Deck.tournament_id:T035478 Murderous cut looks very nice here with all the 1-drop sorcery and instant spells. The synergy between Monestary Mentor and Slaughter Pact also looks nice. I'm a bit worried Mentor would just be quickly removed, but these guys obviously made it work, so I must try this.
Winner deck:
I've been working to keep up with this thread and revive it post bannings, since it can become something. Unfortunately I have been extremely busy lately to rework the primer, update the cards and make a real core for the deck that can be competitive. I hope I can find some time this week to rework the primer and post the decklist I'm testing. I am at work atm, maybe I will be able to post the decklist later on, but I will only be able to update the primer in a few days.
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I've been working to keep up with this thread and revive it post bannings, since it can become something. Unfortunately I have been extremely busy lately to rework the primer, update the cards and make a real core for the deck that can be competitive. I hope I can find some time this week to rework the primer and post the decklist I'm testing. I am at work atm, maybe I will be able to post the decklist later on, but I will only be able to update the primer in a few days.
That would be great Monestary Mentor and Tasigur should mentioned as possible creature inclusions.
I have been playing with this deck and I have to say I like it a lot. If Monastery Mentor just lives for a turn you can go nuts with him (I'm sure you know already ). Not sure about the Remand with Path to Exile in this deck. Would like a different counterspell but you know... I might add a 3rd Tasigur, the Golden Fang, he's just too good right now.
Ok, so I've been doing some mock ups on what the primer will look like. This Saturday I'll update the post and publish the proper decklists.
It should look like this:
Deck around Dark Confidant as engine, more midrange build
Deck around bigger threats, more controlish build
Deck around Delver and Delve mechanic, more aggro build
Will update completely the card selection, add sideboard cards and additional cards to consider. If anything comes up to your mind and you want to see it posted, let me know so I keep that in mind before the big update this Saturday.
Cheers my esper mates!
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For a long time we have been waiting for an Esper build that could take on Modern. Lately there have been some lists that have being doing so, even with an appearance at the Pro Tour. This is Esper Aggro/Control:
Card choices:
Tasigur, the Golden Fang This guy should be named “Tasigur, the Black [card]Tarmogoyf[/card’. It can hit the table for B, though most likely it’s be 1B. Its ability, even though it looks awful, can be game winning on the grind. Fantastic body, great casting cost, pure efficiency.
Delver of Secrets A fantastic tempo dude that can close games really fast if you build the deck around him.
Gurmag Angler Awesome delve guy, can hit the table on T2 and with protection in the form of Stubborn Denial. Just insane in delver builds.
Geist of Saint Traft Cheap threat really hard to deal with, provides a fast clock. Good vs combo/control.
Vendilion Clique Excellent standalone beater with disruption on a stick. Again, good vs combo/control.
Monastery Mentor If you make this guy survive a turn, the board advantage he provides is tremendous. If he survives 2 turns, its game.
Brimaz, King of Oreskos Cheam CMC, great body, provides a good board position. Vigilance is not irrelevant, can stall a board while still get damage through.
Snapcaster Mage Another card advantage source, at instant speed, that allows us to recycle our spells, this guy is insane.
Blood Baron of Vizkopa Excellent against junk, once you resolve this, it’s almost impossible for them to get rid of, it’s the best threat/answer we can land against them. Blocks rhinos all day long, passes through everything but Tarmogoyf (which we can deal with removal or counters), stabilizes our life total, and can be (rarely) a 10/10 flying game ending machine.
Spell Snare One of the best counters in the format for 1CMC.
Remand This is a great pseudo counter that cantrips and pushes our opponents to fall behind us on tempo.
Mana Leak Great counter when forcing opponent to play on curve. Awesome with discard.
Deprive As opposed to Remand , this is a hard counter at the price of our tempo. Not awesome, but still pretty good since it deals with the threat once and for all.
Familiar’s Ruse Another great hard counter, that doesn’t make us fall behind on tempo but requires to go heavy con board position, otherwise it will just be a dead draw. Incredible synergy with Snapcaster Mage
Thought Scour Great for delving and cantripping, which is what delver wants to do.
Sphinx's Revelation It draws, it gains life. Just what we need to refill our hand and get back on the game if we are behind, just what we need to seal the victory if we are ahead.
Cryptic Command The best hard counter in the format. It counters, it draws, it timewalks, it bounces. It does everything you would want to do in just one card.
Disfigure Great 1CMC removal that handles most early threats and dorks.
Path to Exile One of modern best removal spells, it has the downside of giving an extra land to our opponents, but it’s still a weapon of choice of most decks that play white.
Vapor Snag Great bounce spell, it grants tempo advantage and gets life loss.
Slaughter Pact Kill for 0CMC with the restriction of not killing black creatures, and pay 2B on you upkeep or lose. Still a great answer against creature heavy decks or Twin, since you can tap out and still deal with threats.
Smother Great removal spell, Abrupt Decay’s little brother. Still handles a fair amount of threats.
Dismember 3 CMC spell that can be cast for 1 at instant speed at the cost of 4 life. Very versatile, handles most of modern creatures and laughs at indestructible.
Muredrous Cut Great removal that can be cast for B most of the times.
Zealous Persecution Can be a sweeper against tokens and affinity, great synergy with tokens and Monastery Mentor, one of the best combat tricks that you can play.
Mishra's Bauble This is not an instant/sorcery, but it’s the only artifact and I wouldn’t give it a spoiler. Great for delver deck, not much more to say.
Serum Visions This will make you dig 3 cards in your library, setting up delver flips and mana curve, great cantrip.
Gitaxian Probe Another great cantrip that gives us a hint on what to play, when and, more important, how to make more efficient our spells. Can be cast for free, which is awesome.
Thoughtseize The best targeted discard spell in the format, it hurts your life total, but it also hurts your opponents hand, plan and mana curve.
Inquisition of Kozilek Great discard spell, Thoughtseize’s little brother. It is awesome because it hits most fearful cards in the format and doesn’t cost life.
Lingering Souls One of the best cards and reasons to play Black and White colors in modern. It provides 4 1/1 flying tokens at the cost of 5 mana, in to stances. Great against most decks, especially against control.
Supreme Verdict The ultimate sweeper against anything that plays counterspells.
Whath of God Say goodbye for real to all creatures. Great against Thrun, the Last Troll and alike.
Damnation See above.
Ashiok, Nightmare Weaver He doesn’t affect the board instantly, but can be extremely good against topdeck wars, also good against aggro decks like zoo, or combo decks that need to manipulate libraries. He’s been a subject of debate ever since he’s been printed, but has been putting some results in the BUG control, worth giving a try.
Elspeth, Knight-Errant Great with Geist of Saint Traft, provides good resilience, board presence and a clock.
Sorin, Solemn Visitor Good if heavy on tokens, stabilizes life like no other card while giving a good burst to your team. Also, provides good body tokens. Sorin can win games on its own.
Sorin, Lord of Innistrad Old sorin is still good as gold. It grows up in loyalty when developing board presence that also give you life. His pump is permanent and can't be interacted with, and his ultimate is pure esper flavor.
Celestial Colonnade A slower manland , more resilient and efficient than its UB counterpart. Not really sold on this one, but that;s just me.
Polluted Delta Gets all the shocklands we need, gets blue and black basics. Fetches are always good for tricolored manabases.
Flooded Strand Gets all the shocklands we need, gets blue and white basics. Fetches are always good for tricolored manabases.
Marsh Flats Gets all the shocklands we need, gets black and white basics. Fetches are always good for tricolored manabases.
Seachrome Coast Great on early game, not so impressive on midgame and onwards. Still a great choice.
Darkslick Shores See above.
Hallowed Fountain UW Shockland. We need shocklands.
Watery Grave UB Shockland. We need shocklands.
Godless Shrine BW Shockland. We need shocklands.
Eiganjo Castle Great if you’re playing the legendary league (Brimaz, Clique, Geist).
Tectonic Edge Land hate, we always need land hate.
Island Nothing to say here.
Swamp Still nothing to say here.
Plains Nothing at all.
Meddling Mage Good proactive answer against the reactive unanswerable.
Negate Awesome against combo/control.
Dispel Same as above, more restricted although more efficient in mana.
Flashfreeze Great against Junk.
Celestial Purge Great removal. A little conditional, but handles some stuff for good.
Stony Silence Great against tron, stops them while we stabilize a board, can be game stopper against affinity.
Kataki, War's Wage] Another hose against affinity, really backbreaking.
Rest in Peace Although it’s a ‘nombo’ with Lingering Souls and
Snapcaster Mage, it can close games against decks like Storm, Living End and Instant Reanimator.
Engineered Explosives Good to deal with pesky permanents we can’t handle otherwise. Excellent sweeper against Aura Hexproof, Afiinity and Zoo.
Darkblast Great against zoo, tokens, and little guys, also help us set up graveyard of our big fatties.
Leyline of Sanctity can be hose against Burn and Junk/Jund. Still, I am not convinced about this one.
Monastery Siege Leyline-like effect that is not a dead draw mid/late game. This one I actually like in the slot of Lyeline of Sanctity.
Sower of Temptation Steals Siege Rhinos, Wurmcoil Engines, and (in a perfect world where you don’t instantly lose to its first attack)
Emrakul, the Aeons Torn. It has a good evasive body and dodges Abrupt Decay.
Timely Reinforcements Another great answer against Burn and Zoo. It helps stall for a bit while we stabilize and take control of the board.
Night of Souls’ Betrayal We can’t afford to side this in and still play mentors and souls. It shuts down Twin completely though, and it’s really good against opposingLingering Souls.
Curse of Death’s Hold This is the one we can afford to play, though it comes a turn later, unfortunately its high CMC can kill us with Bob.
Disenchant Gets rid of pesky enchantments/artifacts.
Sundering Growth A better Disenchant with a more restrictive casting cost.
Deathmark Another great answer to Junk/Zoo.
Hushwing Gryff This thing can take Thiago’s spot to handle Siege Rhinos, shut down Splinter Twin and can e your silver bullet against Emrakul, the Aeons Torn.
3xThoughtseize
2x Inquisition of Kozilek
2x Spell Snare
3x Path to Exile
4x Dark Confidant
2x Smother
2x Snapcaster Mage
2x Mana Leak
3x Remand
1x Sphinx's Revelation
2x Liliana of the Veil
2x Geist of Saint Traft
1x Ashiok, Nightmare Weaver
1x Vendilion Clique
3x Lingering Souls
2x Monastery Mentor
Lands (23):
4x Creeping Tar Pit
2x Darkslick Shores
4x Polluted Delta
4x Flooded Strand
2x Hallowed Fountain
1x Godless Shrine
1x Watery Grave
1x Tectonic Edge
1x Eiganjo Castle
1x Island
1x Swamp
1x Plains
2x Engineered Explosives
2x Deathmark
1x Sower of Temptation
2x Stony Silence
1x Rest in Peace
1x Flashfreeze
1x Dispel
2x Negate
3x Timely Reinforcements
3x Spell Snare
3x Thoguhtseize
2x Inquisition of Kozilek
3x Path to Exile
4x Dark Confidant
2x Smother
1x Snapcaster Mage
4x Remand
3x Mana Leak
2x Ashiok, Nightmare Weaver
4x Monastery Mentor
4x Lingering Souls
2x Sphinx's Revelation
Lands (23):
4x Creeping Tar Pit
4x Polluted Delta
4x Flooded Strand
2x Hallowed Fountain
2x Godless Shrine
1x Watery Grave
2x Tectonic Edge
1x Eiganjo Castle
1x Island
1x Swamp
1x Plains
2x Engineered Explosives
1x Wrath of God
1x Supreme Verdict
2x Deathmark
1x Dispel
2x Negate
2x Monastery Siege
1x Stony Silence
2x Timely Reinforcements
1x Flashfreeze
4x Snapcaster Mage
2x Tasigur, the Golden Fang
4x Thought Scour
4x Inquisition of Kozilek
4x Lingering Souls
4x Path to Exile
2x Spell Snare
2x Thoughtseize
2x Remand
2x Murderous Cut
2x Slaughter Pact
1x Disfigure
1x Sorin, Lord of Innistrad
4x Creeping Tar Pit
4x Polluted Delta
4x Flooded Strand
2x Island
2x Watery Grave
1x Plains
1x Swamp
1x Godless Shrine
1x Hallowed Fountain
1x Thoughtseize
1x Flashfreeze
2x Stony Silence
2x Negate
2x Celestial Purge
2x Disenchant
4x Timely Reinforcements
1x Curse of Death's Hold
4x Snapcaster Mage
3x Monastery Mentor
2x Tasigur, the Golden Fang
4x Inquisition of Kozilek
4x Thought Scour
4x Lingering Souls
4x Path to Exile
2x Thoughtseize
2x Remand
2x Spell Snare
2x Murderous Cut
2x Slaughter Pact
1x Zealous Persecution
1x Disfigure
2x Sorin, Lord of Innistrad
4x Creeping Tar Pit
4x Polluted Delta
4x Flooded Strand
2x Island
2x Godless Shrine
1x Plains
1x Swamp
1x Hallowed Fountain
1x Watery Grave
1x Thoughtseize
1x Celestial Purge
2x Stony Silence
2x Negate
2x Disenchant
2x Blood Baron of Vizkopa
4x Timely Reinforcements
1x Elspeth, Knight-Errant
3x Liliana of the Veil
4x Tasigur, the Golden Fang
4x Gurmag Angler
4x Thought Scour
2x Lingering Souls
4x Gitaxian Probe
2x Thoughtseize
4x Serum Visions
2x Inquisition of Kozilek
4x Stubborn Denial
4x Path to Exile
4x Mishra's Bauble
4x Darkslick Shores
4x Polluted Delta
2x Flooded Strand
2x Marsh Flats
2x Watery Grave
1x Hallowed Fountain
1x Godless Shrine
2x Island
1x Swamp
1x Lingering Souls
3x Fulminator Mage
1x Deathmark
3x Engineered Explosives
2x Timely Reinforcements
2x Kataki, War's Wage
1x Spellskite
1x Plains
1x Meddling Mage
4x Delver of Secrets
2x Snapcaster Mage
4x Geist of Saint Traft
2x Tasigur, the Golden Fang
4x Path to Exile
4x Serum Visions
4x Thoughtseize
1x Zealous Persecution
2x Vapor Snag
4x Mana Leak
3x Liliana of the Veil
4x Lingering Souls
2x Cryptic Command
3x Darkslick Shores
1x Seachrome Coast
4x Flooded Strand
1x Godless Shrine
1x Hallowed Fountain
2x Island
1x Plains
4x Polluted Delta
1x Swamp
2x Watery Grave
3x Engineered Explosives
1x Darkblast
2x Kataki, War's Wage
3x Timely Reinforcements
3x Fulminator Mage
1x Spellskite
2x Deathmark
You may be right, Sword of Fire and Ice might be a better option, especially when the current meta is full of URx delver. This is still under testing, I'll try them out and see the result. So far, the war and peace has been great. Yes, it might not look like there is any synergy between the sword and Lili, yet Bob fixes that issue, and by the time the sword hits the table, the games is about to finish.
Why would you play mana tithe if you're in blue, it makes no sense
It doesn't seem such a very constructive critic/feedback, yet I'll answer you.
Deadguy Ale and BW Tokens are not mediocre builds, they are Established deck archetypes that have many top appearances in big Tournaments. They are decks that are not permissive, so if you screw it once, you're pretty much dead. That doesn't make them mediocre decks, that makes mediocre players rage. Which I think is the case with you here, no offense.
Regarding Slaughter Pact and Dismember. Those are not the best friend of this kind of deck. Especially when running Bob and 4 Path to Exile, with Lilis, counterspells and targeted discards, 4 paths are more than enough.
Why Mana Tithe? Let me tell why: 90% of the times, people tap out when the control player has no blue mana sources available, thinking the coast is clear. That's why. It's a trick that usually works once, but then, after pulling it, the opponent will never tap out knowing they're between leaks and tithes. Just making doubt if they should or shouldn't tap out means that the card has paid off, even when you side it out most of the games people will play around your mana taxing and will give you tempo, whether you have the card in hand/deck or not.
Cheers!
The ETB tapped sometimes is a pain, Opening with 2 ETB tapped is really painful. I might go up to 3 though, so it's more easily found from the top deck.
Thanks for the thought!
cool story bro
Big changes coming, including new cards and new sections to the thread.
Thanks for the feedback.
I was playing Bw (tokens/midrange) but i feel left behind in this TC era, so i think i will brew something like this in the coming days.
Tron
Esper charm is being considered as well, maybe as a one-of. As I said before, this Sunday I will make a huge update to the thread, being that I can't do it now and tomorrow I have a T2 PPTQ.
Thanks for considering it, though. The charm is a powerful spell, definitely worth of being included.
Take it easy
Jay
3 Geist of Saint Traft
4 Seeker of the Way
3 Snapcaster Mage
Artifact (2)
1 Sword of Feast and Famine
1 Sword of Fire and Ice
Instant (11)
2 Dig Through Time
2 Forbidden Alchemy
4 Path to Exile
3 Zealous Persecution
1 Liliana of the Veil
2 Sorin, Lord of Innistrad
Sorcery (9)
4 Inquisition of Kozilek
2 Supreme Verdict
2 Thoughtseize
1 Treasure Cruise
3 Lingering Souls
Land (22)
3 Darkslick Shores
1 Fetid Heath
2 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
2 Island
4 Marsh Flats
2 Plains
2 Polluted Delta
2 Swamp
2 Watery Grave
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
Winner deck:
4 Creeping Tar Pit
4 Polluted Delta
4 Flooded Strand
2 Island
2 Watery Grave
1 Plains
1 Swamp
1 Godless Shrine
1 Hallowed Fountain
1 Marsh Flats
1 Vault of the Archangel
10 CREATURES
4 Monastery Mentor
4 Snapcaster Mage
2 Tasigur, the Golden Fang
4 Thought Scour
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
2 Spell Snare
2 Thoughtseize
2 Remand
2 Murderous Cut
2 Slaughter Pact
1 Disfigure
1 OTHER SPELLS
1 Sorin, Lord of Innistrad
1 Thoughtseize
1 Flashfreeze
2 Stony Silence
2 Negate
2 Celestial Purge
2 Disenchant
4 Timely Reinforcements
1 Curse of Death's Hold
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
That would be great Monestary Mentor and Tasigur should mentioned as possible creature inclusions.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
It should look like this:
Will update completely the card selection, add sideboard cards and additional cards to consider. If anything comes up to your mind and you want to see it posted, let me know so I keep that in mind before the big update this Saturday.
Cheers my esper mates!