Esper Control

by GreatMasterZ on 20 July 2023

Main Deck (60 cards)

Sideboard (15 cards)

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Deck Description

I love winning by milling, but I hate most mill cards. I don't like the concept of "I hope I can mill you faster than you can kill me" in general.

This deck revolves around getting Consuming Aberration on the field and just surviving, using low cost control cards, until the opponent runs out of steam.

How to Play

The objective is simple:

1. Survive and gain card advantage
2. Stop your opponent from doing basically anything
3. Get Consuming Aberration on the field
4. Repeat steps 1-3 until your opponent mills out

The beauty is that as long as you can keep your opponent under control, the deck passively wins without you needing to try to do so. Just play control and, once Consuming Aberration is on the field, things just happen.

The math is this: If the maximum lands in an average deck is around 25 (estimation), it takes at least 5 turns to play Consuming Aberration and we assume that the opponent has a steady flow of lands, you'll need to play 20 spells from turn 6 on to win. This math does NOT take into consideration:
1. Multiple copies of Consuming Aberration
2. Other mill effects that could accidentally mill lands (Drownyard and Thought Scour)
3. The opponent searching for lands (fetch lands being a bigger bonus)
4. Path to Exile and Mikokoro drawing lands out of the opponent's deck.

All around, the deck plays solidly. Against aggro that outspeeds your setup, side in Go for the Throat and the other 2 Fatal Pushes. Against control, you should be ok, but have Dovin's Veto, Force of Negation, and Void Rend ready to go, just in case.

Deck Tags

  • Control
  • Mill
  • Esper
  • Modern

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

13331300

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Esper Control

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