Modern Esper Weenie

by Andarious on 06 October 2025

Main Deck (60 cards)

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Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

1281600

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Modern Esper Weenie

I love a good weenie build. The only way I play critters really.

You've got kind of a couple themes going on here, and I think you could clean up the build a bit if you sort of clarify the plan and modify accordingly. Right now, I'm seeing the following interlocking mechanics: small critters, ETB triggers, energy, and supporting mechanics rewarding you for having all three of the above.

Here are the problems I see with that:

1- your critters are small, but expensive. You've only got 4 one-drops, and 8 two-drops that are critters, and 4 one-drops and 4 two-drops that are support, so you're looking at a very slow start to most games, especially since you play the Module with the express intent of harvesting energy on dropping critters, so you'll want to use turn 2 to cast it, meaning you're looking at turn 4 before you can start swinging for damage or really doing all that much. Also, your supporting abilities are mana hogs, so you won't be able to take advantage of them the way you want, as you've got to shell out mana on your triggers/costs to get Module and Mentor to do anything. Combine that with the 8 four-drop critters and you're looking at a slow game you're always playing from behind in tempo, which negates the weenie strategy sort of altogether

2- your ETB triggers are good but not great and are very expensive. The four-drops are a pain, even with the excess of lands (which we'll get to). Your Chupacabra is a nice idea, but a 2/2 bear with a Terror effect on top for four mana just isn't worth the hassle when you could kill something for one mana and use the rest of the tempo to accomplish something. I know it triggers Mentor and you can recycle it with Module, but that requires a HELL of a lot of mana to utilize (five for Mentor in a turn, twelve for Module in three turns (presumably)), so you're almost certainly better off running cheap spot removal and more efficient critters to take advantage of the tempo you'll have against opponent, who needs an answer to stop you and will have limited time to draw into one while you've got your fast damage clock running

3- your energy colors are tough to justify when the strong energy strategies are either in different colors or are bolstered through different strategies like control that uses passive energy gain to max out the energy synergy.

4- your land count is too high to be justified, especially in a weenie deck. Obviously you get to double dip with the flip lands, but running 24 means you'll be land flooded more often than not, and the 4 flip lands aren't really that great on their own. Again, the 2/2 bear with an ETB spot removal is nice, but is really only worth it in a pinch and as a way to smooth out some synergy by running one copy in a build to tweak the land math in your favor rather than running the full 4 and making it very likely that you'll run into a copy in a game that goes longer than a few turns. I know I said above that this build is starving for mana, but that's not a good thing, and overcompensating with extra lands and no acceleration into those lands means the build will be wrecked with problems all over the place.

5- you've got next to no interaction, so you're letting opponent do whatever he wants while you have to wait for your slower critters to catch back up. The boardstate math just doens't work out when opponent can field a threat turn 1 and/or 2 and have open mana to protect those threats while you're waiting for your three-drop or four-drop to interact with that threat. Say opponent casts a Tamiyo, Inquisitive Student // Tamiyo, Seasoned Scholar turn 1 on the play (as is EXTREMELY likely to happen these days). The best case scenario for your deck to do anything about it is to hit Aether Channeler turn 3 to buy yourself a single turn or Chupacabra turn 4 to hopefully kill it off. In that timeframe, opponent will be able to create at least 2 Clues, will have a very good chance of flipping Tamiyo, and even in your best case scenario has gone up +2 in material on you with a very real chance of having the win condition clock activated, at which point you can't really do much about it. When Tamiyo flips, all you can do is bounce it with Channeler, then opponent replays and goes back to harvesting Clues for the win. And, on top of that, you've given opponent two to four more draws to collect protection for Tamiyo against your spot removal, and a turn with open mana against your need for three or four mana, so the math on your ETB removal going through is pretty low

I realize that's all a lot. What I'm trying to get at here is to a- cut down the mana curve to speed everything up, b- cut down the lands, c- focus on energy if that's what you want to do, or modify as needed to get the synergy correct, d- add in some cheap interaction so you can stop opponent from cruising over the top of you while you're stuck waiting for the lands to do anything.

I'm by no means trying to insult the build here, just sharing my thoughts on what's going on and how to look at the build. Cheers

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Posted 06 October 2025 at 21:06

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