INN/RTR Esper Control

by buddelsau on 05 June 2013

Main Deck (60 cards)

Sideboard (15 cards)

Enchantments (4)

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Deck Description

This is my take on the standard esper control deck.

Feedback is always welcome.

How to Play

Wall of text inc.
Playing control magic is a very complicated thing to master and a short description can only take you so far. there are, however, certain rules that should be followed:
- control decks win by not losing early. your plan is to survive long enough to have a respectable amount of lands in play to cast your threads and to protect them. Your threads should be cards that are generally better than your opponents and which make it very hard for them to deal with (Aetherling, Obzedat, Blood baron).
- make sure to hit your land drops. all of them.
- play answers on your opponents turn, carddraw end of (their) turn. it leaves them with less time and resources to work on an answer. also, passing your turn while having lots of mana up will make them hesitant (and slower) about important plays, which is in your favor.
- maintain your card advantage. until late-game, it will be your job to find an answer to your opponents threads and it is vitally important that you have means to draw them. on the psychological side, it is very important to represent counterspells or answers to the board in your hand (azorius charm, far//away, supreme verdict, jace). a control player with an empty hand is a very dead magic player.
- understand the concept of your life total as a resource. it is very important to stay safe, but don't be afraid of losing life in the early-to-mid game. you are in the game as long as your life total is above zero and you can afford to take some hits to draw into the cards that give you incremental advantage on the board (think twice, sphinx's rev, forbidden alchemy, jace).
- be patient with your threads. when you have managed to slow down the opponent enough to only deal with one of his card each turn, you may cast your threads, IF you can protect them. keep in mind that your thread density is very low and you cannot afford to loose many of your win-conditional creatures.
- Don't be too greedy with your spells. If you need to kill a single creature at once, use your supreme verdict even if its not for "full potential value". den't hesitate to shpinx's rev for X= 1 or 2 if you need to draw an answer.
- finally, stay safe. don't let youself drop down to low to die against some random burn spell out of a red decks (searing spear, skullcrack, boros charm).

I hope this is of help in a general sense. if you have questions regarding the use of certain card, feel free to leave a comment and i will answer to the best of my knowledge =)

Deck Tags

  • Esper
  • Blue
  • White
  • Black
  • Control
  • Aetherling
  • Obzedat
  • Card Draw
  • Azorius
  • Dimir
  • Orzhov
  • Sphinx
  • Revelation
  • board sweep
  • Removal
  • Supreme Verdict
  • Counter
  • Jace

Deck at a Glance

Social Stats

8
Likes

This deck has been viewed 2,800 times.

Mana Curve

Mana Symbol Occurrence

1741600

Card Legality

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

Deck discussion for INN/RTR Esper Control

well, im running a deck like that one at fmn. it actually works most of the time.

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Posted 05 June 2013 at 22:06

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Well besides Shocklands I can't really see what to say.

1
Posted 05 June 2013 at 22:33

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yeah, shocklands make this deck even better... but i just wanted to spend my money on awesome spells rather than duals that are more often then not played as guildgates anyway^^

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Posted 05 June 2013 at 22:52

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they are most often played as guildgates, sure, but the difference is that when you draw a guildgate on turn 7, you dont have a choice, and have to hold that Aetherling in your hand another turn, or risk him dying. Shock lands eliminate this problem.

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Posted 05 June 2013 at 22:59

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i know. it just feels better to spent 50$ on three sphinx's revs than on a playset of hallowed fountain. thats all =)
once i have the money to spend, these will be upgrades to shocks and duals.

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Posted 05 June 2013 at 23:01

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Nice deck looks like it runs fine. But I have question about lingering souls. I see most esper decks use it but I can't understand it's importance in the standard meta game. If its only for chump blockers why not use midnight haunting instead to give your opponent less time to react? Please explain why the card is being used. I feel lost and confused about it.

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Posted 13 June 2013 at 09:16

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flashback. its relevant

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Posted 13 June 2013 at 14:38

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2 power in the air for 3 is a good deal, it is quite the clock if the opponent has no flyer and can chump if they have a real thread. also, flashback on this card means you have a second use out of it whenever you need to. thats really good. the more agressive decks (like aristocrats) run it for offense, the control deck for defenseuntil you can go to offense. just try and play it. it feels good. =)

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Posted 14 June 2013 at 08:33

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