esper ownage

by ratgivens on 12 November 2009

Main Deck (63 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

master transmuter and sphinx summoner are all you to win (this deck freaking owns)

Deck Tags

  • Artifact

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 538 times.

Mana Curve

Mana Symbol Occurrence

23331500

Card Legality

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

Deck discussion for esper ownage

i'm sorry but this deck doesn't own at all.
you are mixing all kinds of esper cards that control, aggro and all the things mixed up
it just CAN't work

with only 2 transmuters a completely useless canonist here enigma sphinx that isn't neede and would better be a steel wind
sen triplets totally unneeded

you'd better play 2 sharuums and glassdusk hulks making the sharumms kill and revive eachother repetedly making glassdusk 1 turn win

the reason i think this deck can't own is cause it isn't balanced and is just made with the cards you own , it's just a compilation of what you have
you don't have enough twinlands and you don't have enough spells
much too much creatures

if you really made this of cards you just own please don't say it fucking owns

0
Posted 12 November 2009 at 13:21

Permalink

Agree with Aethercraft, you need to find cards that work with eachother and that have combos. Otherwise all you have are a bunch of cards with no real specific goal. Although I highly doubt that this deck can own, I believe it has lots of potential, keep at it!.

Remember these General Guidelines:

1. Lands should take up roughly 22-28 of your deck. Depending upon the Number of cards.

2. Multiples of Cards give you a better probability of drawing them.
4X= If you really need them every game, 2-3X= If you like seeing these cards , but don't "NEED" them, and 1X= If you want to see it every few games just to add insult to injury.

3. Build your deck around the purpose you had in mind, but always have back-up combos just in case Plan A doesn't work...

4. Decks should run around 60 cards. Anymore, you're going to have to make every card count and adjust the numbers of them accordingly.

5. Last, but not least: Be creative and different. Merely Copying decklists and winning doesn't make you a good player, it makes you PREDICTABLE & BORING! And Don't sweat what others tell you, Have FUN with your deck!

0
Posted 12 November 2009 at 17:08

Permalink