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I am working on this list, and have played it a lot against RG energy, U/W control, and R/W agro (vehicle and critter). It feels strong, and able to survive any aggressive strategy. Control decks tend to allow me to recycle my cards with things like stasis snare, quarantine field, and spell queller. It may just be the meta at my lgs but I think I have a list that with some further testing and refining may prove to be pretty powerful.

Last few tournaments I have gone either 4-0 or 4-0-1 drawing with primarily U/W.

The issue I feel is the close/kill. I worked the manabase to consistently get double color by turn 6 or 7 (double black takes usually to 6).

The objective is to respond and react to all plays to get some good cards in the grave yard. Plant a few planes walkers... preferably ult leaving them on the board defended an bounce them all back to your hand along with the T-Hulks. Flashing back whatever may be needed whether it is a kill spell( to the slaughter, blessed alliance), life gain(blessed alliance), or more cards(anticipate, glimmer). The key piece in this is crush of tentacles, which is nice to surge after a blessed alliance for life gain.

Looking for thoughts, see if anyone else has built esper and just to share the deck in general as it is a lot of fun to pilot.

The worst part of the deck is the kill, a lot of times I end the match game1, with 10 min left in the round, 30+ life, and another grindy game ahead of me.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

14 - 8 Mythic Rares

17 - 2 Rares

11 - 4 Uncommons

7 - 1 Commons

Cards 60
Avg. CMC 3.50
Tokens Angel 4/4 W, Emblem Dovin Baan, Emblem Gideon, Ally of Zendikar, Emblem Jace, Unraveler of Secrets, Emblem Liliana, the Last Hope, Energy Reserve, Knight Ally 2/2 W, Octopus 8/8 U, Vampire Knight 1/1 B, Zombie 2/2 B
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