The idea here is similar to that of the Esper Dragon Control decks that have been strong in standard for a long time. We want to play big flying creatures that are hard to deal with, while playing one-sided board wipes and spot removal to keep our opponent in check. Obviously the main difference between the two decks is the lack of blue for both counter spells and card draw. Sadly, with fetch lands rotating out, I don't feel that running three colours in a deck like this (that already has so many double or even triple costed spells) is viable, otherwise I would have run blue for cards like
Ugin's Insight
and Anticipate.
All advise, opinions and suggestions are gladly accepted.
The Angels
Linvala, the Preserver
- The card that spawned the idea for this deck, Linvala is a huge threat on her own as a 5/5 with evasion and obviously will be very important in helping the deck stabalise with her ETB abilies. Her 5 toughness is crucial in helping her survive a lot of the format's damage based removal and our own Languishs.
Archangel of Tithes - The
Silumgar, the Drifting Death
to Linvala's
Dragonlord Ojutai
, she will provide early game defence, help stifle opponents looking to go wide and provide reinforcements for the Legendary Linvala. Also having 5 toughness gives her many of the same advantages as mentioned above for Linvala.
The Walls
Fortified Rampart
- While I strongly considered Wall of Resurgence, drafting BFZ has taught me the frustration of playing against a turn 2 0/6 wall. Obviously it will also survive Languish and, with an Archangel of Tithes in play, will prove a very difficult obstacle to get through. The adorable art is purely a fringe benefit.
The Sweepers
Languish - Playing Esper Dragons really showed me how effective one-sided wrath effects are and while this isn't an unconditional wrath, it will deal with a vast majority of what opponents will likely have managed to play before I drop it turn 4 or 5 (hopefully turn 5 after an Archangel of Tithes. In matches against extremely aggressive opponents or those running token or weenie strategies, it can be sided out for Flaying Tendrils so that the board can potentially be wiped a turn earlier.
Quarantine Field - While not a sweeper in the strictest sense, that is likely the role it will fulfill here, mainly in late game situations (hence only the one copy). Being able to remove as many nonland permanents from my opponent's side of the field as I can pay for (likely never more than 3 or 4) has the potential to be back breaking and will deal with everything from creatures bigger than Languish can finish off to pesky enchantments (even those like Stasis Snare or Pacifism holding my creatures hostage).
The Card Draw
Read the Bones
- While
Painful Truths
was my immediate thought for card draw in black or white, this card is going to be more effective for a two coloured deck, as it adds scrying to what would be the same 2 cards, 2 life paid and . Being sorcery speed isn't ideal but splashing blue for instant speed card draw would have made the mana base here much less dependable. I am also considering testing out Damnable Pact to provide a more raw card drawing power but I'll see how often the deck runs out of gas before resorting to that.
The Hand Disruption
Duress - A big part of what made Esper Dragons so powerful being able to say "play a swamp, Thoughtseize you" on turn one. While Duress isn't in the same weight class as Thoughtseize, it has been a solid budget alternative and is probably the best hand disruption spell currently in standard, hits Planeswalkers (which will be absolutely EVERYWHERE come Oath of the Gatewatch) and if nothing else gives us key information on our opponent's hand and strategy and helps us plan our early turns.
The One-for-One Removal
Ruinous Path - While strictly worse than Hero's Downfall, being as it is at sorcery speed, it still reads "destroy target creature or planeswalker" and that is pretty darned powerful. This will help to deal with the bigger threats that Languish can't clear off the board. Can be sided out for
Grasp of Darkness
against faster opponents and in matches where there are no planeswalkers to target.
Stasis Snare - Being at instant speed and exiling (and with Disenchant effects seemingly few and far between in standard right now), this card basically reads "remove any creature and don't worry about seeing it until game 2". Even with things like
Ulamog, the Ceaseless Hunger
being indestructible, there is no keyword to stop that giant Eldrazi party pooper from being banished into the exile zone.
Everything Else
Remorseless Punishment
- This card is just plain fun and in a controlling deck looking to wipe the board by turn 4 or 5, the idea of dropping this the turn after appeals greatly to me. Also, give the an opponent several unpalatable choices to pick between is the kind of devilry control is known for. Can also help as a finisher with it's potential to dish out 10 damage in a turn.
Center Soul
- While my angels are tough to deal with, they are not hexproof like the threats presented by Esper Dragons, nor do I have access to strict counter spells like Silumgar's Scorn to protect them. This is the next best thing. I did consider
Enshrouding Mist
for this slot but ultimately decided that this card provides not only more protection but also the utility of helping my angels go unblocked.