Reanimation, Bird Tokens and Drawing 4 cards for 1 mana? What is this madness..?
Unfortunately, this deck is dead. The ruling on split cards has been revisited, and now the
Brain in a Jar
interaction no longer works.
Hello and Welcome!
This is an Esper
Gifts Ungiven
deck that utilizes the synergy between the card
Brain in a Jar
and other fuse spells (on this case,
Brain in a Jar
+
Beck / Call
) to cheat on mana costs and, of course, have some fun!
This deck showcases a larger number of singleton cards than usual, because
Gifts Ungiven
obliges us to search for cards with different names, and so we are tasked with finding creative ways of choosing those cards, either with different cards that do the same thing or ways to recur the cards we actually want. More on that will be explained on the Commom Gifts Piles section.
Alright, for those who are wondering what is the actual synergy between
Brain in a Jar
and fuse cards, it is that you may cast BOTH halves of the spell for EITHER converted mana cost number (here 2 or 6) when you reach that many counters using the
Brain
, as it allows you to cast it without paying its mana costa, but whenever you get to cast a fuse spell for free, you can always choose to fuse it. This follows from the rule:
Rule 708.6a Show
"Anything that performs a positive comparison (such as asking if a card is red) or a relative comparison (such as asking if a card's converted mana cost is 3 or less) involving one or more split cards in any zone other than the stack or involving one or more fused split spells gets only one answer. This answer is "yes" if either side of each split card in the comparison would return a "yes" answer if compared individually."
And this way, you get 4 flying 1/1 bird tokens and draw 4 cards from your second activation of
Brain in a Jar
. Of course, although very sweet, this wouldn't be enough to warrant the inclusion of this small combo in any deck. What pushes it even further is being able to play sorceries at instant speed using the
Brains
activated ability (just as you can play creatures anytime you have priority with a
Aether Vial
on the right number of counters), and so you can play discard spells (namely
Thoughtseize
and
Inquisition of Kozilek
) on your opponent's Draw Step, playing mid combat
Lingering Souls
or maybe an End of Turn
Wraths
. And, lastly, you can always reduce the number of counters on the
Brain
by Scrying with the last activated ability.
Another cool interaction here is using the
Yahenni's Expertise
free-spell part to cast the
Beck / Call
fused. The
Expertise
resolves first, so the birds do stay in play!
Play Patterns
This deck is a little special because of how it is set up. We have two main combos in
Brain in a Jar
+
Beck / Call
and
Gifts
->
Elesh Norn, Grand Cenobite
+
Unburial Rites
. They actually have some synergy in the fact that the first allows you to draw into the second very easily (since you only need
Gifts
in hand). The second one puts out an
Elesh Norn, Grand Cenobite
, that turns those 4 bird tokens into really scarry threats (while also killing/downgrading every creature our opponent may have).
However, even though we have a couple combos in our main deck, we are definately not a real Combo Deck. We have many control/midrange elements (
Thoughtseize
,
Inquisition
,
Snapcaster Mage
, some
boardwipes
and
removal
). Therefore, we look to play a very interactive game, until we suddenly pivot into a combo that generally closes out the game. This also means that the 4 cards we draw with
Beck / Call
are generally interactive and useful.
What this actually means from a gameplay standpoint is this: you simply play an interactive one-for-one and two-for-one game, always keeping in mind your combo finishers. For this reason, we have many cheap interaction spells, and we always have a way to spend our mana. This is the main reason I don't have
manlands
in here. I almos always already have a turn one play, and lands that enter the battlefield tapped are a huge problem that I try to avoid.
Lastly, althuogh obvious, if you have
Brain in a Jar
+
Beck / Call
in hand, you want to play the
Brain
as soon as possible and charge it. However, there is a trick: if you can already play a fused
Beck / Call
, wait until your opponent's turn to do so. This allows you a few things: first, it avoids sorcery speed removal, if you play at your opponents end step. Secondly, and most importantly, if they play any creature spell, you can respond with activating the
Brain
and casting
Beck / Call
, since
Beck
triggers from ALL creatures entering play.
Firstly and foremost, these are just a few suggestions to give you grounds to work on you own piles. As any
Gifts
deck, this deck benefits greatly from creativity and predicting your opponent's choices. There are always some interesting and creative ways to "get" your opponents, since you know what cards you have in hand, and you can use that for trying to trick them. This is the great apeal to the deck for me =)
The Piles Show
Now, as most people already know,
Gifts
is worded in such way that you can choose up to four cards, and then, necessarily, 2 cards go to the graveyard and the rest to your hand, at the choice of your opponent. Wich brings us to the
=>
Unburial Rites
and
Elesh Norn, Grand Cenobite
(or
Iona
after sideboard)
This is the traditional Esper Gifts combo, and it abuses the way
Gifts
is worded to be a double-
Entomb
, allowing you to flashback
Unburial Rites
targetting the fatty now on the graveyard.
=>
Wrath of God
,
Supreme Verdict
,
Noxious Revival
+ Either
Yahenni's Expertise
or
Lingering Souls
This pile always grants you at least one boardwipe effect, since if they bin both
Wrath
and
Verdict
, you can
Noxious Revival
and draw one of them next turn. You generally go for the
Expertise
when you have
Beck / Call
in hand, otherwise just grabe the
Souls
, since if you want a boardwipe, you porbably want
Souls
in that matchup.
As a side note, you can get
Snapcaster Mage
as well, if you feel like you are gonna need another
wrath
in the future.
=>
Lingering Souls
,
Snapcaster Mage
,
Gifts Ungiven
&
Elspeth, Sun's Champion
This one is simply the "card advantage them to death" pile, since every card here can provide at least a two-for-one. Don't forget that you have just casted a
Gifts Ungiven
, so if they don't want you to cast another one, they MUST bin the
Snapcaster
and the new
Gifts
, or else you get another go at it (and another two-for-one).
Here you can also swap
Elspeth
for a
Esper Charm
if you are constricted on mana.
=>
Path to Exile
,
Go for the Throat
,
Fatal Push
&
Anguished Unmaking
This one is the most simple one, and it works perfectly if you simply wanna kill a creature with CMC<5. It can be reworked and tweeked the following ways:
1) For creatures with CMC>4, you can swap the
Fatal Push
for a
Snapcaster Mage
.
2) For Indestructilbe creatures you can swap
Go for the Throat
and
Fatal Push
for
Snappy
and
Revival
.
3) For artifact creatures, swap the
Go for the Throat
for a
Snappy
or a
Revival
.
PS.: In any of this Removal Piles you can put in a Wrath or a Lingering Souls if you feel like it might be more useful than another removal spell.
=>
Engineered Explosives
,
Academy Ruins
,
Noxious Revival
&
Snapcaster Mage
This definately guarantees you the
Engineered Explosives
+
Academy Ruins
lock, since they are probably gonna give you
Snappy
and
Revival
, you can get
Revival
the
Engineered Explosives
(this one before the Academy because you probably need it sooner), then target the
Academy Ruins
with the flashback on
Revival
, from the
Snapcaster
!
From there you can play
Engineered Explosives
as many times as you can draw cards and can afford the mana.
=>
Nihil Spellbomb
,
Academy Ruins
,
Noxious Revival
&
Snapcaster Mage
This one is pretty similar to the
EE
one, and the same principles apply.
All suggestions are welcome and, please, don't forget to +1 (Up Vote)
Cards under consideration: Show