i really want to make an esper control deck, in fact i have and its insane, but its mainly proxies because i cant afford or justify the several hundred dollars i would spend on it right now
so i have this! its okay. i lost horribly at FNM with it before i edited today not only because it was first time i took to fnm and only have guildgates and was missng a few key players, but also because i only played top of the line esper control decks for some reason.but i learned that it is incredibly resilient against esper control.
but the card lineup is what i physically have to play with at the moment, a pseudo esper control spirit deck.
the purpose/idea:early game control with stuff like Negate Dispell and Dissipate and preparing with Doomed Traveler, which is designed to get you 2 spirit tokens by way of the Moorland Haunt and
Azorius Charm
and Think Twice throughout.
midgame with Supreme Verdict Detention Sphere and Merciless Eviction
ideally get out as many spirits as possible and buff them with the Drogskol Captain and save yourself late game the drogskoll Reaver
Nephalia Drownyard
might be a questionable choice but just one isnt overbearing and can put a literal dent in a deck's plans
and as for the
Contaminated Ground
in the sideboard...it WILL ruin drownyards in an esper control decks, or decks splashing another color. it has saved me a good number of times and has won a couple games
Secrets of the Dead in the maybe looks like a good prospect for digging through my library with the flash back from Lingering Souls and Think Twice as i noticed i i get to flash back about 5 times a games, which isnt a lot, but would certainly help with some card advantage getting to draw
overall its a fun deck to play but it should be betteri havent play tested this particular line up so i dont know how well it will work against the meta in my area which is esper control/very little dimir mill, naya humans/blitz, arictocrat/reanimator, and tamiyo burn/control
accepting any suggestion for imorovement