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What's the time in round? [Esper Control Primer]

Modern Competitive Control Creatureless WUB (Esper)

TheAnnihilator


Sideboard


Galeophobia (găl″ē-ō-fō′bē-ă): An abnormally large and persistent fear of sharks.

Esper Draw-Go is a control deck. Our plan is to prevent our opponent from executing their plan, and eventually resolve a game-winning spell after a long grind of answers and card advantage. In this case, those spells are Jace, the Mind Sculptor and Teferi, Hero of Dominaria, although we could still just beat down with shark tokens, manlands, and Snapcaster Mages while countering or killing everything that matters. To do this, our arsenal consists of a few basic things -- lands, card advantage, removal, counters, and, finally, finishers.

Lands:

Though it seems weird to discuss lands first, in a control deck, lands are really the most important part of the deck. Suprised? Don't be. In order to keep the ball rolling with Esper, the goal is to hit land drops as consistently as possible. Cards like Celestial Colonnade, Creeping Tar Pit, Shark Typhoon, Mystic Sanctuary, and Snapcaster Mage(+Cryptic Command) want a LOT of lands in play, so that's one of our main priorities.

As with most mana-bases in Modern, our deck features fetchlands (Polluted Delta and Flooded Strand) and shocklands (Hallowed Fountain, Watery Grave, and Godless Shrine). We play only those fetchlands that fetch Islands for painless casting of Cryptic Command and Logic Knot early and fetching of Mystic Sanctuary in the late game. Mystic Sanctuary is an invaluable land, capable of producing "infinite" Cryptic Commands so long as one mode chosen is to bounce the Sanctuary back to our hand. We also play a split of shocks -- 2 Hallowed Fountains, and 2 Watery Grave, while Godless Shrine tends not to see play as a non-island that doesn't tap for blue for Cryptic Command and Archmage's Charm. After that, we have several manlands in the form of Celestial Colonnade, which serves as threats while fixing our mana, and Creeping Tar Pit, which is very adept at clocking opposing planeswalkers while ignoring our opponent's potential blockers. Field of Ruin is also present, as a way to deal with opposing manlands and other annoying lands such as Urza lands and utility lands like Desolate Lighthouse and Gavony Township.


Removal:

As you may expect, removal plays a key role in Esper. Path to Exile is a one mana answer to virtually every creature and prevents graveyard shenanigans, so it's an auto-include. Fatal Push is great for taking out early creatures while also hitting larger creatures in combination with a fetchland or a Field.

Finally, this section is rounded out by a couple of Supreme Verdicts. When the opponent floods the board with creatures to overload our spot removal, ***BOOM***. Verdict is a cheap and easy way to gain card advantage and deal with a variety of otherwise troublesome threats (ex. Lingering Souls) and strategies such as Death & Taxes, Tokens, Goblins, Zoo, Mefolk, and Humans. In fact, there are several matchups that boil down to "verdict or bust", primarily tribal decks. This is where verdict shines. When worst comes to worst, Vedict at least pitches to Force of Negation.


Counters:

As with most any blue-based control deck, Esper plays a variety of counterspells. These types of cards are important as ways to interact with non-creatures spells while still tagging creatures a large majority of the time. Cards like Blood Moon, Ensnaring Bridge, Through the Breach, and Ad Nauseam all tend to be difficult to interact with. Counterspells, while needing to be cast in the moment that the opponent is playing these cards, are a great way to deal with them when they would otherwise be hard to beat. The most iconic counterspell here is likely Cryptic Command, which is expensive, but provides great utility. It is one of the identifying cards of control in Modern, and it coincidentally also pairs very well with the newer Mystic Sanctuary. Force of Negation is also a mainstay for control, being a "free" counterspell that can be played as early as turn 1 to answer opposing Aether Vials, Neoforms, accelerated Blood Moons, etc. It also allows us the ability to 'tap out' for a threat such as a Jace, the Mind Sculptor while still being able to Force a threat during our opponent's turn. Another card that has somewhat recently come to see recognition, despite having seen long-time play in Esper, is Logic Knot. While not exactly cooperative in multiples, Knot is the closest thing to the real Counterspell that blue gets in Modern. If I could play 4 without weakening the deck, I would. Archmage's Charm is another fine card from Modern Horizons that had added great utility to Esper in its usage as a counterspell or a draw spell, with some fringe application of it's last mode coming into play as well. Finally, a few other cards tend to see play, such as Remand for early interaction and Dovin's Veto as an early and permanent answer to troublesome non-creatures that works well going late and trumps opposing countermagic. An important note is to be made here: Esper doesn't typically play cards such as Mana Leak because of their ineffectiveness in a long game.


Card Advantage:

Card Advantage is the second most important thing for control decks. When you can't play threats, how do you pull ahead? The answer is in cards. Digging deeper with draw spells helps to find you more interaction, more lands, or a wincon once you are far enough ahead. By using cards like Snapcaster Mage, Esper Charm, Archmage's Charm, etc., Esper is easily able to keep up with everything the opponent is doing while incidentally hitting land drops for an eventual planeswalker to help close the door on our opponent.

Because of these cards, Esper is quite resilient to hand disruption, such Thoughtseize and Inquisition of Kozilek, because of Esper's redundancy and ability to dig for answers, should the need arise. The ideal game for Esper is to hit every land drop, while killing/countering some stuff, and draw a bunch of cards to reach the end-game, and Esper does it well.


Finishers:
The grand finale! There are a variety of options for such "win conditions", but Teferi, Hero of Dominaria, Jace, the Mind Sculptor, Shark Typhoon, Celestial Colonnade, and Creeping Tar Pit are the most common ones. Wincons are meant to destroy your opponent with precision and/or inevitability, and there are a few options, each with their own upsides and downsides. In no particular order, here's a list of a few others I could think of:

And many more...

I have had experience with both Jeskai and Grixis Control, and each has its own issues:


Why not play Jeskai Control?

Lightning Bolt just isn't what it used to be. Jeskai's removal has a hard time dealing with the large threats present in the format (Eldrazi, Tarmogoyf, Death's Shadow, Tasigur, the Golden Fang, Gurmag Angler, Primeval Titan, Bloodghast, etc.), so Jeskai often boils down to throwing burn spells to the face while trying to buy time and hoping that's good enough to eek out a win. If you're anything like me, that certainly is NOT good enough. In addition, Jeskai can't recover very well from hand disruption -- especially Liliana of the Veil. In Esper, not only do our removal spells kill most any creature, but we have many enough ways to gain card advantage that discard doesn't really hurt us -- I've won countless games despite facing down a Lili ult.


Yet, still, why not choose Grixis?

Grixis has Fatal Push, Terminate, Bedevil, and Kolaghan's Command, so killing and grinding aren't issues, but there's a catch. Grixis lacks two things: resilient wincons and ways to deal with resilient threats. Sure, Tasigur, the Golden Fang, Gurmag Angler, and Death's Shadow may beat well, but they are vulnerable and cause the deck to play out more like a midrange deck. Grixis also doesn't pack Path to Exile for those Bloodghasts, Wurmcoil Engines, etc. In comparison to Grixis's game-enders, a Teferi, Hero of Dominaria should seem more appealing to any player interested in Esper. In addition, changing red out for white gives us some lifegain options, Esper Charm, and a wide variety of great sideboard options.

Consistency and Power:

Esper's suite of removal and draw spells are the best in the format. The ability to say no to virtually any permanent in Modern is spectacular, and the draw spells tie everything together.


The Sideboard

White is the best color to sideboard with in Modern. With a combination of hate cards (Stony Silence) and powerful/efficient more general options, Esper can be a meta menace if used correctly.


Esper Charm

You may have noticed that Esper Charm is the only black card that Esper plays a playset of. That's because it's incredibly flexible, and even warrants a section in Esper's strengths all on it's own. Having the ability to attack your opponent's hand (at instant speed!) is a very unique angle that most control decks aren't able to field, because cards like Thoughtseize become dead as soon as your opponent goes into topdeck mode. Esper Charm, however, always has some use. One of those uses is pressuring your control opponent to either counter Esper Charm and tap out or be forced to discard. Lining up several Charms on your opponent's end step to untap and slam a Jace or Teferi is oftentimes a game winning move. Another way Esper Charm shows it's strength is by answering enchantments like Blood Moon and Bitterblossom that other control decks can't answer efficiently.
Bad Matchup Against Aggro Decks with Reach

Esper is very poor against most any agressive deck with strong early-game pressure, supplied by burn spells such as Lightning Bolt for reach. These types of decks circumvent our plan of "outresourcing" them by applying pressure either too quickly to efficiently be answered or to varied to reliably answer. Let me explain: Boros Burn is simply all gas. Every card in their deck is designed to get in those last few points of damage. Even when you have them topdecking, you still must answer every card they draw while simultaneously trying to close out the game. Additionally, their threats are varied. Burn spells ask for an answer in the form of a counterspell, but if you get caught letting a creature resolve, you have a small window of time to draw a removal spell. It's very frustrating to lose to topdecked Lightning Bolts and Boros Charms because you topdecked Path to Exiles and Celestial Purges. Likewise, it's a horrible feeling to get beaten down by a Goblin Guide while drawing counterspells for days.


$$$

This weakness comes as no surprise. The Jace, the Mind Sculptors, Teferi, Hero of Dominarias, Snapcaster Mages, Cryptic Commands, Force of Negations, and even the lands for this deck are all pretty expensive. Very few of the cards are cheap commons and uncommons, so the deck can cost a good chunk of change without any good replacements for the expensive cards. Though this will be true with any competitive control deck, it still remains that this deck isn't ideal for budget players.


Difficulty

Draw-Go Control is a very unique style to play. Esper, in particular, comes down to intuitive gameplay decisions on when to and when not to play threats and how to use your resources optimally to reach a certain goal (one that may change, depending on the matchup). In fact, it's almost an art form. Furthermore, Esper includes a variety of multi-function cards. This means that the correct play isn't always obvious, and sometimes even a single misplay can cost us the game.
A few of the card choices are flexible, but some are set in stone. The following is the bare minimum that you should be playing in Esper Draw-Go.

Land


  • 4x Shock Lands (usually 2x Watery Grave, 2x Hallowed Fountain) -- The blue ones are most important, some players choose to eschew the Godless Shrine, especially considering island count for Mystic Sanctuary.
  • 1x Mystic Sanctuary -- A slam-dunk with Cryptic Command, this land allows you to recur Timely Reinforcements, Supreme Verdict, and Esper Charm as well, making it a valuable addition to the manabase. Few concessions are needed to make the island count, as we play a long enough game for this land to become 'online' eventually.
  • 8x Fetch Lands -- 4x Flooded Strand and at least 2x Polluted Delta are ideal, fetch for Mystic Sanctaury on command, and come into good use if you play against Blood Moon decks.
  • 3x Island -- Blue is the main color in the deck, so you want to be able to cast your blue cards. You also want to play Islands naturally to 'turn on' Mystic Sanctuary. Island is also a very common choice for fetches and Field of Ruin, so I suggest 3 as the minimum.
  • 1x Plains -- White is the second most important color, and you want to get a plains early against Blood Moon decks for Celestial Purge and Teferi, Hero of Dominaria.
  • 1x Swamp -- Some view this land as optional, but I find that having the ability to get a Swamp with Field of Ruin to be relevant often enough to include one.
  • 2x Creeping Tar Pit -- Though Celestial Colonnade was once a mainstay crucial to any UWx Control list, Tar Pit has become the choice more recently as efficient activation cost and unblockability have become a necessity against the likes of Teferi, Time Raveler and Wrenn and Six, while demand for white sources has only decreased (White Sun's Zenith is now defunct). Regardless, either manland will be unaffected by Choke or Boil. Either manland is capable of closing out a game. I highly suggest playing a few copies of at least one of them, Tar Pit being my current preference.
  • 2x Field of Ruin -- Though this may seem like just an optional utility land, it's presence really changes a lot about the deck. It allows for MUCH more reasonable Tron, Amulet Titan, and Scapeshift matchupa, it destroys manlands without decreasing your hand size or land count, it puts a card in your graveyard for Logic Knot, it triggers Revolt on Fatal Push, and it even forces your opponent to shuffle their deck (useful with Teferi, Hero of Dominaria minuses and Aether Gust). I'm putting 2 as the absolute minimum, but I strongly recommend playing no fewer than 3 Fields.



Card Advantage


  • 4x Esper Charm -- The secret all star of Esper. While it's usually a card advantage play (both Divination mode and Mind Rot mode come up a lot), it can also kill Totem Armor enchanments, Blood Moon/Choke, and even Eidolon of the Great Revel when you must. Be careful when Mind Rotting opponents, because a deck like BGx will have a lot of dead removal to pitch, especially game one.
  • 2x Snapcaster Mage -- Lets us buyback all of our spells, and has neat interactions with Cryptic Command. It also attacks for 2 to make a small, but relevant clock. However, it plays poorly with Logic Knot and is vulnerable to opponents' sideboard cards, so it certainly is not a playset card.
  • 2x Archmage's Charm -- This is a new card, with little testing in Esper, but I do suggest playing some number. It's primarily here for card advantage, but it also gives us some additional countermagic when needed, and has some frankly hilarious usage against 1 mana threats such as Death's Shadow and Champion of the Parish, while also being able to steal cards that are really only valuable to our opponent but problematic enough to warrant stealing them, such as Aether Vial.



Counters


  • 3x Cryptic Command -- One of the best control cards ever printed, Cryptic does virtually everything. Three is typical, 4 is FUN. :)
  • 2x Logic Knot -- Our graveyard naturally fills up over time, and Knot can counter a turn 2 play by delving a fetchland or two to give it a boost. It's far better than Mana Leak here because it does the same thing Leak does but stays live much longer. If I could play 4 I would, but unfortunately they don't play well in multiples, so 2's the minimum number. I personally play 3.
  • 2x Force of Negation -- This card catches every non-creature threat an opponent can play, for "FREE", and those are hardest for Esper to deal with. We're in the market for extra counters to hedge against fast Blood Moons and combo decks (Neoform and Ad Nauseam), and Force is easily the best option. Force also allows us to commit a planeswalker to the board while still holding up answers.



Removal


  • 4x Path to Exile -- Another one of the best control cards ever printed. Any list that's playing less than 4 is doing something wrong.
  • 2x Supreme Verdict -- This card single-handedly turns a game around. However, it's dead against most blue decks, which is a price you must be willing to pay. While it was common to play 3 or 4 in the past, Mystic Sanctuary lets you redraw Verdict after you've cast it once, which is generally enough against the decks where Verdict is relevant. If you play against a blue deck, at least you can freecast Force of Negation with Verdict!



Finishers


  • 1x Jace, the Mind Sculptor -- The typical card advantage engine many control lists sport. Jace allows us to beat unorthodox situations (such as infinite life) by simply decking the opponent, and can occasionally bounce an opposing creature or a friendly Snapcaster. Jace is very difficult to keep on the board, hence the singleton, but if you untap with Jace, you will most likely win.
  • 2x Teferi, Hero of Dominaria -- One of the best control planeswalkers, if not THE best, ever printed for Modern. Teferi is another reason that Esper can be almost creatureless, since he can emblem and tuck himself for infinite draw and exile triggers.


Thanks for looking, and don't forget to smash the +1 button for making your opponent bored!

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Revision 21 See all

(4 years ago)

+1 Aether Gust side
-1 Celestial Colonnade main
-1 Celestial Purge side
+2 Cling to Dust side
+1 Fatal Push side
+1 Mystic Sanctuary main
-1 Mystical Dispute side
-3 Relic of Progenitus side
+1 Wrath of God side
Date added 9 years
Last updated 4 years
Splash colors B
Legality

This deck is not Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

31 - 1 Rares

17 - 12 Uncommons

3 - 2 Commons

Cards 60
Avg. CMC 2.80
Tokens Emblem Teferi, Hero of Dominaria, Shark */* U, Soldier 1/1 W
Folders Decks that I want , Possible Testables, decks to check out, modern SUPERBOWL, Modern decks to remember, cool decks, Deck Ideas, stuff, esper control, Modern Cool Stuff
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