When Consulate Crackdown enters the battlefield, exile all artifacts your opponents control until Consulate Crackdown leaves the battlefield.
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Consulate Crackdown Discussion
1 month ago
Thanks for the upvote Anbu!
I run Grixis control also, but I've been working on the list for Esper for awhile now.I feel that white is in a good spot with the removal and other tools we got in Ixalan that it could be viable.
I did decide to put in Consulate Crackdown in the sideboard, just a one of but the meta I play in tends to have a ton of artifacts and artifact tokens. So who knows, it might be useful.
1 month ago
Thank you for posting this, and thank you to everyone who's provided good advise for helping this type of deck develop. With the release of Ixalan I'll be plunging into standard for the first time, and this deck has made me the most excited to get started right away!
Now, I'm currently leaning heavily towards the three-color splash for my own build, as Esper is one of my favorite combinations. I want to make it work really badly, but I don't want to sacrifice viability to do so. I'll try to compare running WUB over just UB, since Grixis isn't the current direction I want to take. (Though, I'm certain someone else could make a compelling argument for it.)
Debates to Support:
Excellent pool of SB options which include better answers against artifacts/enchantments, plus Authority of the Consuls/Kinjalli's Sunwing to provide further stabilization against aggro, and Consulate Crackdown/Hour of Revelation to check against mirror matches/similar decks.
Debates to Oppose
Three colors instead of two. Color balancing will be necessary. (Treasure and Etherium help to rectify this con.)
Greater risk of inconsistency.
UB already provides everything needed to control the board (except for when enchantments/artifacts manage to get past counterspells and resolve).
Too many options to choose from and not enough space to squeeze into 75.
Tldr; am I hyping myself up too much for esper when I shouldn't try to change what isn't broken, or do you truly believe it could still make for a viable build?
Additionally, I'm all for Mechanized Production being included at least in SB for faster and more consistent wins. I was thinking a 2:3 split between it and RiR somewhere in the 75; especially if any Gearhulks are being used.
Further Thoughts on Specific Cards
It would shut down several land-fetching spells/abilities. (Which if I'm understanding correctly, many ramp decks in standard run).
Flash. You are able to keep mana for counterspells available if needed, and can cast it in response to relevant spells/triggers on opponent's turn.
Fairly sizeable CMC to consider, with counterspell slots it has to compete with.
Another card I'm interested in is Merchant's Dockhand.
A turn 1 drop if you've got nothing else in hand. Chump blocker that trumps 1/1's and trades with any other X/1's.
Ability which provides utility for Treasures, Etherium cells, excess Dockhands, and Gearhulks to dig through library for win-cons, and can be used during opponent's end step if counterspells weren't necessary.
Cheap artifact for artifact matters.
Another creature in a control deck.
Dead draw late into the game when nearly any other card would make for a better draw.
Ability costs 4 CMC and tapping to activate, so it can't be used the turn it's drawn.
Again, thank you for posting this and thank you for your time! I plan on buying cards within the next couple of days, so if you get any updates let me know! I'll also post my deck when it's created and keep updates with it.
Let me know if you'd like any advise on specific cards you're debating over! I'll give my (admittedly naive) input if requested. Cheers, and good luck!
2 months ago
first you might want to put Consulate Crackdown to the side board, its a good card just if they don't have artifacts its kinda bad. if you are going to use the two dwarves i said earlier you are going to need to cast them with some red mana so i would recommend most of all Aether Hub with all the energy it is great and maybe put in a few mountains and if you want Inspiring Vantage.
3 months ago
Went to standard constructed the other day, one of my opponents was playing a similar build. I have been toying with different color combinations for super friends to different levels of success. This past week was bant super friends and one of my sideboard cards is Consulate Crackdown. I brought it in game 2 to shut down his strategy and had a terrible surprise. He turns his deck into jeskai spells game 2. The deck swaps out a lot of the improvise cards for things like Enigma Drake and things like Fateful Showdown. Might be worth tinkering around with for a sideboard surprise. Standard constructed is monday at my lgs if I can get the full sideboard list I will put it up.
5 months ago
"Destroy all artifacts" is a thing I do face, and I have two options: either outrace them so they're within lethal range without my buffs, or prioritize tutoring for Sunforger so that I can access Boros Charm at will.
Thank you for your interest in my deck! ;)
5 months ago
First thing you should do is add four lands to the deck to make it EDH legal.
Descend upon the Sinful: don't see how this helps you with 30 creatures in the mainboard.
Consulate Crackdown: I find it too narrow. It doesn't have flash, so when you need it most, it could be too late. Spot removal is typical better.
Captain Sisay: You only have 10 total legend cards in the deck. I think you can find better cards for the theme you are going for.
Before I suggest cards and/or replacements, what is your budget for the deck?
5 months ago
Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort
Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).
You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.
If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.
Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.
Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.
Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.
Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.
Hope this helps! :)