|Commander / EDH||Legal|
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|Return to Ravnica||Rare|
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When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
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Detention Sphere Discussion
1 day ago
This list looks like it is rough mix of Tempo/Delver cards and Draw-Go cards, while not doing either efficiently.
First, you are playing 3 Thoughtseize, 2 Anguished Unmaking, fetchlands, and Shocklands. That is an awful lot of self hate. I'd recommend changing the AU to Detention Sphere, yes, it loses instant speed, but it is tough to play AU in a deck that also plays TS.
You are playing control cards like Celestial Colonnade and Sphinx's Revelation on only 22 lands, without early game card draw. With this setup you won't get to a point where you can use them. You should either up the total land count or remove them. Esper Charm is decent card draw instead of SRev, and it tempo's nicely with early game Serum Visions. Additionally, you don't need 6 shocklands and 6 fastland, try removing one of each copy for some more basics, (Blood moon really ruins Esper mana bases).
You are using late game counterspells and tempo creatures. Focusing on having one or the other will provide you with better matchups. As is, you are looking to both play a creature and hold mana to counter in the same turns, which doesn't work very well. Remand is good if you go the creature/tempo route, and bad if you want to be more control based as it does not actually deal with a threat. Linvala, the Preserver looks like a dead card every game at 6 mana, in a 22 land shell. Baral, Chief of Compliance could be good in a hard control shell, but isn't to helpful in a tempo shell. The Geist of Saint Traft + Restoration Angel is probably the best Esper tempo route, with Creeping Tar Pit as a decent support man land. So maybe go full control and replace the 'cute' counterspells with spells like Logic Knot, Dispel, Mana Leak, etc. and then add in extra card draw. Snapcaster Mage is also fantastic in a Draw-Go shell.
Once you decide which direction you want the deck to go it will be much easier for the Esper players here to help you with card selection.
2 days ago
maybe splash of blue for Detention Sphere cause thats the only card Im really missing from the WU version
3 days ago
Here are some enchantments that are good to grab with zur
4 days ago
Unless you have a desperate need for the Spell Pierces, I would probably drop one or two of those and maybe 1 Push.
For starters on your sideboard, it's 1 card too many. Also, I don't play competitively, and my budget is MUCH less than this (closer to around $100), so I can't offer too many options. Negate and Dispel are useful to save your artifacts from the nasty removal out there, and grabbing a couple Extirpates or Surgical Extractions are useful against combo decks or at getting rid of key cards or cards that might hurt you a lot, like Ancient Grudge. Also Blessed Alliance helps against Infect and even Burn. Collective Brutality is useful as well. I would probably remove Padeem, Consul of Innovation and maybe the Detention Spheres, unless you just see a lot of tokens. The sideboard is really dependent on your meta and what you are up against.
6 days ago
Not necessarily meaning to talk for Busse, but as someone who does play allies, Remand, and Serum Visions helps a lot. Momentary Blink, Detention Sphere, and Ojutai's Command also have their uses, and I personally use Supreme Verdict -- but I play my list with a back up Emeria, The Sky Ruin as a win con.