Esper Charm

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shards of Alara (ALA) Uncommon

Combos Browse all

Esper Charm

Instant

Choose one Destroy target enchantment; or draw two cards; or target player discards two cards.

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Esper Charm Discussion

Kjartan on Can't we all just be friends here?

2 weeks ago

If you want to play things like walkers and big spells in the Esper Colors, you should probably go for a control shell.

The cards you should be looking into obtaining if that's the case (That aren't overly expensive moneywise), are:

Serum Visions and Opt are the best consistancy spells. They Allow yoy to filter your draws as the game progresses.

Path to Exile is the best Removal spell in your colors, followed closely by Fatal Push. If you don't find them too expensive, play them (5-8 in a combination of the twon is my recomendation.) Besides those, Go for the Throat is good, but don't play more than 2. Blessed Alliance is a very flexible removal option. Condemn is also playable. It's really good against Death's Shadow, but otherwise mostly just a replacement for Path to Exile if you can't get enough of those.

As for counterspells. You've got a lot of decent options. 1-3 Mana Leak, 1-2 Negate (or Countersquall if you feel your manabase is consistant enough). 0-2 Remand and 0-1 Spell Snare. Other than those there is Deprive, which I don't particularly like, and Logic Knot which really takes Fetch-lands (like Flooded Strand and Polluted Delta) to be worthwhile.

Lingering Souls is a super consistant both as a block outlet, and a damage rack. I would run between 2-4 in almost every slow modenr deck that has black and white. But it's potential increases and decreases with how likely you are to get it into your graveyard by your own card effects. ( It gets better in decks with Collective Brutality and Liliana of the Veil). If you do decite to play Lingering Souls, Sorin, Solemn Visitor can be a great planeswalker.

Esper Charm is flexible card advantage. It's great.

As for Mass Removal. I would run a couple Supreme Verdict, but Wrath of God is also an option.


As for what to cut from your current list, I feel like your very worst cards currently consist of:

Gideon, Champion of Justice, Sorin, Grim Nemesis, Tezzeret, Master of Metal, Diabolic Tutor, Quietus Spike, Icefall Regent, Angel of Condemnation, Aegis Angel, Followed Footsteps, Authority of the Consuls, and Dictate of Heliod.

Austin_Smith_of_Cards on Ramos, Spellslinger Engine

3 weeks ago

Definitely recommend adding Esper Charm to your suite of spells. It's a tricolored instant-speed Divination optimally, but the other modes are useful too.

Durkle on Esper Control

1 month ago

Been working on a Teachings control list myself. I have a few thoughts on your list here, based on my own experiences. Since you're not as familiar with cards post-BFZ, allow me to introduce to you some of the great new things we can take advantage of.

Torrential Gearhulk: 5/6 with flash that flashes back a cryptic command for free? Yes please.

Cast Out: Instant speed answer to any problem permanent.

Supreme Will: Not life changing, but it's a Mana Leak when you need it and an Impulse when you don't.

Blessed Alliance: Great sideboard card, if not a 1-of in the main. Wrecks bogles, can help you stabilize against fast aggro.

Shambling Vent: Big advocate of playing one of these since this is a slow deck with a painful mana base and few ways to gain life. Only 1 though, since blue is so important.

Other than that, I have a few miscellaneous thoughts. One, I really hate Remand in this style of deck. Remand is a tempo card, more useful in a deck trying to stall out a few turns rather than try to deny your opponent resources entirely. Besides, returning things to your opponent's hand makes Esper Charm WAY worse on turn 3. Second, I think Opt is a trap. I haven't been impressed with the card at all. On paper it seems alright, but I much prefer playing a couple more Think Twice and some other stuff instead, especially since our turn 1 is a golden opportunity to play our manlands or fetch painlessly.

And to the comment above, NEVER underestimate the value of a 1-of sideboard. Think about the type of deck this is; you're not trying to change its identity or its overall game plan going into games 2 and 3, you just want to replace some lackluster cards in the matchup for better ones.

...With that said, 1 spell snare and 1 leyline both seem strange to me. Even Thoughtseize I think would be better suited as more duresses. Think about when you would want to bring those in. Most of the time, it'll be against a control mirror. Against a deck that plays creatures, you don't want thoughtseize anyway. You don't want to cost yourself any additional life when you can afford it. Duress is super good against something like UW control or Blue Moon or something. Dispel too, for that matter. It's a preference thing. If you like the thoughtseizes better, play those.

Leyline is kind of a trap too. What it does is really powerful if you can get it in your opening hand, but otherwise you're just diluting your deck. I think 1 is actually the right number if you want to play it, but against burn, things like Timely, Rest for the Weary, or Blessed Alliance in tandem with your disruption should get the job done. Also Mindbreak Trap is great since storm is so big right now.

Anyway, good luck my dude. Control players gotta stick together in these tough times

Mandalorian on Esper Control

1 month ago

I agree with Dergam that fetches could really smooth out the mana so that you are not playing so many tap lands and fast lands.

Not terribly fond of the Sorins here. I think Tasigur, the Golden Fang or Elspeth, Sun's Champion make better win conditions.

other good Esper options

Lingering Souls, especially with Collective Brutality and Liliana of the Veil

Esper Charm

Sphinx's Revelation

The Scarab God

laventerdent on Blue, Black, White

1 month ago

If you are going esper colors, you got to go Esper Charm. It has Discard, Draw, and the ability to destroy a Blood Moon which is back breaking versus your deck. Also instead of Liliana Vess you should go either Liliana of the Veil or Liliana, the Last Hope.

Overall cool deck!

Flyheight on Ramos And His Amazing Technicolor Dreamcoat

1 month ago

First pass at cuts.

Creatures (42):

Ankle Shanker, Baleful Strix, Bloodbraid Elf, Cromat, Daxos of Meletis, Dimir Doppelganger, Edric, Spymaster of Trest, Enigma Sphinx, Etherium-Horn Sorcerer, Giltspire Avenger, Harmonic Sliver, Jenara, Asura of War, Juniper Order Ranger, Knight of New Alara, Kresh the Bloodbraided, Lightning Angel, Madrush Cyclops, Magister Sphinx, Mantis Rider, Master Biomancer, Mystic Snake, O-Kagachi, Vengeful Kami, Oloro, Ageless Ascetic, Pharika's Mender, Progenitor Mimic, Progenitus, Qasali Pridemage, Rubinia Soulsinger, Ruhan of the Fomori, Samut, Voice of Dissent, Shadowmage Infiltrator, Sharuum the Hegemon, Solemn Simulacrum, Stoic Angel, Surrak Dragonclaw, The Mimeoplasm, Thraximundar, Transguild Courier, Vulturous Zombie, Wall of Denial, Wasitora, Nekoru Queen, Witch-Maw Nephilim

Non-Creatures: (39)

Ajani, Mentor of Heroes, Bant Charm, Behemoth Sledge, Catch / Release, Citanul Flute, Counterflux, Crackling Doom, Crime/Punishment, Crosis's Charm, Cruel Ultimatum, Darksteel Ingot, Dreadbore, Dromar's Charm, Erratic Portal, Esper Charm, Expedition Map, Fellwar Stone, Fist of Suns, Flying Crane Technique, Fractured Identity, Ghirapur Orrery, Golgari Charm, Helm of Awakening, Hindering Light, Hunting Grounds, Mortify, Obzedat's Aid, Panharmonicon, Plasm Capture, Prophetic Bolt, Psychic Strike, Rakdos Charm, Render Silent, Signal the Clans, Spinal Embrace, Terminate, Unscythe, Killer of Kings, Utter End, Voidslime

This leaves you with 114 cards. Though I didn't really consider curve when I made these cuts so I don't know what will happen to that. Regardless, this would be my first pass at cuts.

Austin_Smith_of_Cards on Ramos, Cascade Engine

2 months ago

Really cool list! Building a very similar list myself, but with Maze's End as an alt-wincon since I don't have any shocklands to spare. Here are my suggestions given my limited playtesting:

Bloom Tender, while a little expensive, is absolutely incredible in 5-color EDH. Taps for 3-5 colors of mana at a time in my experience.

Rashmi, Eternities Crafter technically doesn't give your first spell each turn cascade, but is close enough to make it worth it. At worst, you draw an extra card each turn if you're playing stuff at instant-speed.

How often are you able to cascade? Only five cards in your deck actually have or grant the ability. I'd add a few more spells just to let it happen more often. The ones that work best for me that I'd recommend are Bloodbraid Elf, Bituminous Blast, and Deny Reality.

I'd also stock up on more charms, especially the tricolored ones. With cascade, you never know what you're going to hit, so having lots of flexibility is really helpful. The consistently useful ones I'd say are Abzan Charm, Esper Charm, Naya Charm, and Sultai Charm.

If you've got any recommendations for me, my decklist is here: Taste the Rainbow, M'Fer - Ramos Cascade EDH

cplvela0811 on Stubborn Souls

2 months ago

ej133:

Thank you. Truly. You know what...I have been wanting to do that. I am going to remove the 2x Cryptic Command, for 2x Esper Charm. I will let you know how it feels and the match updates. So far - this deck has been a house. I have also used Sorin, Solemn Visitor in lieu of Cryptic Command. The ability to get off an ultimate in 2 turns, and rack up some life was pretty sweet.

I too like Geist of Saint Traft, but I personally feel that Spell Queller is the real deal. I like it mostly because it forces control to tap on their turn - paired with nearly all instants and flash creatures.

To answer your question regarding the delve spells - no, 6 is not too much. In fact, I have considered ways to incorporate Logic Knot. I primarily play , so this deck gave me the freedom to not worry about my grave as much (Tarmogoyf based decks). The main reason behind 6 delve spells is that I want to be sure that I have them, for my Turn 2 play. On Turn 2 I either drop a Gurmag Angler and or a Tasigur, the Golden Fang - Tasigur allows a mana to be left open for Stubborn Denial/bluff and or whatever else like a Fatal Push. Playing 12 draw/replacement spells (Mishra's Bauble, Thought Scour, and Serum Visions) creates for a strategy that reliably allows for a successful lowed land count. Honestly - on paper one would assume that so many draw spells create an over saturation of the deck and not enough "power" slots, but in theory the more we fetch and draw cards - the more we slim the decks fat and get into the core of the deck. I also must add that when you use Thought Scour and put a Lingering Souls into the graveyard - it feels like cheating.

Once again my friend, thank you.

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