|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Uncommon|
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Esper Charm Discussion
3 weeks ago
One more thing I run in mine is a one of Detention Sphere it grabs things like planeswalkers and enchantments that are bothersome. Esper Charm is also a good choice. Lost a few times to Gideon of the Trials emblem.
I only run seek because I don't run gy hate like Leyline since I use a full set of visions of Beyond in my main.
ej133 on Esper Geist
1 month ago
And Esper Charm is SO GOOD, shit nigga, I'd take off every Serum Visions for this card, goddammit, it's so awesome. I absolutely LOVE it, I always play 4 of in my esper decks, no matter what. Opt has been showing itself quite dece too, I like it.
Anyhow, I love your deck, bro.
1 month ago
Twanicus: Okay, that makes more sense. I have been looking at other Esper mana bases to see how I can upgrade mine. I've been having issues flooding out in games so I actually added 2 Esper Charms. Hopefully they'll give me some extra reach.
1 month ago
Fairmount thanks for the upvote, whilst Remand is a fantastic card it is really only a tempo card, what i would much rather be doing is dealing with threats. I have them on the board for the tempo, but Sphinx's Revelation and Esper Charm are both way too good to cut.
2 months 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:
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 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.
2 months 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.
3 months 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.
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