|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Shards of Alara (ALA)||Uncommon|
Combos Browse all
Choose one —
- Destroy target enchantment.
- Draw two cards.
- Target player discards two cards.
|Have (3)||Dannyel , Va1mar , Mortiferus_Rosa|
|Want (5)||, Pogo0o , Thunderbeard , colorfulsnailboy , Malachy_|
Esper Charm Discussion
5 days ago
3 weeks ago
Esper Charm almost always feels broken, and is great in basically every Esper deck.
3 weeks ago
I'm partially enclined to agree about Esper Charm , but i've clutched a few wins with the discard/double draw, so holding on to it a little longer.
However, i'm bewildered about Lingering Souls not working out for you? May i as why? It's always does so much work for me..
I am considering adding the new B/W Planeswalker from RNA. Any thoughts?
3 weeks ago
I swore by Esper Control and was a Teferi Hold Out.
BUT, after carefully evaluating the new options for control.....
3 months ago
Creature — Elemental
:Put a blaze counter on target land without a blaze counter on it.
As long as that land has a blaze counter on it,
it has “At the beginning of your upkeep, this land
deals 1 damage to you.” (The land continues to
burn after Obsidian Fireheart has left the battlefield.)
All 10 already exist...
Create a Gruul card that does something with tokens other than creating them. legendofa
3 months ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
3 months ago
I like the jaceless attempt at esper, especially since I personally think JtMS is a bit of a trap. I have a few suggestions.
1: I think you should vary your manlands a bit. I would recommend running 2 colonnades and 1 Creeping Tar Pit.
2: even though Control decks want a higher land count, you’re getting up to the scapeshift land count. I would reccomend cutting 1-2 lands.
3: Terminus is amazing in Jeskai and UW control, and I think it would be here as well, especially since you run four serum visions.
4: even though Esper Charm can strip the opponent’s hand, it’s usually only played 1-2 in mainboard because there are better things to play on T3 that cost less mana
5: I think you need a bit more early board interaction. Probably 1 fatal push and 1 dismember, although 2 pushes would be good with all your fetchlands.
4 months ago
mtggoldfish gives a very good idea of what the current metagame looks like.
I did some testing and your humans matchup is decent. It depends heavily on you resolving a board wipe, but doing so isn't too hard for the deck and if you can pull it off you basically just win because your end game is unstoppable. Because of that, I'd play 3-4 boardwipes in the mainboard. You usually won't have time to gifts for them, but having enough to consistently draw them will be really good for the deck. And you have so many ways to discard them that drawing them at the wrong times shouldn't be an issue.
This meta is very sad. I'm more convinced now that Esper Charm doesn't belong. If you stabilize, you won't need it. And if you try to cast it before you stabilize you'll probably just lose. At least against the Aggro decks that's the case. Vs the control and midrange decks... you're probably already better than them. Sure, the grave hate sucks, but you make them have it. And if they do, then you can still hardcast Obzedat and Liliana and other good cards and try to grind them out playing fair. I've done it more than my fair share of times while playing Grixis.
Esper Charm occurrence in decks from the last year
All decks: 0.02%
W/U/B (Esper): 0.58%
Commander / EDH:
All decks: 0.01%
W/U/B (Esper): 0.12%