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Esper Charm Discussion
1 day ago
1 day ago
Im looking for some extra cash right now and as such, this list of things of sale! I want to come to you all with the individual cards first as this is the site Ive traded through most and I have done business with many of you in the past.
With that said, payment will be by Paypal gift or add 4%. Items will not ship until payment has been received. All items will be shipped in a bubble mailer with tracking. Orders under 25 dollars add 2.67 for shipping, over 25 it is included. This shipping applies to the USA, for Canada I will ask that half of shipping is paid due to the increased costs of shipping out of country. I think that covers most things so here is the list! (Bear with me on the length of it :) ) Also! Prices are per single card, so if you want two of a card, double the price shown
1x Engineered Explosives (Masterpiece) 67.30
2x Monastery Mentor (7.66)
4x Deathrite Shaman (RTR) (4x foil) 31
4x Polluted Delta (KTK) 14.50
1x Polluted Delta FOIL 43
4x Flooded Strand (KTK) 11.90
1x Flooded Strand FOIL 34.60
1x Relentless Dead Russian 13
1x Tezzeret, Agent of Bolas (1sp) 16
1x Verdurous Gearhulk 6.25
2x Blightsteel Colossus 2x Japanese 24
1x Hazoret the Fervent (Pre release FOIL date stamped) 13.55
3x Simian Spirit Guide 5.87
1x Tropical Island NM/NM- (Rev) 182.50
2x Tireless Tracker 2xRussian 6.14
1x Traverse the Ulvenwald Russian 4.16
1x Scrapheap Scrounger FOIL 3
3x Amulet of Vigor (3x SP+) 7.5
1x Amulet of Vigor Japanese (sp) 7.5
4x Darkslick Shores (2xsp) 9.25/ 9
4x Ancient Stirrings 3.65
2x Blooming Marsh 5.30
3x Expedition Map (2x Zen, 1x MM) 2.25
3x Kolaghan's Command 11.33
1x Leyline of Sanctity (MM) 17
1x Esper Charm FOIL 8.9
1x Pithing Needle (Masterpiece) 35.40
4x Snapcaster Mage (4x INN) 41.40
1x Snapcaster Mage (MM17) 39.82
2x Scalding Tarn FOIL (MM17) 69.50
1x Arid Mesa FOIL (MM17) 35.50
1x Spirebluff Canal 7.20
Please post on this thread to keep track of first come first serve. As always, thank you for your time and keeping this community the way it is!
1 week ago
I am happy to see how far the deck has come!
1 week ago
Esper Control is the most durdliest and open-ended Control deck in the format. We don't want to return their cards to their hand, and Remand is so bad in this deck because we already have so much card draw.
Yes, Thoughtseize and IoK are problematic for this deck. However, if they take my WSZ (which has literally never happened to me), then we win through Colonnades and Snappys. It's harder to do, but not impossible. The idea is, once they've run themselves out of cards, you use Esper Charm and then Snap Esper Charm to just lock them out while you dig for WSZ or beat their face with Colonnade. Esper Control can't pressure or turn the corner until the opponent has lost. One of the great things about WSZ is that we can recast it. I have had moments when I've planned me super-late games so that I have only a White Sun's Zenith in my library, literally casting cats until my opponent scooped. If you feel especially vulnerable to discard, play Secure the Wastes. One of that card's strengths lies in Snapcaster Mage.
I understand the position about having a threat-I had the same feeling when I started playing the deck. What I can honestly say at this point is to trust me. Play the deck a little bit, and maybe you'll see what I mean, it's really hard to explain.
Hope this helps!
2 weeks ago
He is not in any hurry, yes the opponent may be able to remove some of his threats, but generally they are hard to remove, and he will have (thanks to the card advantage) more counterspells to protect them.
Also the Mind Rot on draw step mode of Esper Charm does wonders against control decks.
Lightning Bolt going to face is not removal, its a pretty pointless move when you face sphinxes relevation...
The "i win" card is the white sun's zenith in this deck, he just needs to put the opponent in a position when he is tapped out, and can't counter it for some other reason, of course this doesn't happen until well over t8.
2 weeks ago
Wow, thank you for showing me a bunch of shitty scenarios for my favorite deck...
My Path/Push ratio is a LGS call. In an open meta, play a 4/2 split.
I wouldn't devote SB space to this deck in particular. You could devote one SB space to control in general (mainly since Grixis died, Jeskai was never alive, and Esper is also not meta at all).
The Murderous Cut thing is interesting, i might consider that.
Thanks to you both!
2 weeks ago
Well, hello there.
I see you're running esper control, and I fucking love it. But we need to discuss some points here. This may be a little long, though I'm sure it will clear up some aspects of esper deckbuilding.
- Manabase. Manabase is the crucial point for ANY three-color deck, and especially when we're talking esper, where you'll want to play cards with very color-specific mana costs (e.g. Cryptic Command, Esper Charm, Detention Sphere, Damnation and Supreme Verdict) you need to make sure you have fast access to these colors. In the right order. In the right time. And you really can't assure that using so many taplands. You have literally 0 lands that generate mana in the turn they get on the battlefield. If I had to warn you about one thing only, it would surely be: work your manabase. Right now, I believe the cheapest fetch land is Flooded Strand. With that you have access to get any Godless Shrine, Watery Grave or Hallowed Fountain straight outta the middle of your deck and fixing you really good. For a price, of course, but trust me, 3 lifepoints aren't so much when compared to the benefit of fast manafixing.
- Wincons. Your deck depends on either flipping Thing in the Ice Flip or Luminarch Ascension to win the game. That's not a problem. Spotred has a very awesome deck that wins the game with Myth Realized and that's the coolest thing ever. The problem is you're not moving toward your wincons. Banisher Priest in the same list as Thing in the Ice Flip is horribly bad. And AEtherling, well... Whenever I see and AEtherling I remember a comment I made on Jwillette72's Don't wake horror! (Sung like Don't Wake Daddy), read the comments if you want it, might clear up some stuff too. Basically, Aetherling is awesome and I love the card, but it costs waaaaaaaaaay to much mana and doesn't win you the game. You might as well be dying by turn 6, then you draw one of these guys, cast it and... well, you're still losing the game. As a 6-drop, I'm a great fan of Elspeth, Sun's Champion. She generates a lot of board presence, and if your opponent doesn't handle her in time, she wins the match on her own.
- Strategy. Building esper is hard because there are awesome midrange oriented cards such as Lingering Souls and Geist of Saint Traft, at the same time you have the two best removals in modern Path to Exile and Fatal Push (which should probably replace your 3 copies of Anguished Unmaking for. This card is horribly painful and certainly not better than Path, Push or Sphere), and even counterspells. (friendly reminder: Counterspell is not modern legal). This brings us to some hard dillemas: building a draw-go strategy or a midrange strategy? I play esper draw-go, check my list if you want it: Esper. The main advantage of this list is that you don't really need to play in your turn, and if your opponents don't show anything you need to handle, you have 4 copies of Think Twice for generating an insane amount of card advantage. The midrange strategy is also very consistent, so it's up to you to choose. The main point is: choose one. Not defining what your deck does or how you should play it is very often the biggest mistake by esper players, because you end up with a half-breed of two decks that does literally nothing dues to its lack of strategical consistency.
- Counterspells. Well, this is blue, right? We need to talk about it. Right now, you're using two Counterspells. Since they're not legal, you're probably replacing them by Mana Leak (don't use Cancel. Cancel is bad). There are a few options of good counter magic in Modern right now: Spell Snare, Dispel, Negate, Spell Pierce, Cryptic Command and Remand are probably the best ones, but Remand isn't exactly a counterspell. The point of counter spells is to assure that they cover up your enemies cards. So if your local game store has too many players using creature-based decks, Negate is probably a bad choice. If you have a lot of Jund and Affinity, Spell Snare is a bomb. And so goes, but I believe this sort of analysis is up to you. Just the keep on with the low converted mana cost spells. This is important. And keep the Vendilion Cliques. They're abusively good in any blue control deck.
- Suggestions. I read your comment about Dark Confidant and you don't really need him if you have blue mana. Bob is only good in jund or abzan builds, where you don't have card advantage generators. Snapcaster Mage goes really good here, and I believe he is one of the most interesting cards in all MTG history in terms of gameplay. Sometimes, going off a color might be interesting too. Lately, I took off black and started playing this TrUWe Control, and hell, this is fun. Although, if you really want to keep esper, I strongly suggest using more Esper Charms and Fatal Push. This cards push the esper into a whole new level of control. Lingering Souls is also very consistent in modern right now. There's a small part of the esper fans using Mystical Teachings lately... I don't really like it, but give it a try if you want it.
I hope I helped. I don't really intend to diss your deckbuilding skills or anything alike. I just like to show new control players the ideas other control players shared with me in all these years. If you want to discuss more about esper colors or controls strategies, please feel free to add me.
Anyhow, good deck! Keep it up! +1