Esper Charm


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shards of Alara Uncommon

Combos Browse all

Esper Charm


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

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Esper Charm Discussion

SynergyBuild on Sneaky artifacts

13 hours ago

To make this deck levels better, Fabricate and Thoughtcast for card advantage, Path to Exile or Fatal Push for removal, Marsh Flats, Flooded Strand, and Polluted Delta for a bit of land advantage, and Watery Grave, Hallowed Fountain, and Godless Shrine for a serious land base.

Switch Paradise Plume for the signets:

For planeswalkers:

The best counterspell for this deck is Stoic Rebuttal, and another fun choice is Render Silent, or Dromar's Charm.

With charms come Esper Charm, the best of the best, and if you need mana, Silver Myr, Gold Myr, Leaden Myr, or Palladium Myr are all great choices in artifacts.

Under Tribal for artifacts you have:

Other than that, maybe Academy Ruins?

I am a bit burnt out now, let me know if I helped out!

PickleNutz on B/W/U Control (Work in Progress)

2 weeks ago

This deck has synergy issues, but I have a few suggestions since you haven't built it yet.

Blue cards

Black cards

White cards

Those are some pretty solid staples to those colors for modern, some are a bit more costly than the others.

As far as creatures




Some multi-color cards

These cards will do significantly well for you in the control department, and almost all of them are pretty affordable besides Snapcaster Mage and Thoughtseize.

It may also benefit you to take out a few lands and use a few more creatures. This deck archetype on a budget has a hard time working well.

You can also try this Planeswalker out, it's a pretty useful one.

It's 3 cost to play and can be a draw card outlet for you, it's not going to replace a Liliana of the Veil though.

TheAnnihilator on Esper, Jeskai, or Azorious Control?

3 weeks ago

If you want a faster clock, then I don't really suggest Esper. That said, I do think Esper's removal spells and Charm are far superior to the interaction that Jeskai gives you -- red really only adds Helix, Electrolyze, and Bolt. Bolt is just a bad Fatal Push right now. Electrolyze isn't a great card, Esper Charm is just infinitely better than it anyways. Helix is amazing, and isn't really replaceable, but that's just the way it is. The issue with Esper really is the clock, as Esper is forced to play a very protracted game, with the fastest wins coming from Secure the Wastes and the more resilient wins coming from White Sun's Zenith. That said, playing black is a great way to beat combo decks, as you can shred their hand away with Charms and Snapcasters -- the UR Storm matchup is pretty good. You also get discard from the board (I wouldn't play discard main, since it goes dead late game).

But anyways, the fact is that you really only splash a color in UW for marginal improvements. The mana base in either Jeskai or Esper is mostly supported by buddy lands (Sulfur Falls and Drowned Catacomb) or fetching for a tapped dual at your convenience, so it's really a choice of hedging against aggro (Jeskai), hedging against midrange (UW), and hedging against Combo/Control (Esper). I personally play Esper, since UW is too midrangey for me and Jeskai is pretty bad right now (imo).

As a side note, I do think Nahiri is something Jeskai has going for it -- Nahiri is a great card for utility, and a great clock too. I just never liked the Ancestral Vision and Remand versions, since they were too all in on the combo. Take a look at Joseph Ambrosio's Nahiri Draw-Go lists that just placed 9th at the Roanoke open and 12th at the Charlotte Classic (i linked the one I like the most):

BrandonJamesCAC on Esper Control

3 weeks ago

Interesting build sir.

Is the hand disruption worth it?

In my experience, it generally doesn't help. After a turn 3 EOT Esper Charm

I don't want to see Inquisition and Thoughtseize.

I want to see Gideon or Supreme Verdict. But hey if it works for ya!

Plus one.

xyr0s on Esper, Jeskai, or Azorious Control?

3 weeks ago

The argument for including black isn't Esper Charm in my opinion, but Lingering Souls, Inquisition of Kozilek, and Thoughtseize. It's easier to control the game if you start out by removing the greatest threat from your opponents hand, and knowing what he has on hand is pretty nice when you play counterspells.

Kalron on Esper, Jeskai, or Azorious Control?

3 weeks ago

I'm currently running a simple UW control deck but I'm realizing that playing three colors in modern is really easy, so why not add a third color to the blue and white?

My decisions are between black, red, or no color!

Red gives me all the burn cards like Lightning Bolt, Lightning Helix, and Electrolyze. If I added red, I'd want to use Keranos, God of Storms, as well, for extra interaction. Another thing that has me leaning towards red is Deflecting Palm. This could be a really strong sideboard card if it's in the right meta. The thing I like about red is the fact that with snapcasters, I can turn the burn onto my opponent to help close the game out. It should be noted that I do not want to run a playset of all the burn cards. I'd prefer to run 6-7 burn cards + Keranos.

For black, I basically only want Esper Charm, but I also get to add Fatal Push, and Countersquall in the main. I REALLY like esper charm because all of its modes are relevant. The problem is that esper seems to keep the same game clock as azorious control does or sometimes extending it. With regular blue white, I feel like I have trouble closing the games out.

My only concern with running three colors is that I might not have the room for a playset of Spreading Seas and a few Ghost Quarters in my mainboard. It seems that seas is the main reason why the control list with blue even produces wins. It should also be noted that I don't like to run many creatures in my deck because it makes board wiping difficult.

Do you guys have any input on this dilemma? Could you give me some strengths and weaknesses of esper and jeskai? Thanks!

P.S. Sorry if this thread was posted twice. I made one on my phone and I can't find it on the thread so I rewrote it on my laptop.

bvowles on Esper Control

3 weeks ago

Hey thanks for the comment! Think Twice has been good in testing as the mana cost is perfect. WUB on turn 3 isn't always going to happen, and Blood Moon being so prevalent made me err on the side of caution with the choice of two Think Twice instead of more Esper Charms. I also see the Think Twices as the fourth Serum Visions much more often than being comparable to the charms but I understand where you're coming from. I usually use the charms to instant speed Mind Rot to stabilize faster and make my trade-offs more impactful.

As for the creature count, funny enough I just got through testing it with less creatures, and the verdict is I lose a lot more often than I win hahah. Resto on Snap when blocking can be devastating, Geist wins me games single handedly often.

More discard for the counters is very interesting though. Only thing I'd desperately want to keep is the one Logic Knot as it's a great catch-all throughout an entire match (Well, turn 3 and on usually.) I'd personally rather cut the Mana Leak.

What are your thoughts on number of Thoughtseize to Inquisition of Kozilek? Originally I had listed in this deck one Seize and two IOK with a Vendilion Clique main as well.

Oboe on The Aggro Mill *Modern*

3 weeks ago

Good point, let's see if Fraying Sanity is good enough and if so, maybe it could replace Mind Funeral. Mind Funeral is still a decent card in some matchups, against Affinity, or aggresive multicolored decks like Naya Burn. Maybe it could be kept as a sideboard card to accelerate the deck in fast games. And it could be replaced by something that isn't a mill spell (since, as we know, there are not many good mill spells in modern.)

Darkness is probably good enough to stop your opponent during some turns, but you still need to be able to close the game fast. Otherwise it won't be sufficient. I would have to test it.

About the green splash, hmm... Path to Exile is an excellent card, and it works so well with Archive Trap. It feels bad to lose access to the best removal spell this deck can hope for. If you need a Fog-like effect, white has access to Holy Day, which is essentially the same. Nature's Claim is better, but Fragmentize is probably good enough and doesn't warrant a color switch. Kitchen Finks is playable in an Esper deck.

White offers good options, too, for the mainboard and the sideboard : Detention Sphere, Esper Charm (can deal with Leyline, cripple your opponent's hand or find more stuff), Blessed Alliance, Stony Silence, Rest in Peace, Leyline of Sanctity...

Green doesn't have much to offer, apart from graveyard recursion. If that's something you seek, I would play Eternal Witness. It doesn't cost you a card and it provides good value.

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