Choose one —
- Destroy target enchantment.
- Draw two cards.
- Target player discards two cards.
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Shards of Alara (ALA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Esper Charm occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Esper Charm Discussion
1 month ago
Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.
Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.
Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.
Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.
So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.
As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.
2 months ago
Now, if cEDH is the way this deck is pushing I would also get other pieces to make it faster. What I mean is, something like Linvala, Keeper of Silence is really good, but if the plan is to cast in turn 4 it might be way too late. I would cut stuff that is either too narrow, too mana intensive or too inconsistent or unreliable, like Sun Titan, Dimir Doppelganger, Mirage Mirror and Unmake. Strangely enough, by my experience Cryptic Command is too expensive and hard to cast most of the time, specially with 3 colours!
In exchange I would add fast mana like Mana Vault, Grim Monolith and Chrome Mox. And other staples like Windfall and Timetwister (availability or budget permitting). Casting a Windfall on turn 1 with 3 or 4 mana on the battlefield is bonkers! Or with a Narset, Parter of Veils!
As a final note, I would consider switching the most expensive ways to draw cards and add some cheaper ones. Like switching Esper Charm and Sphinx's Revelation for Ponder, Preordain and/or Brainstorm.
9 months ago
Hey dude, looking great so far. However, I think there should be a bit more card draw, and since you are self milling, getting the land drops you need could make your mid to late game difficult. Here are some suggestions:
Phyrexian Arena - this is a great engine for card draw (2 cards every turn is huge) Esper Charm - Great versatility, card draw when needed. Diabolic Intent - Great tutor for your deck that fits theme and can sac small zombies. Phyrexian Altar - Works well with the effects of other zombie triggers and creates mana fixing/ramp when needed Crucible of Worlds - This is a great card as you can tutor it, cheap cost, and play ALL discarded/milled lands from your graveyard. Graf Harvest - One drop that gives all zombies menace and creation of zombies mid game. Crypt of Agadeem -This land is super OP in your deck as most creatures you have are black. Terramorphic Expanse - land tutors are good for 3 colors IMO. Fetid Pools - card draw through cycling and mana base. Dark Salvation - awesome effect and single target creature removal as well.
10 months ago
I’ll try to let the cards mostly speak for themselves.
Fact or Fiction - pick your poison.
Risk Factor - now or later?
Increasing Vengeance - nothing if not excessive.
Path to Exile - Certainty.
Esper Charm - options.
NA - no planeswalker in these colors other than like Urza but that’s kinda cheating and not accurate.
10 months ago
@abbatromebone I won't lie, the deck is still fairly close in structure as it used to be 4 years ago. The manabase is almost the exact same and will 100% change in that direction. Veto, spell pierce are the next in line with Archmage's Charm being considered (although very taxing on the manabase, will probably end up as Esper Charm 2-3).
Thanks a lot! :)
1 year ago
1 year ago
In testing I've found the mana with my current landbase to hit Archmage's Charm enough of the time to warrant further testing. I'm only running one copy atm because I think Esper Charm is better, but because of Snapcaster Mage , Search for Azcanta Flip, and Narset, Parter of Veils making it easy to find and double up on singletons, I want to continue testing with one copy just to see how it plays out in more actual matches.