|Commander / EDH||Legal|
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|Alara Reborn (ARB)||Common|
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Artifact Creature — Vedalken Wizard
As long as you control another multicolored permanent, Esper Stormblade gets +1/+1 and has flying.
Esper Stormblade Discussion
2 months ago
6 months ago
So, I'd start by cutting three lands again, adding more ramp sources, and adding card draw.
Card draw options: Mentor of the Meek , Rhystic Study , Book of Rass , Jace Beleren , and Skullclamp are all decent options. Group-hug options that are affordable include Kami of the Crescent Moon , Well of Ideas , and Dictate of Kruphix .
Cards to cut: Era of Innovation , Court Homunculus , Aethersphere Harvester , Esper Stormblade , Porcelain Legionnaire , Windwright Mage , and probably a bunch of other of your low-curve creatures. They just don't do enough to warrant a slot in EDH, really. You'll want to get out as much bang for your buck for each creature you pack into the deck.
You need some kind of focus for this deck, too. What do you want to do? How do you want to win?
7 months ago
1 year ago
@yugo0075Civic Saber is something I missed and might include, as it's a cheaper drop than the lady, and works towards the sideways turn ways of our deck. I might exchange the two... My only worry is that it not being multicolor might be a mana problem with pillar and zigg, but fine with the others. I'll give it a few tests.
The Esper Stormblade cycle, while perfect for this deck, is more aggressive than I want for this one. There's a shell out there that plays all those guys and bloom, but this isn't it, as bloom isn't multicolored, and I don't need ramp in this deck as much as recursive effects.
The main goal of this deck is to not care about removal, while also playing beefy multicolored (after lady and saber now) threats that need removal.
Those cards are good for fast aggressive curves, but this is more midrangey.
I really appreciate the suggestions though!
1 year ago
1 year ago
Yeah, I guess something must be missing from a sentence like this ;) "Before to start, i would like to remind few things, i learnt some changes from about some changes from , and totally change some strategies/sinergy from ." Whatever you learned, I hope it is useful.
I guess you learned something about manabase, since you've changed a bunch of lands. Looks a lot better now.
My points, made simple:
You play a lot of cards with extra options. Those extra options comes at a mana-cost. That cost makes the cards weaker than cards with a similar, but more limited, effect. Examples: Crackleburr has roughly the same effect as Lightning Bolt, but look at the cost: 3 mana to play Crackleburr, wait for next turn, then you need 2 other creatures in play (to tap for activation cost), and another 2 mana, before you get your first Lightning Bolt out of Crackleburr. Oh, but Crackleburr has an Unsummon option too. Yes, at the same, very high cost. 5 mana for the first Unsummon, and you need Crackleburr to be tapped to play this. You have so many options with Crackleburr, but paying them is a challenge (and since it has 2 toughness, it is easy for opponents with boring removal cards to simply kill it). And most likely, your deck will simply be better for bringing 4 Lightning Bolt instead of Crackleburr.
Anything that says "opponent chooses" in one form or another, is a card you should read as if you always get the worst option on. You might occasionally meet an opponent, who'll give you the choice that's best for you by mistake, but you should never assume that your opponent is stupid enough to help you.
Have you heard the term "win-more" used to describe cards? If not, it describes cards that are only good when you are already in a winning position, but which are incapable of helping you if your opponent has the upper hand. Pain Magnification is such a card. It is only good when you are so far ahead of your opponent, that you can deal 3 damage at will. In this deck, 3 damage is either from Slagstorm or from attacking creatures.
Early pressure is not made by a single aggro card. You have to follow up with more, right away. I mean... do you seriously think that anybody plays a deck, that can't either handle 4 damage, or a creature with toughness 3 in the early part of the game? Esper Stormblade looks like it supports this strategy a bit more. Early pressure, at least the way I understand it, is when you have enough of those low-costed threats to overwhelm the cards any opponent might bring to survive early game.
1 year ago
I'd like to see how this deck works with Eye of the Storm haha.
Remember: Jund Charm/Abzan Charm/Trap Essence/Reap What Is Sown each give 5 counters.
The trick is to find spells that provide the highest counters per mana ratio.
Reap What Is Sown provides 5 counters per 3 mana (5/3 = 1.67). Not bad!
There's also hybrid mana! Bioshift ... (2/1 = 2.0).
Fate Transfer is better functionally.
There's a cycle of creatures that each give 3 counters per 2 mana, like Esper Stormblade.
Don't forget Crystallization! And enchantments like Evolutionary Escalation.
There's so much you can do with Ramos.
2 years ago
Well I'd have to start including all colors of basic lands with those tutors, so I probably wont since that becomes even more clunky. Every card pretty much requires entirely different colors, so having lands that produce 3+ colors feels a whole lot more consistent than having to tutor for untapped basics. The only turn thats almost mandatory to have all untapped lands is turn 2. On the suggestions Rhox War Monk was replaced by Behemoth Sledge, Woolly seems possible, but still feels lackluster. Gargoyle and Jenara doesnt come close to Mantis Rider or Esper Stormblade for their roles. Thanks for your time.
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