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Mystical Teachings Discussion
1 day ago
I like your list. Basically i like everything that spins around zombies. I made my own list
Commander / EDH*
and that's how i stumbled on yours.
I am playing more lands than you, the reason being that they get punished a lot on my playgroup ( Terastodons with emphasis on plural). Just in case you go up against something similar you could try sqeezing a Crucible of Worlds. Perhaps you could also benefit from a Nykthos, Shrine to Nyx.
Decree of Pain is another card i can recommend. You get to replenish your hand and as you already said so yourself about board wipes, with Vengeful Dead and Plague Belcher it hurts them more than you.
Finally since you rely on a couple of counters to protect your important assets, a decent solution is Mystical Teachings to help you tutor them in instant speed. or it can fetch Teferi, Mage of Zhalfir if you finally decide to include him.
1 week ago
Thanks for the comment. I like it a lot, Torrential Gearhulk is incredibly strong in this deck. You can tutor him up with Mystical Teachings and it can do some neat stuff like block, kill a couple of creatures (flashbacking a Path to Exile or a Fatal Push) and still survive, while acting as a win condition. It's pretty fragile but i tend to use him when my opponent is in top-deck mode. Usually in that scenario you should have a hand full of counters to protect him, or even a semi-lock with Spell Burst, which is pretty strong. Of course Snapcaster Mage is cheaper and overall better, but i like the way the Gearhulk can help you "turn the corner" in this deck. Dragonlord Ojutai is a very strong win-con too, but i dont like to tap out, i love the idea of playing a deck with mostly istant speed spells.
3 weeks ago
Correct me if I'm wrong but, I don't think you can have Mystical Teachings in this deck because Black would be considered part of it's color identity.
3 weeks ago
With a name like that, I was hoping it was Mystical Teachings.
So, not a fan of your walker line up? Gideon Jura is OK...ish. I would rather play Gideon, Ally of Zendikar though, as the ability to flood the board and have an attacker is good. Plus emblem makes Souls tokens much more threatening. Jace, Architect of Thought has always felt a bit lackluster, especially in a meta where going tall is better than going wide. Liliana of the Veil is also just eh in a control deck, where you want to hold up your cards. Liliana, the Last Hope is IMO better. Able to kill stuff, recurr snappies and her ult is a game winner.
I would also max collonade before I played vents.
1 month 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
1 month ago
Sorry about the delay, I wanted to devote some time to this.
So the first thing that stands out is that you're really missing a direction for the deck. You have a bit of everything going on, which means that you're not really strong in any area. First off, you need to figure out what kind of deck you want to build and then focus your card selection from there.
Also, I want to touch on a few points regarding deck building choices:
Cards like Blade of Selves aren't good with legendary creatures, which is the vast majority of your creature base. The second you make a copy of them, all but one of those copies are sent to the graveyard as a state based action. On top of that, most of your legendary creatures have static abilities, meaning that you won't get any benefit from making copies. At least if you used ETB creatures like Venser, Shaper Savant you'd get the triggers.
Running Zur the Enchanter with only a few targets seems like a waste of a slot. Zur can be super powerful as commander and good in the deck, but he is a build around card.
A really big one (and one I see a lot) is that life gain for the sake of life gain doesn't achieve anything. While a bit of extra life can be helpful, unless it's as a side note (see Selvala, Explorer Returned) or one of a few things a card does (see Deathrite Shaman) then it's not worth a card slot. And if you're going to run life gain effects, try to run stuff to capitalise on it. You have Serra Avatar but what about Aetherflux Reservoir, Felidar Sovereign, Test of Endurance? all these can help provide the deck with a win condition.
As for using Oloro specifically for your commander:
A common strategy is to play pillow fort with a bunch of "win the game" effects like the aforementioned Felidar Sovereign and Test of Endurance. There's also infinite mana outlets like Deadeye Navigator/Eldrazi Displacer and Palinchron/Peregrine Drake which then can be used to Exsanguinate/Blue Sun's Zenith your opponents. Or you can Sanguine Bond + Exquisite Blood combo. There's also redundancy in the combo by using pieces lie Vizkopa Guildmage.
Your counterspell/removal suite is a bit lacking. There's not much point in running so few counterspells - I would recommend either increasing the number or cutting them completely. Also, Disrupt seems too niche for your deck. Render Silent, Arcane Denial, Dissipate, Void Shatter, Swan Song are all really solid options. Removal wise, you're in the best colours in the game so you should take advantage of that. Utter End, Anguished Unmaking, Swords to Plowshares, Return to Dust, Cyclonic Rift, Reality Shift, etc. are all really good.
I would also recommend additional card advantage. You have cards like Phyrexian Arena, aforementioned Blue Sun's Zenith, Diabolic Tutor, Mystical Teachings will all increase the throughput of the deck.
While some of this is generic, some of this advice is also deck specific. I would recommend having a think about how you want to win with the deck and then I can help suggest some more specific cards.
1 month ago
ibstudent2200: That puts you at a whopping 27 land, though. Without strong card filtering you will flood out sometimes.
I'd consider cutting the Radiant Fountains for some more situational targets for Mystical Teachings. The best thing about tutors is they let you run sinlgletons of narrow cards like Blue Elemental Blast and then you can tutor whatever fits the current situation best without always drawing them when they don't apply.