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11 hours ago
Silverdrake Wow thank you for this feedback and your effort. I like how you explane all of your sugestions. I understand the thing with the hardcounters and i will try this with Supreme Will and Spell Snare. I also like Opt over Serum Visions even more with the "reale" counterspells. And second Search for azcanta i have to include i think.
The thing with Monastery Mentor is that i complete understand what you say but it a card that i want to try out so munch that i decied to play him to test out. But i can imange that he have to go after playing with the deck.
After i see how the manabase work i can imagen to play other two color spells then just blacks.
With my meta it's not that easy becuse i play at different places with different metas.
22 hours ago
Hey, consider Guttersnipe for the sideboard? I suggest this because he's just bad in aggro/midrange matchups because he can't target creatures. In control matchups he could be good because every time you cast a counterspell/discard spell/draw spell he then deals damage to opponent. Snipe is also a creature to attack with which is good for games 2 and 3 in control matchups because a majority of your opponent's creature removal will be taken out. Consider moving Snipe to the sideboard for four more lands?
22 lands is low for a control deck. Control wants to make it's land drops each turn because you want to get to a point where you can cast more than one spell a turn and the best way you do this is make your land drops each turn. 26 lands is the norm for a control deck. More land is also good to get to five mana for Gilded Lotus and seven mana to be able to flip Nicol Bolas, the Ravager Flip. Consider Aether Hub?
I see a lot of cards you have to tap out for to play. If you're willing to tap out for some many cards then consider adding more Gilded Lotus? With Lotus if you tap out for it you can still use it to play Disallow or another counterspell. This makes playing Lotus much less risky for control. It's still risky because of Abrade in Standard, but the payoff of Lotus is worth it if it doesn't get Abraded.
More Lotus also gets you closer to seven mana to flip Nicol Bolas, the Ravager Flip which seems strong. More Lotus also lets you better protect Bolas turn six. Turn five play Lotus, turn six play Bolas with Negate or Disallow or both protection, turn seven flip Bolas with protection.
Control wants more draw. Pull from Tomorrow is good, but it's a late game draw spell you also want a mid game draw spell such as Glimmer of Genius. A mid game draw spell lets you better set-up for the late game, where control performs best. Consider Glimmer and Hub? Hub is great for three color manabases and Glimmer can power Hub with energy. Another option for Snipe is play low mana cost draw such as Opt and Anticipate.
I worry there's not enough early game creature removal here and as a result you'll get wrecked by aggro. Consider main deck Abrade and Magma Spray? These two red removal spells are two of the best in Standard. Spray especially because it can exile Scrapheap Scrounger. He's such a pain in the ass for control to deal with without exile. Abrade is early game creature removal or mid/late game artifact removal. Abrade is versatile, that's the reason to play it. Consider main deck 4x Abrade, 3x Spray, 2x Cast Down as early game removal spells? I also like Unlicensed Disintegration it's a strong removal spell in Standard.
For the sideboard consider Sweltering Suns and Hour of Devastation? Suns for aggro matchups and Hour for midrange matchups. Also for the sideboard consider more Negate, Duress, Doomfall and Arguel's Blood Fast Flip? These four cards are some of your best options for control matchups. You want to be able to cut all your main deck creature removal for control matchups and replace them with low mana cost sideboard cards that can give you some advantage vs control.
Good luck with your deck.
1 day ago
Also, rather than playing Vexing Devil you should play Nivmagus Elemental. It fits much better in the deck, the buff it gets from exiling is permanent which is really nice, and it can eat copies of Storm spells like Ground Rift to get a huge buff for very few cards.
1 day ago
Hey there, I've been playing Esper control on and off for the past couple years (playing Azorius when I get tired of Esper) and I've got a couple suggestions.
For counterspells, Remand is a great card and at first it feels like an awesome control card, but in practice it plays as much more of a tempo piece than an actual control spell. You may be better off running something that actually deals with the threat (putting it in the graveyard) rather than just delaying the inevitable, like Spell Snare. Supreme Will is another option you might want to try 1-2 of. Not playing any double blue does shut you out of some of the most powerful countermagic like Disallow, Cryptic Command, and Logic Knot, so I'd recommend you reconsider that bit of your gameplan, but know that you do have better options than Remand even if you decide to stick with only single blue cards. In terms of number, I'd say 5-10 is the range you should shoot for, but the actual sweet spot is up to you to determine.
For card advantage, I'd agree that a second Search for Azcanta Flip is the right choice. Note that even if you draw both, the flip ability is a 'may' effect, so you can flip one, then play the second and not flip it so you can keep the effects of both. I'd also suggest trading the Serum Visions for Opts. Serum Visions is similar to Remand in that it's a very powerful card, but it fits best in a different kind of deck - you don't need to fix your draws for a combo piece nearly so much as you need to hold up mana for counters and removal, so the instant speed part of Opt becomes relevant. Lastly, as I already mentioned, Supreme Will is an often overlooked modal spell that does excellent work digging for an answer or win condition when you need one.
Now for my personal thoughts - 9 Planeswalkers + 4 Lingering Souls + 2 Monastery Mentor = 15 non-control cards. Admittedly they do have some control elements to them, but even so dedicating a quarter of your deck to what is essentially just win conditions is something you're likely going to struggle with in a control deck. You're going to find too often you have a handful of cards that can help win the game once your in control, but no cards to stop your opponent from completely taking over. I'd recommend you cut to at most 7 Planeswalkers + 4 Lingering Souls. Monastery Mentor fits in the same category as Remand and Serum Visions in that it's powerful, but a control deck isn't necessarily the right home for it. It fits much cleaner in a straight tempo deck.
Now, keep in mind this is all just my opinions and you're free to build your deck however you like. They are, however, well informed and experienced opinions.If I had to make a loose recommendation I'd say you should cut 3x Remand, 4x Serum Visions, 1x Liliana of the Veil, 1x Jace, Vryn's Prodigy Flip, and 2x Monastery Mentor to replace them with 2x Spell Snare, 2x Supreme Will, 4x Opt, 2x Damnation, and 1x Thoughtseize.
Sideboard is, as you said, very meta dependant. If you let me know what your meta is like I can help with that too
1 day ago
And after a few more playtests with Negate I went with 2 of them. You really don't want to draw them mid to endgame when opponent has no cards in hand and they are useless vs creature heavy and control spell heavy decks.
I also did some runs with Helm of the Host, Sigiled Sword of Valeron and Forebear's Blade: The 3 drops are great to play 1 turn before a Bogle enters and the Helmet just wins stalemates. I would run those over Cartouche of Ambition any day as the cartouche sucks... I always end up playing the other 2 cartouches first. Also drawing 3-4 Cartouche's is instant loss.
And I sideboarded Knight of Malice for free wins against white. ( Seeing many cat / lifegain / angel decks )
And finally I added 4x Evolving Wilds for obvious reasons.
2 days ago
Yep, I've been playing this on MTGO ("Just for Fun" room) for a few months now with various tweaks. It's not going to be Tier 1 or anything but it does pretty well and is awfully fun. I can't stress how big of an upgrade Vine Mare was, though. The deck is so much better with it as our centerpiece.
Glad you like the deck!
I've found there to be enough targets that I'm never unhappy with Negate. Virtually every deck runs some number of important noncreature spells and I like to be ready for them. It's possible that Syncopate is a better option in this slot but we're not a true Control deck so I don't want to have to leave too much mana open.
The Eldest Reborn is an interesting thought. Rise from the Grave would likely be better for us (Liliana, Death's Majesty does this effect best, she'd just explode the budget). We already have Trial of Ambition as our edict effect and we really can't afford to wait 2 turns to get a Bogle back, if that's what we're doing with 5 mana. With 12 cards in our deck that do literally nothing until we get a Bogle down, speed is our priority. That said, I'd rather just double-down on the counterspells to force a Bogle through since we're already in Blue.
I tried Trial of Knowledge way back when I was first putting this deck together and I really didn't have much success with it. It's just too darn clunky, plus it's hard to make room for card advantage without going down something important like our control suite or auras. Opt is unassuming but it's felt like the right balance between card filtering and efficiency for our purposes. That said, Anticipate is back in the format and I haven't given it a try yet so maybe that would be better. Either way, it's very important to filter at instant speed so we can keep up our countermagic.
In any case, good luck with your brewing! Let me know if you find a recombination that hums.
3 days ago
I have seen it said before, but I want to question your win-condition as a deck under the "Competitive Hub".
Bruna, Light of Alabaster is a very good "pub-stomp" commander. I am sure you can understand why, it is really good at pumping out damage once you deck has the ramp and enchantments to pull it off. Good card draw or tutoring allows you to pump it up with 2-3 enchantents that get it to one-shot opponents. That wins in three turns!
I think I should break that down just a bit. You need 2-3 cards additional to the commander, and for the sake of arguement, I will say 2. Battle Mastery + Corrupted Conscience for example, given you only have a few other 2 card "combos" with you commander, this one is the cheapest. All together it would cost mana, but your commander really makes that mana and a combat step uninterrupted. Honestly, winning with 2 cards additional to the commander that costs 6 mana outside of green isn't great, but given you can tutor them up well, which you can to some extent as the cards you need are aura enchantments and you are in white.
Truely, this is wrong though. Intuition and Three Dreams are one-card combos with your commander, sadly your commander can't cheat their costs, so if we take Intuition with Bruna, Light of Alabaster, it costs 9 mana, and it one-shots a player per turn.
Per turn is the issue though. A 3 turn win (killing one opponents a turn) leads to 6 turns your opponents have to answer an unprotected body (no hexproof nor any indestructible type effects). 6 turns is forever in cEDH, and since you run so much of your deck as useless enchantments (outside of combat win), it is simply not likely you can counter everything your opponents through at you.
This is why I question your win-condition.
The thing is, a control deck isn't just trying to win. It needs an absurd amount of card draw and cheap answers to stop every attempt at dropping a stax lock or combo finisher. Every Dark Confidant, Trinisphere, and Food Chain needs a Swords to Plowshares, Chain of Vapor, and Swan Song respectively. You don't have the luxury of running just 20 answers for the 20 threats in each opponents deck, you need 60 answers for the 20 threats in each of 3 of your opponents deck. 60 cards that are simply answers won't do the trick either, you are drawing one card a turn, your opponents (collectively) draw 3 a turn. EDH is a game that every player is at a statistical disadvantage.
So run multple answers in each card Grasp of Fate all the Dark Confidant, Trinisphere, and Food Chain all at once. Windfall a new hand of answers, Timetwister back your answers, and draw a new hand. Brainstorm, Ponder, Preordain, Opt, Impulse, Serum Visions and cantrip your way to the right answers for the situation at hand.
You actually have what I would normally say is the next point, prematurely answering threats. Armageddon can wipe a hand out of the game, if your opponents can's cast the cards in their hands, they might as well not have it. Cataclysm is similar, for obvious reasons, and so is Ravages of War, a card I would greatly recommend.
To get more value out of these effects, you need another tutor like Personal Tutor is a great way to find a land-swipe effect, I also suggest better card draw like Timetwister, Time Spiral, Manifold Insights, Treasure Cruise, Dig Through Time, etc.
Cheap answers like Chain of Vapor, Fragmentize, Mental Misstep, Delay, Mindbreak Trap, Rapid Hybridization, Pongify, Into the Roil, Blink of an Eye, Grafdigger's Cage, and other such answers are the best thing to have a ton of. They are blowouts early-game, useful tempo boosts mid-game, and still relevent late game. Being able to have a card for every threat means spending more cards on ramping is unrealistic at best, but running a deck very low to the ground is incredibly useful, pretty much every cEDH control deck is either stax-hybrid control, or straight 1-2 mana answers, some sweepers, and 1-3 mana card draw.
To end all of this, I would recommend greatly changing this deck, or dropping the "Competitive" tag, it is misleading as-is.
I also want you to know, QKNARWHAL, that I mean no disrespect to you or your deck-building capabilities, I do not think that this deck is a bad deck, simply not competitive. A previous user, Podkomorka had showed similar thoughts to mine, yet did not explain them. Podkomorka also was not mentioned or responded to in further posts, which I hope will not be done to myself.
Thanks for reading! - SynergyBuild (I'll toss you an upvote on the way out)
4 days ago
You forgot your cantrips to trigger prowess! Serum Visions, Opt, Sleight of Hand. Also it's worth considering 2-3 Spell Pierce to disrupt people playing Anger of the Gods, planeswalkers, Maelstrom Pulse, snapcaster mage into removal spell, etc.
Grim Lavamancer is also amazing.