Sideboard

Enchantment (4)

Sorcery (3)

Creature (5)

Planeswalker (2)

Instant (1)


Here is the current esper list I am trying out. WAR added some very fun things to play with for esper, and it certainly is seated as the boogeyman in magic right now. If it aint broke, don't fix it applies a bit to the list but there are some serious tools that must get some attention.

Teferi, Time Raveler is the 3 drop threat esper has needed. Kaya, Orzhov Usurper never seemed strong enough, and Karn puts a bit of stress at 4 mana. Teferi, Time Reveler will win a control matchup if unanswered, and is not completely dead against creature decks. He can bounce a creature to slow the opponent down and net you a card, or bounce it to be countered later. Making all of our instants uncounterable is too good to pass up. I am debating adding 1 or 2 more to the board to bring in for the control matchups.

There is no reason for anybody running u/w to pack negates anymore. Dovin's Veto is excellent. It gives esper that much more of an edge as a draw/go style deck that no other colors can match.

Liliana, Dreadhorde General has been about what I expected. She will win the game if unanswered, but if you are at the point in a game where she resolved you have already won anyway most likely.

For me, Ugin, the Ineffable has been the better card. Blasting away basically any threat with his minus and filling the same +1 roll as liliana. I have not had much testing against green, but I would imaging liliana would do better as her minus can hit good ol Carny T. For now I will keep 1 of each. They both fill the alternate win roll Karn, Scion of Urza had much better.

In the board Prison Realm is a back breaker against grixis. Grixis still has no way of dealing with enchants in the mid game and prison realm fits the bill. It lets us scry for better advantage and most importantly lands on turn 3. Trading the versatility of Ixalan's Binding for the ability to hit a Thief of Sanity on curve I think is worth it.

Narset, Parter of Veils is an interesting card. She is excellent in the mirror and against most u/x decks in general. She generates a bit of card advantage while denying the opponent any. I would like to add another to the board, perhaps removing hostage taker.

Oath to Kaya is an interesting card to me. Its versatility against the red decks is nice and helps us stabilize to our big stuff. I am not 100% sold on it though and will need more testing. It has helped most in the gruul beater decks, but definitely falls off the more midrangy they get.

Eldest Reborn is still excellent against Grixis and always comes in for them. I have had mixed results bringing it in for the mirror. Mortify is so versatile but, free casting a teferi or ugin from the grave is a game winner.

Thief of Sanity comes in against any grindy matchup after they presumably side out a lot of removal. It will eat Vraska's Contempt and counterspells and if left unchecked will win the game by itself. I am beginning to favor only bringing it in on the play, as a lot of grindy decks have thieves of their own and I have found it better to keep in versatile removal to ensure their thieves get answered.

I will continue to update the deck as my play continues.

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Playing Bo3 Ladder on MTG Arena

grixis control 2-0 grixis midrange 2-1 Grixis Control 2-1 Grixis Midrange 1-2 RDW 2-0 Sultai Midrange 2-1 Esper Control 2-1 Esper Midrange 2-0 RDW 2-1 Boros Midrange 2-0 Mono Green Stompy 2-1 Gruul Midrange 2-1 Mono Blue Agro 2-0

Grixis

Game 1 Matchup seems good. We are way better at draw go, and a lot of their removal is dead vs just a few walkers. When it is not dead, we are generating card advantage from Liliana, Dreadhorde General or Ugin, the Ineffable.

Board games On the play, +4 Thief of Sanity +2 Duress +2 Narset, Parter of Veils +2 Prison Realm

-2 Cry of the Carnarium -3 Kaya's Wrath -2 Cast Down -1 Teferi, Hero of Dominaria -1 teferi, time reveler

Thief is much better on the play than not. A turn 3 unanswered thief will win the game by himself. We also bring in narset to cancel their draw spells and find the cards we want. Grixis still doesnt have a good answer to enchantment removal so we bring in the prison realms. Realms hit all of Grixis' major threats and lets us scry. Our game plan is to disrupt hand enough and resolve a turn 3 thief, or hold up counter magic/removal for their thief. If the thief beats don't work out we have answers for their threats until we flip azcanta for advantage, or resolve a walker with counter back up.

On the draw +2 Thief of Sanity +3 Duress +2 Narset, Parter of Veils +2 Prison Realm +1 Eldest Reborn -2 Cry of the Carnarium -3 Kaya's Wrath -2 Cast Down -1 Teferi, Hero of Dominaria -1 teferi, time reveler Similar to the other matchup, but we cut 2 thiefs for an eldest and another duress. We need to play more reactive this game since they can resolve the turn 3 thief. Their curve is also disgusting and we need to make sure our answers are ready.

Esper Control

Game 1 Ahhh the Mirror. Lots of brews going around. Game 1 is a bit of a toss up. This list has a more diverse threat pool than some running liliana and ugin. Basically whoever resolves their walker, or flips an azscanta first and untaps wins game 1.

Board games +3 Duress +4 Thief of Sanity +2 Narset, Parter of Veils -2 Cast Down -2 Cry of the Carnarium -3 Kaya's Wrath

On the play, we have a similar game plan as we do against grixis. Disrupt hand, play Azscanta, or Thief on curve if possible, then go to town. If not, you can save an azscanta to bait out counterspells, or play a thief with protection. Try to use disruption to create an opening to resolve thief, or a walker, and win. Narset, and Teferi, Time Raveler are very very strong here. Eliminating their ability to counter, or draw cards while generating your own advantage will win most matchups. On the draw, everything still pretty much applies, except we are more reactive. The most proactive you can be is with hand disruption, but if you thought erasure on 4 mana without a veto, they might have 2 playable threats next turn and then you are out of luck. Best to always keep some form of counter removal, available to deal with their threats before you untap.

RDW

Game 1 This and white weenies are why we almost always mulligan a hand with no interaction. RDW nuts will generally win game 1. We do have tools though to win, and RDW nuts does not hit super often. Cry wipes away all the besky creatures. Blast Zone also hits a lot of their creatures on drop. We have cast downs and mortifies to keep them at bay and absorbs to keep us alive. We just have to survive the initial assault to win.

Board Games +1 Moment of Craving +1 Oath of Kaya +2 Prison Realm -2 Search for Azcanta  Flip -1 Chemister's Insight -1 Teferi, Hero of Dominaria

Moment and oath are early life gaining removal, and prison realm is just more early game removal. We survive the first 4 turns and we generally make it home.

Mono Green Stompy/Gruul Midrange

Both of these decks have pretty terrifying draws. Our game plan against both is pretty similar though. Just answer what we can and resolve our stuff. We want to try to save our single target removal as long as possible and deal with their stuff with board wipes. Single removal can be used to protect our teferi's win they land. Gruul has domri who can take over if left unanswered too. Very Scary, but still very winnable.

Board Games +2 Prison Realm +1 Oath of Kaya +4 Thief of Sanity +1 Eldest Reborn -2 Search for Azcanta  Flip -2 Cry of the Carnarium -1 Teferi, Time Reveler -1 Chemister's Insight vs Gruul -2 Thought Erasure vs Stompy -2 Dovin's Veto

We bring in more removal, and value cards. Thief wins on curve on play or draw if unanswered. Search is a bit too slow and Cry of the carnarium doesn't seem to hit a lot of their threats. Teferi, time reveler doesn't really do much and chemisters is not what you want to see staring down a full board. Gruul we keep in veto because of their planeswalkers. Stompy we keep in thought erasure because they don't have the walkers.

Sultai Midrange

Game 1 This game is quite the grind fest. They are the only midrange deck that keeps up in card advantage. Our goal is to use a board wipe to stabilize, then get a walker with some single target removal for protection. They are usually slow enough to wait on a board wipe, but sometimes you need to nuke down all those nasty value creatures. We survive till a walker lands and then win.

Board Games

+2 Narset, Parter of Veils +4 Thief of Sanity +1 Hostage Taker -2 Cry of the Carnarium -1 Teferi, Hero of Dominaria -4 Thought Erasure

All of our board cards effect the big bad jellyfish in some way. Narset turns it off and generates us a bit of advantage, Thief of sanity forces them to play a weak jelly, or we get to steal it, and Hostage taker straight up steals it for us. Cry again doesnt hit enough stuff, teferi is not very good when behind on board and we are a little worried of unmorred ego so we diversify the threats. Thought erasure doesn't really do enough here, because of all the recursion they have.

White Weenies

Game 1 This is the main reason cry is in the main board. Their board gets out of control fast. We need to ensure luxodon doesnt land, and that banalia doesnt make huge knights and cry cares not for indestructible. White weenies will either blow their load early and we wipe them away, or they play it a bit slow and we can wait it out and resolve our threats.

Board Games

+2 Prison Realm +1 Moment of Craving +1 Oath of Kaya -1 Chemister's Insight -2 Search for Azcanta  Flip -1 Teferi, Hero of Dominaria

We being in the enchant removal to deal with besky indestructible creatures as well as moment for the same purpose. Oath helps us survive till the big walkers come out. My favorite play here is playing Teferi, Time Raveler and then casting an instant speed Cry of the carnarium. This deck is similar to RDW in that sometimes it just gets there and you cant do anything. I think the matchup is a bit better here.

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Date added 4 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 0 Mythic Rares

38 - 6 Rares

16 - 5 Uncommons

0 - 4 Commons

Cards 60
Avg. CMC 3.38
Tokens Emblem Teferi, Hero of Dominaria, Spirit 2/2 C, Zombie 2/2 B
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