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*COMPETITIVE* Esper Second Sun

Standard Control W/U/B (Esper)




Hey everyone, as a religious control player I can tell you I am really excited for this standard block. With the amount of removal we have from single target Grasp of Darkness / Fatal Push to mass removal Fumigate / Flaying Tendrils , control has a huge presence. Win conditions are normally the name of the game with magic, unless you remember the winless condition azorious control back in the day in theros, and with this deck there is one very crazy win condition that can win turn 9. Approach of the Second Sun is our win condition. Basically, the deck runs counter spells, such as Disallow / Void Shatter / Censor , removal, like stated above, and card draw. Glimmer of Genius has always been a good card, but with the addition of Pull from Tomorrow , this deck can draw into its combo and then redraw into in in a quick two turn sequence. Now this deck is of course still in testing, and may be updated accordingly, but until then enjoy the deck and let me know what you think.



dankmim says... #1

Rest in disharmony, Reflector Mage, for you will not be missed.

May 5, 2017 1:17 a.m.

iambitter says... #2

Haha that is true Dankmim.

May 5, 2017 1:19 a.m.

At first glance and after a few playtests, the mana base seems shaky; mainly the interaction between reveal lands and battle lands, where if you play one then the other comes in tapped etc. Playing off-curve from tap-lands usually isn't where a deck like this wants to be. In my opinion, you're better off without the cycle lands and reveal lands and with the fast land and more basics to facilitate battle lands. Something like:

4x Concealed Courtyard

4x Aether Hub

4x Sunken Hollow

4x Prairie Stream

2x Shambling Vent

4x Island

4x Swamp

From experience playing Esper Control variants last format, I can tell you that hitting BB for Grasp turn 2 and UU for Disallow turn 3 is going to be difficult unless you go straight U/B (not an option for this deck for obvious reasons lol). In addition it's tough to use Aether Hubs in non-red control decks because you don't have access to extra energy until turn 4 at the earliest unless you run Aether Meltdown.

Anyway, if you change the mana base, it should free up the plays you can make in the early turns. To facilitate the change I'd recommend going up to 4 Censor and finding some room for Cast Out; they're both just too good not to play, and can cycle to help you find the things you want. Maybe try dropping both the Disallows for them? Hope it helps!

May 5, 2017 7:35 p.m.

iambitter says... #4

Thanks man I'm gonna try it tonight

May 5, 2017 8:23 p.m.

sagramore says... #5

Hey I'm really interested in putting a Second Sun deck together - do you have any thoughts on modifying this deck after XLN release and the rotation of the older blocks out of the format?

September 23, 2017 8:19 p.m.

Losing Blessed Alliance is rough, but Settle the Wreckage is a great new tool for this deck post-rotation. The addition of Spell Pierce will making fighting other control decks easier, though it might cause problems if UB pirates or Temur energy run it against you

September 25, 2017 3:18 p.m.

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Compare to inventory
Date added 6 months
Last updated 6 months
Exclude colors RG
Splash colors B

This deck is Standard legal.

Cards 60
Avg. CMC 3.29
Folders Maybe build
Views 980