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Maybeboard


I have redone my esper deck to be better equipped for standard. Although many see Deicide as a good card, I think that it will revitalize control, allowing them to destroy decks centered around Purphoros, God of the Forge's trigger ability, Thassa, God of the Sea's brute force, and Xenegos, God of Revels devestating power. Although Athreos, God of Passage has yet to enter the meta, he will likely be less powerful than expected. I honestly Athreos, but Deicide handles all of them. How many I will want mainboard has yet to be decided - possibly only one, with two in the SB.

I have added 1 Obzedat, Ghost Council for extra stability.

I have also taken into account having 1 Jace, Memory Adept, as he can win you a game in 5 turns, as long as you have control over the board. With both him and Elspeth, Sun's Champion out, Its pretty much a game over.

I have broken down All of the cards in this deck into Five major sections: Land Control Tempo & Draw Removal and Win Conditions. Here, all of them are explained

Land:+12 Scry Lands - Although multiple colors means more complexity and riskier chances of land drops, scrying 1 can make a difference. This means that top decking a scry land is more useful than any other land in the long run; they give you options and a more powerful Sphinx's Revelation.

  • 8 Shock lands - Making sure you hit that Turn 4 Verdict can be very clutch and necessary. Almost couldn't survive without them.

  • 2 Mutavault - nothing like doing two damage or blocking a huge trample-less creature with that untapped land. To bad your opponent forgot to calculate that in with combat damage. xD

  • 3 Basic lands - Sometimes you just need some extra consistancy.

Control

  • 3 Thoughtseize - destroying your opponents plays before they get the chance to cast them. Even better than a counter spell. That, and you receive information, allowing you to preplan, and prevent your opponent from curving out all over your face.

  • 3 Dissolve - Just good old counter spell that can prevent Gods or Walkers from hitting the field.

Tempo & Draw

  • 3 Sphinx's Revelation - The steam engine of all UW/Esper/Bant Control decks that give them a good survival rate.

  • 3 Jace, Architect of Thought - Both his +1 and -2 abilities give solid value to this card. Slowing down aggro or refilling the hand is just so useful to control, often saving you from the edge, or allowing you to dig 3 cards deep for that Supreme Verdict.

+2 Azorius Charm - forcing your opponent to redraw that attacking creature is plain frustrating to him/her. Also, if you need lifelink for that attacking AEtherling/Elspeth tokens, to live another turn or two. Lastly, the card cycles in case its other valuable traits are optimal at the moment.

  • 1 AEtherize for that mass tempo, sometimes even forcing your opponent to discard key creatures or combat tricks at the end of their turn, or destroying a field of tokens.

Removal

  • 4 Supreme Verdict - Duh. This card is nuts, allowing you to have immense card advantage with sometimes crazy 3 or 4 for 1s.

  • 3 Hero's Downfall - Walkers or creatures at instant speed? What more can i ask for?

+2 Detention Sphere - Best single target removal of its kind in UW. Gets rid of any non-land permanent (besides itself or other D-Spheres)

  • 1 Devour Flesh - gets around hexproof and is efficient. Just less useful against decks that curve out really fast.

  • 1 Ultimate Price - just an alternative to doomblade, as Black is a huge part of the current meta.

Win Conditions

Walkers

  • 2 Elspeth, Sun's Champion - Tokens, hopefully flying ones >:D

  • 2 Ashiok, Nightmare Weaver - althought some may not agree, this 3 mana planeswalker can shut down decks, consuming the plans of control decks, and taking advantage of aggro decks that are unprepared.

  • 1 Jace, Memory Adept - at most a 4 Turn clock for your opponent. Most likely, You wouldnt want to play him until you have control of the board state, which by that time, your opponent has drawn around 5-10 cards, + the 6-7 they normally start with, leaving somewhere around 45ish cards to mill. There is only one more demoralizing way to lose than mill - that is super fog/Maze's End Decks.

*Creatures * [and its utility)

  • 1 AEtherling - or the thing as i like to call it. Everyone fears it. Even I do.

  • 1 Blood Baron of Vizkopa - the bane of mono black. Nothing like 4/4 Lifelink Pro White and Black.

  • 1 Obzedat, Ghost Council - A nasty 5/5 that gaines you at least 2 life every entrance (4 point life difference).

  • 1 Whip of Erebos - The utility card that keeps your AEtherling and Obzedat from living in the graveyard for long. Nothing like creatures that dont actually die on your side.

Touch my +1 button and I'll Touch yours (;

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Went to FNM and had fun. There was only about 16 or 18 people though, so we only played 3 rounds :(

Regardless, I took First place with 100% win Percentage. Plus my second match opponent (and friend) took 3rd, so it was an all around good night. I Went 6-0 all night.

Round 1: Vs. B/W Extort Deck, 2-0 me.
I had never seen this person at FNM before and didnt know his deck. I play land & pass for two turns, two scry temples, one Temple of Silence and one Temple of Deceit, so my color identity was revealed on turn two. On his turn two he played Blind Obedience and I just chuckled to myself. He eventually starts dropping other extort guys and tithe drinker. I pull out Jace, Architect of Thought Who stalls for ages, eventually allowing me to play a Supreme Verdict. following turn after the verdict, i top deck Blood Baron of Vizkopa, and the game is over quickly.
Game 2, I start off similarly, and he drops two blind obediences, extorting hard. I am sure to see tithe drinker and High priest of pennance, and he gets scared to see a Ratchet Bomb From the sideboard. Soon enough I blow up all 2 drops, getting rid of much of the extort, and I cast Jace again. the turn before Ultimating Jace, i Play Blood Baron. With Jace i play AEtherling, and steal his Blood Baron from our libraries. The game ends soon after that.

Game 2: Vs. Mono Blue Devotion: 2-0 My friend Jimmie just built his deck, and it is his first time playing it at FNM. He was my most troublesome matchup. He also never played against my esper deck. I remove a Thassa, God of the Sea with a turn 2 Thoughtseize, which is key for living. I remove stuff along the way. Soon enough, Master of waves for about 6. Next turn, I verdict. He doesnt come back from that verdict to easily. I draw into blood Baron, but I play elspeth instead so that I could verdict again if need to (I had two more in hand). With the Sun's Champion on board, and him down to 8 life, he conceeds the game and we move on to game 2.
in Game two, Turn one he Pithing Needles Jace, Act. of Thought, while I turn one Thoughtseize another Thassa, which sets him behind, but i see two Nightvale Specters in hand. I let him keep one, and swing with it (Stealing cards.. Grr). the turn after the second Specter hits the field I Detention Sphere, baffeling him. later in the game, he plays a 3rd Nightvale specter. the following turn he Cyclonic Rifts my detention sphere to my hand, and attempts to attack with all 3 nightvale specters, unaware that they have summoning sickness. Next turn he losses all 3 of them (Detention sphere said they were yummy xP ). He plays a 4th specter after, steals a Sphinx's Rev... and my Orzhov Guildgate, and casts it for 3 in responce to me killing specter #4. I remove pithing needle and drop jace. He also drops jace, which i Hero's Downfall immediately. I also kill his AEtherling, and play my own. AEtherling and Whip of Erebos together allow me to come back for good, even after a Rapid Hybridization while i was tapped out.

Game 3: Vs. Boros Aggro: 2-0 I thought that this may be a bad match up, but I got very timely plays. He played Rakdos Cackler, so i couldnt doom blade it. He also gave it madcap skills, and then boros charmed it, dealing me 10 damage in one turn. I was not happy about that. I did Detention Sphere the cackler, and doombladed a precinct captain instead. the 2-for-1 with detention sphere, and my removal led to him running out of gas quickly. Blood Baron ate him for dinner, quickly.
Game 2 was not much different, except just longer, and more verdict-y. T2 Ash Zealot -> Swing, (Doom blade in hand, but 1 mana open since i played scry land). T3 Madcap Skills on the Ash Zealot --> swing.. I say "Thank you" and doomblade gladly and avoid 5 damage, snagging that two-for-1. He does fill the board quickly in two turns. I took some damage, but a verdict kills a lot. Blood Baron (Very active tonight) and AEtherling work together to kill him effortlessly.

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Revision 2 See all

(6 years ago)

+1 AEtherize main
+2 AEtherling main
+2 Ashiok, Nightmare Weaver main
+2 Azorius Charm main
+2 Blood Baron of Vizkopa main
+1 Dark Betrayal maybe
+3 Detention Sphere main
+3 Devour Flesh main
+3 Dissolve main
+2 Drown in Sorrow side
+1 Elixir of Immortality side
+2 Elspeth, Sun's Champion main
+2 Essence Scatter side
+1 Gainsay maybe
+3 Godless Shrine main
+4 Hallowed Fountain main
+3 Hero's Downfall main
+2 Island main
+3 Jace, Architect of Thought main
+1 Jace, Memory Adept main
and 72 other change(s)
Date added 10 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

14 - 0 Mythic Rares

32 - 5 Rares

7 - 1 Uncommons

4 - 10 Commons

Cards 60
Avg. CMC 3.40
Tokens Emblem Elspeth, Sun's Champion, Soldier 1/1 W
Folders esper ideas, MTG decks
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