Sideboard


This is my build of Esper Draw-go. This deck may look weird and off compared to other control lists in the format but, this is only because this deck is true control. Don't hate it till you try it (took me a while to consider looking at it despite my friend's suggestion). The deck works like this. Survive past turn 4? Great, now is the turning point for you. Turn 4 depending on the situation you want to either Supreme Verdict to reset the board or hold up the Cryptic Command to counter draw, counter bounce, etc (all situation dependent). Sometimes you may have killed their gas by that point and you just flashing back a Think Twice at the end of their turn. With this deck you are playing a hard control game, so draw-go means draw-go. The card choice is designed so you go into every opponent turn with your mana up, always representing countermagic. The only things you should EVER be doing on your turn are land drops, swinging with your tokens, Snapcaster Mage's, or (once your opponent has obviously lost all hope in the game)Celestial Colonnade. With that being said, making land drops with this deck is CRUCIAL. Land drops are how we keep the strong card advantage up against or opponent through Think Twice, Esper Charm, Sphinx's Revelation, and our can-trip counter magic. This is why the deck does run 26 lands. So for us to succeed to a point where we can do multiple of our spells in a turn we need our land drops. It feels good to Esper Charm turn 3 at the end of their turn and draw 2 cards, then flashing it back with snap caster mage to empty the rest of their hand on the end of turn 5. As we draw cards and hit land drops we are able to lock our opponent out of the game through our card advantage, utilizing the Cryptic Command counter spell and bounce our Snapcaster Mage for more flashback spells, and when we find it late game (or Mystical Teachings for it) our Spell Burst with buy back, we can then Secure the Wastes for our win condition. Lastly, this deck is going to have long games. Similar to Miracles in Legacy this deck requires the pilot to make fast smart decisions and understand when it is a good time to close the game.The bottom line is if you like a true control deck, drawing cards, saying "No", or the look of hopelessness and despair on your opponents face as they are topdecking against a full hand, then I would suggest giving this deck the light of day!

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Updates Add

Made a few changes to the list yesterday. Burn decks are starting to pop up more and more in my area, with that I have added 2 additional Timely Reinforcements to the sideboard since life gain and flooding the board kills their strategy. Since Blood Moon decks such as Blue Moon, Mid Cap, and RW Prison seem to be more difficult match-ups I'm thinking about options that can help me out here. To start I cut the Ghost Quarter for a Plains to allow me to play a Supreme Verdict through a Blood Moon since Tron and such are not too common in my area at the moment. I'll update when I find a better solution.

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Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

32 - 8 Rares

9 - 6 Uncommons

8 - 1 Commons

Cards 60
Avg. CMC 2.32
Tokens Soldier 1/1 W, Spirit 1/1 W, Warrior 1/1 W
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