Esper Charm

Esper Charm

Instant

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  • Destroy target enchantment.
  • Draw two cards.
  • Target player discards two cards.
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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Esper Charm Discussion

brieben on Codie: Hypergenesis

3 weeks ago

Thanks, harkness, for the upvote and the comment. Jegantha, the Wellspring definitely looks like a good fit. I may have to make room for it in my list. I would ignore the Companion portion and just play it as a regular card, but it also has the possibility of being an alternate commander, which always makes me happy (even if I don't play with it as a commander much I like having the option - the more variety the better). I also like your budget-friendly replacements for the praetors. We could obviously make the deck better by adding all of the most powerful creatures in the game (usually also the most expensive), but it takes a different kind of skill to build decks on a budget. I like your mentality!

As for draw, at least on paper the deck appears to have a good amount of draw options to me. I count 11 cards in the current list that have the potential to net you cards, not including Fierce Empath or Sultai Charm (which don't technically net you cards but do improve the value of the cards you keep). The rule of thumb I try to follow is to have 10-12 draw spells in the deck so it's right there. And I do think it's very valuable to have plenty of draw after your Hypergenesis turn as it usually leaves you with an empty or near-empty hand and you want to be able to recover from potential board wipes.

That said, you're right that most of the card draw is in the form of creatures or enchantments that come down after Hypergenesis . And it would obviously be ideal to draw before your Hypergenesis turn to make sure you have a hand full of threats to lay down. So I did a search for all 3-mana sorceries and instants that draw two or more cards. The best options, in my opinion, are the following: Abzan Charm , Esper Charm , Field Research , Ingenious Mastery , Probe , and Read the Bones . You could also try Fiery Gambit if you have good luck with coin flips (not a card I would want but I imagine some folks would find it fun, and it would be fantastic every time you actually pull it off).

It might be worth it to swap some of the other instants and sorceries for these, so I will definitely consider it myself. I already have one similar card in the list with Dismantling Blow so I'm not sure how many more I would want or which cards I would want to take out. I believe with these cards you would get to draw the cards first and then do Codie's ability to find and play Hypergenesis, but hopefully someone can correct me if I'm wrong. Of course, this also has the potential downside of drawing Hypergenesis and then not being able to find it, which gives me pause. So I'm not sure if it's worth it or not, but it's at least worth considering and testing!

Lujotheganker on ESPER STONEBLADE

1 month ago

Hey again psionictemplar, thank you for your suggestion, I checked your version of the deck, and I really like it as a whole. Regarding the mana, I've nothing but success with my land drops and land filtering, so I'm not sure if that needs changing, but I do feel like trioms could be good in this deck. The bigger problem is, I'm really fucking stubborn when it comes to changes, and one of the biggest problems I have with my decks in general is that I often leave a lot of pet cards in (such as 3feri, dispute in the sb, etc.) that I later have no heart to take out. So I've pretty much made up my mind regarding what cards I DON'T want to take out, and I'm not planning on changing that. However, one of my friends suggested a card, that I think changes things a bit, and I'm just blown away by the fact that this card didn't even cross my mind until now. Esper Charm . It fits perfectly. There's card draw, enchantment destroying for potential blood moons (that hit us very hard), and an additional discard outlet. It's also both white and black, so if it becomes a dead card, we can always grief or solitute-it.

legendofa on Card creation challenge

4 months ago

Baru Greenhands

Legendary Creature - Human Druid

Whenever another creature with power 4 or greater enters the battlefield under your control, put two +1/+1 counters on target Forest you control. That land becomes a 0/1 Plant creature with haste.

4/4


Create a new version of another Grandeur creature, or create a card for Ennor, the mentalist who appears in flavor text for Esper Charm , Vectis Dominator , and Vedalken Ghoul (and Stonecoil Serpent ??).

MoreSizemore on esper control for nick

6 months ago

Take Out:

Possible Includes:

Reznorboy on Ramos, Spellslinger Engine

8 months ago

So, the only viable way to play Ramos, Dragon Engine at a high level in my opinion is with Sunforger.

Basically, you use tutors like Steelshaper's Gift, Mystical Tutor, or what ever else floats your boat (and maybe some cantrips like Opt) to try to get Sunforger.

Then, as a first order of business, you most likely want to equip Sunforger and use its ability to cast Eladamri's Call. You use it to grab Fervent Champion.

If someone tries to blow something of yours up before you can do that, instead go get Apostle's Blessing and then wait to try again (and hope they don't try blowing anything up again).

Basically, now your equip cost for Sunforger is 0, so you can grab stuff like Esper Charm to get the effects and use Ramos, Dragon Engine like crazy.

You can actually even go infinite. What you need is Ramos, Dragon Engine, Fervent Champion, Sunforger, and enough mana to start the combo.

Basically, you use Sunforger to get cards like Esper Charm to draw and put counters on Ramos, Dragon Engine. Then, you use Ramos's ability to get the mana. You use the mana and Sunforger to get a card such as Cloudshift and use it on Ramos.

Now, you can use his ability of removing the counters again this turn, because the game treats him as a new entity. You continue to make mana and draw cards this way until you are eventually able to draw Elixir of Immortality, shuffling everything back. Then you just do this again and again until you win. It requires some luck, but if you put a high number of draw spells and flicker/blink effects in your deck that can be used, you should be able to get it to work most of the time.

(Now, if you're looking at making the deck strong, I think this the best way to go. As far as making it fun, I have no idea.)

Dankirk on Piertotum Locomotor

8 months ago

I've also been thinking if I should drop black altogether. Here's the potential replacements:

-3x Inquisition of Kozilek

-1x Collective Brutality

-3x Esper Charm

+2x Aether Spellbomb

+2x Narset, Parter of Veils

+3x Detention Sphere

This way I would be able to add more options Dance of the Manse can bring back. (non-creature) discard and recursion are also somewhat contradicting strategies.

Which deck variant do you like best?

Optimator on Giant's Deck

8 months ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

hungry000 on WhAT, BUdGET ConTROL? (Esper Control Ft. Snow)

1 year ago

Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.

Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.

Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.

Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.

So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.

As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.

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