Essential Magic  >  Decks  >  ==Esp3r Ownag3 Rate 4 Rate :)== (> ^. ^ )>

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Ratings Posted By Date Posted
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xjms88x   4/10/2009 1:19:42 PM
The one thing about esper is that u cant have it both aggro and control. its either or, if i were u i would look along the lines of control.

Last Modified: 4/10/2009 1:21:17 PM     


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ShatterShape   4/27/2009 1:48:13 PM
a friend of mine has similar deck...its very annoying and im sure this on is too. i would throw Master of Etherium Buy in there though...it can be friggen epic and for only 3 mana its not a waste.

oh...and ornithopter is a cool addition and is pretty awesome with master transmuter.

Last Modified: 4/27/2009 1:51:50 PM     


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cross eyed cyclops   4/27/2009 3:12:44 PM
you have to many different cards in this deck make it more consistent (can you rate my faries on the prowl deck)

Last Modified: 4/27/2009 3:14:26 PM     


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TimidQuail   5/7/2009 11:53:44 PM
too many big things. executioner's capsule is a sideboard card.

Last Modified: 5/7/2009 11:55:22 PM     


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philip23   5/10/2009 6:07:14 AM
You have the basic idea down and have lots of amazing artifact creatures, but your mana curve is way too low. I'd pull some of your creatures and add more land so you have at least 20 if not 23 lands. Also you may want to consider adding oblivion rings.
Overall, I love Esper decks.. I don't care what anyone says, they own!

Last Modified: 5/10/2009 6:10:39 AM     


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tarabas   5/19/2009 7:25:32 AM
hi

i have a pre-alara reborn version of this deck and its really fun.

this was my deck list
1 Ethersworn Adjudicator
1 Grim Poppet
1 Inkwell Leviathan
1 Magister Sphinx
4 Master Transmuter
1 Platinum Angel
1 Sharuum the Hegemon
3 Sphinx Summoner
4 Tidehollow Sculler


Spells
4 Esper Charm
3 Path to Exile
4 Wrath of God
Artifacts
4 Mind Stone
4 Thousand-Year Elixir


Lands
4 Arcane Sanctum
4 Godless Shrine
4 Hallowed Fountain
2 Mystic Gate
4 Reflecting Pool
2 Sunken Ruins
4 Watery Grave

i feel that it is hard playing this deck without thousand year elixrs.
for yours i suggest
-4 etherium scuptor (can mana acc with mind stone instead)
-3 ethersworn canonist (for SB vs elves)
-1 inkwell leviathan (really only need 1)
-4 sanctum gargoyle (sharuum is good enuf)
+4 wrath of god (turn 3-4 wrath is really impt to set up turn 4-5 transmutator), i feel scourglass is way way too slow
+4 esper charm - card draw
+4 thousand year elixir
+4 mind stone (mana acc + target for return)

in general i would put 1 of the other artifacts as they can be pulled with summoner. early game is a stall game b4 transmutators hit the board, and once the combo is set, its very hard for opponent to win with the wide variety of choices we can make by grabbing the right card.

my 2 cents, do rate my Blood Blightning

thanx

Last Modified: 5/19/2009 7:34:30 AM     


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Desertmedik   5/19/2009 8:25:56 AM
Esper is so powerful when it gets going. The only thing I can think of is to ramp out with Mind Stone Buy that might help get the fatties out faster. can you rate my grix-counter anticounter deck thanx

Last Modified: 5/19/2009 8:29:19 AM     


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MrRotten   5/19/2009 12:54:53 PM
First of all, like the previous poster said, I also love Esper decks. I have an STD and EXT version, both great and a ton of fun to play...

Now, I think I understand what alot of the previous posters are saying.

You do have to go either Creature or Control...

It appears in my honest opinion you went more creature... Which is fine, however when I first started out, I went creature and got owned more times then not, very in-consistant. Yours may prove otherwise.

So the poster that mentioned Mast of Etherium is spot on. Your deck is more creature heavy, this would be a good card to add.

I would normall tell people building Esper color'ed decks that you got to many targets, but again. I understand what you've done here, yours is more of a creature deck then control.

So I say roll with it if its working.

My biggest concern is though, your lands... You only run 20 land!? Wowsers... Hows that working out for you? I thought I read somewhere you went 8-1... Thats great! I am shocked, but thats great.

I would consider dropping in a few more lands... maybe. Then again, if its working, don't fix what isn't broken.

Nice job on your version...

I run Sphinx Master for T2, and Transmutitron for EXT... Check em out, the EXT one is loads of fun!!!! Alot of old artifact goodies to break Transmuter with. Happy

Last Modified: 5/19/2009 1:03:20 PM     


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MrRotten   5/19/2009 1:03:35 PM
Tarabas:
"-4 etherium scuptor (can mana acc with mind stone instead)"
Terrible idea!! In every variation of this deck that I have tryed, Sculptors are good. Keep them! If you want to make room for Mind Stone, I suggest looking elsewhere.

"-1 inkwell leviathan (really only need 1)"
I can handle this suggestion... although I don't even use Inkwell in my STD or EXT version.

"-4 sanctum gargoyle (sharuum is good enuf)"
I also would agree here, however I tryed having 1 or 2 of Sanctum Gargoyle... If Sharuum dies, then what? Good to have a backup guy that can pull from GY. I would say you don't need 4, you can drop it down a lil bit... 2 should work.

"+4 wrath of god (turn 3-4 wrath is really impt to set up turn 4-5 transmutator), i feel scourglass is way way too slow"
I disagree with this only because you have come up with a diff way to use the Scourglass. Its a nice option in my opinion, but to expensive. But if you're using Sharuum to get this off, I don't think thats a bad idea at all. Wrath at turn 4 though is nice...

"+4 esper charm - card draw "
Again, not a bad idea... I used to run these, but what I found every version I ran these, the deck played slower as odd as that may sound. Maybe there are better options for card draw then something that requires 1 each of your 3 manas.

"+4 thousand year elixir"
For sure, great idea... Every version I tested out, Thousand Year Elixir was great! But can be done without... I would say in a more control version you can do without because you can stall and stave off the attacks till you got the appropriate mana down.

Another suggestion for adds...

I run Grim Poppet as one of my focal points in one of my decks. He doesn't have to be a focal point, but sticking atleast 1 of those guys in is nice. Because once you start to get the Transmuter Machine working, if they have lets say 5 or so weenies... Snag a Poppet from your deck, and clear the board. Or lets say they have 2 or 3 big fatties out... Snag a Poppet and shrink them, and re-bounce Poppet again to steam roll over em.

I like using Poppet as a setup guy... clears/shrinks the board, then I go for my stompies.

OH, and I almost forgot... 1 more suggestion that is testing out in both my STD and EXT versions and its GREAT!

Filigree Angel: First few turns, lets say up to about turn 5, you can only hold off so much... You're bound to take some damage, might even be looking down the barrel of the final blow within the next 2 turns or so. First target once you're setup, Filigree Angel, gains you 3 life for each Artifact you control. Drop him in there, gain about 9 life, then go after your other targets, and just for extra added cushion, re-bounce him again to add another 12+...

Been great so far!

Just a suggestion...

Last Modified: 5/19/2009 1:19:30 PM     


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tarabas   5/22/2009 7:14:27 AM
hi in response to the above poster

""-4 etherium scuptor (can mana acc with mind stone instead)"
Terrible idea!! In every variation of this deck that I have tryed, Sculptors are good. Keep them! If you want to make room for Mind Stone, I suggest looking elsewhere."


agree with grim poppet, its in my deck too. elves die to it *evil* lolz

sculptors are frankly quite useless late game. mind stones are card advantage. i have many instances whereby i can sac all my 2-3 mind stones jus for card draws and drawing a mind stone late game is never a disappointment... as compared to a sculptor.....

"Filigree Angel: First few turns, lets say up to about turn 5, you can only hold off so much... You're bound to take some damage, might even be looking down the barrel of the final blow within the next 2 turns or so. First target once you're setup, Filigree Angel, gains you 3 life for each Artifact you control. Drop him in there, gain about 9 life, then go after your other targets, and just for extra added cushion, re-bounce him again to add another 12+...
"
i think that Magister Sphinx is a better subsitute for the angel as you can make your opponent's life 10 rather than gaining tons of life.

""-4 sanctum gargoyle (sharuum is good enuf)"
I also would agree here, however I tryed having 1 or 2 of Sanctum Gargoyle... If Sharuum dies, then what? Good to have a backup guy that can pull from GY. I would say you don't need 4, you can drop it down a lil bit... 2 should work"

if you play it right, non of your creatures would "die" with transmutator in play. top target creatures for removal would always be transmutator and not sharuum. even if sharuum dies, its not the end of the game, u have 3 summonors in game that will help pull other threats out too.

Last Modified: 5/22/2009 7:25:43 AM     


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Steel ninja   5/31/2009 3:19:42 AM
Awesome deck only thing i see that could really suck is if someone used Thought Hemorrhage or Meddling Mage on Master Transmuter. Please take a look at my Sliver Burns Commons Deck.

Last Modified: 5/31/2009 3:44:31 AM     


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Badplayer   5/31/2009 3:25:02 AM
I feel it could be focused, with some playing... for consistency sake

Please take a look at my Winnie Revenge

Last Modified: 5/31/2009 3:26:18 AM     


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Andii   6/2/2009 10:36:16 PM
This deck is soo annoying =O blew all my crap up D= but all in all it is an awesome deck worth making

Last Modified: 6/2/2009 10:36:55 PM     


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Hibachi   6/21/2009 2:41:05 PM
the elixir would be a good addition however you are using 3 copies for 5 creatures. plus its a 3 drop which would mean that if the sculptor is out you're playing transmuter a turn later and the ability is played the same turn (for one additional card)
also your mana base is not very good even though u are playing sculptors and transmuters u will be screwed if you dont get both of those and 4 mana. i suggest taking out the 3 copies of elixir and one copy of sphinx of the steel wind and replace them with 4 lands for a total of 24
if 24 lands seems too many for you then look at it this way. you're trying to get 4 lands in 4 turns so 4 lands out of your first 10 cards (11 if you go second) that means 36-40% of your deck should be lands (21-24 out of 60). since you are running a fair number of cards near the 4 mana part of the curve that means that you should be running closer to 24 lands (you could run 23 and use one elixir if you like)

Last Modified: 6/21/2009 2:47:00 PM     


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Haphdamned   6/22/2009 5:18:19 PM
I'm sorry buddy but to be honest, Sphinx Sovereign Buy sucks. It had the chance to be cool, back when esper first cam eout, but since them better cards have come to replace it. Filigree Angel Buy is a much better choice in this slot as it has an immediate effect when it comes into play. Plus u can always use Sharuum the Hegemon Buy to bring it back for extra advantage. Its not about "gaining lots of life" but about making sure you have the life total to back up swinging all out EVERY turn. Plus I have seen people at FNM scoop as soon as they see multi-transmuters out and a filigree hit the table. U can just pick up the angel then put it right back down. It becomes a nearly invincible blocker that will give you tons of life.

Last Modified: 6/22/2009 5:25:38 PM     



The comments and opinions expressed here are those of Essential Magic users and do not necessarily reflect the opinion of Essential Magic itself. Essential Magic cannot be held liable for physical or emotional damage or losses caused by any of the comments expressed in these open forums.
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