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How it Works
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this deck uses the well known Master Transmuter Buy as a way to get most of its creatures out... continuous bouncing of sphinx summoner allows card advantage.
sharuum the hegemon creates a wrath of god for you opponents when combined with scourglass
once alara reborn comes out....there would be a few sen triplets and a sphinx of steel wind.
best removal in this deck id reckon is the executioner's capsule or the path to exile..
OK THE TRUTH IS, TEZZERET IS AWESOME BUT I DON'T LIKE HIM...ONE CAUSE HE LOOKS LIKE A TERMINATOR AND 2, ALL HE DOES IS TURN MY 6/6'S INTO 5/5'S
Artifact Creature - Human Wizard (Rare)
At the beginning of your upkeep, choose target opponent. This turn, that player can’t play spells or activated abilities and plays with his or her hand revealed. You can play cards from that player’s hand this turn.
They are the masters of your mind.
probably a sphinx of steel wind cause its cool.
maybe ill throw in a time sieve...for infinite turns using sharding sphinx and sacrificing thopter tokens.
>>>>>>>>>>>>>REPLYING TO COMMENTS<<<<<<<<<<<<<<<<<
i like the idea of ornithopter with master transmuter but id rather bounce back things that have a purpose in the deck. bouncing a hegemon give me board advantage as well as the ability to wipe the board every turn. bouncing the sphinx summoner gives me card advantage as well as more artifacts to play.
magister sphinx just prevents alot of lifegain while when sen triplets gets put onto the database...it leads to alot of control
tarabas 5/19/2009 11:25:32
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
4 Esper Charm
3 Path to Exile
4 Wrath of God
4 Mind Stone
4 Thousand-Year Elixir
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.
id have to agree with you...but id want to keep this block legal...i found out shadowmoor block rolling out of standard soon.
i used to run elixrs but its lowryn..
maybe ill add it in for fun cause its speed is awesome with transmuter.
the cannonist is pretty useful cause ive been versing many elf balol decks...1 inkwell is ok..but 2 in play just pisses my opponent off.
i could take out the sanctum gargoyle but its actually helped me alot on the past
im defiitely taking out the time sieve and egnima sphinx cause i need my artifacts and engima is just too high to cast if i really want to cascade.
MrRotten 5/19/2009 4:54:53 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 see where your going with the master of etherium. my deck actually has more control than it seems. tons of combos to keep the destruction going on my opponents side. ive been caught mana times low on health but managed to win with bigger bashers with an occasional scourglass which wipes my opponents field.
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.
hmm normally i trade my sanctum gargoyles as a sideboard..
im not sure if i should put in that glassdust hulk and sharuum the hegemon infinite combo.
dammit forgot artifacts can block fear...lol i still won though
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