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Ratman

esper grounds

Apr 25th, 2015
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  1. Artifacts (6)
  2. 2x Aether Vial (usually leave at 2 counters, not that important, may be changed for two more creatures)
  3. 1x Coat of Arms (will get sided out often)
  4. 3x Chromatic Lantern (vital, you really want all your mana to be potentially white against aggro)
  5.  
  6. Creatures (22)
  7. 4x Azorius Guildmage (main combo piece, but you still need to finish the job after enemy can't attack/use walker abilites)
  8. 4x Dimir Guildmage (main tempo tool)
  9. 2x Azure Mage (because you can't have 6x Dimir. Instant speed though!)
  10. 2x Orzhov Guildmage (mostly alter wincon, often gets sided out)
  11. 4x Skywatcher Adept (keep in mind level up is an activated ability, hence training grounds make it cost 1. Baits removal before Azorius in game2, when enemy realizes how fast a clock this is)
  12. 1x Inkfathom Witch (not consistent enough for more, but very surprising to the opponent)
  13. 2x Zur, the Enchanter (awesome in general, tutoring in detention spheres and sideboard stuff is great)
  14. 2x Rhys, the Redeemed (not a wizard, doesn't matter, great in this)
  15. 1x Azami, Lady of Scrolls (for prolonged games, may be just in the sideboard)
  16.  
  17. Enchantment (8)
  18. 4x Training Grounds
  19. 4x Detention Sphere (side out against storm, you might have o-rings/banishing light in sideboard too)
  20.  
  21. Sorcery (2)
  22. 2x Idyllic Turor
  23.  
  24. Lands (22 WUB)
  25. Arrange as needed, don't remember my own specifics.
  26. You will draw more cards, and most of your stuff is cheap. Lanterns also double as lands. I think I had a few lands in sideboard too.
  27.  
  28. Notes:
  29. Training Grounds is really important for the deck to do anything, hence the tutors and Zur.
  30. Often just plays as aggro.
  31. Sideboard mostly consists of counterspells and meta removal. I know for a fact it had 2x Nevermore in it.
  32. This is just the approximate decklist, tweak as needed.
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