Article — Mastering Standard #5 – Back with Esper Grim Control (article)

Its been a while, many a new set, and a whole semester of school – but I’m back with another article! As I hinted to in the first sentence, I have been inactive in the magic world with the likes of exams getting in the way – but I have kept up and continued to brew decks. Now I’m testing a very interesting deck that has tested to good results, so lets get into it!

The deck is Esper Grim Control. As a brief summary, it uses Esper Control components such as Path to Exile, Agony Warp, Esper Charm, Spreading Seas and the likes, coupled with a new engine I’ve been brewing: Grim Discovery + Tectonic Edge – and some techy world quelling!

Firstly, the list:

4 Tectonic Edge
2 Creeping Tarpit
2 Island
2 Swamp
2 Plains
3 Terramorphic Expanse
3 [c]Glacial Fortress

3 Drowned Catacombs
4 Arcane Sanctum

4 Wall of Omens
4 Vampire Nighthawk
3 World Queller
3 Sphinx of Jwar Isle

4 Grim Discovery
4 Path to Exile
4 Agony Warp
4 Spreading Seas
4 Esper Charm
1 Necromancer’s Covenant

A card by card run down:

Land:
Tectonic Edge – this card is arguably the best land in standard. Especially with the massive presence of Jund and man-lands, this card can pester any a-deck, and often run them out of the entirely.

Creatures:
Wall of Omens – one of the most annoying creatures in standard – not to mention one of the best. Gets in front of most creatures and lives. Worst case scenario – you block a creature, and draw a card for 1W… not that bad.

Vampire Nighthawk – a brilliant creature that can swing life totals and double as removal all in one fine package.

Sphinx of Jwar Isle – my selected finisher. Big, bulky and un-targetable makes this card a winner.

World Queller – the “tech” of this deck. With so many Planeswalkers, artifacts (Everflowing Chalice) and enchantments (Oblivion Ring) going around, this card is a beast. On top of that, you can simply start blowing up land if that will win you the – or creatures, sacrificing useless creatures in the late uch as Wall of Omens that can be grabbed right back with Grim Discovery.

Spells:
Grim Discovery – this card is a beast. So often its – draw two cards for 1B and so much more. Get back that Nighthawk that they just had a nightmare over. Get back that Wall of Omens just after Jund threw a Bit Blast at it. Get back that Sphinx of Jwar Isle after they wasted a Day of Judgement just to kill it. Get back that Creeping Tar Pit… and most importantly – get back that Tectonic Edge over and over again to wreak havoc on their land base! This synergy is just brilliant on top of an already powerful card and is the engine of this deck. It also bares synergy with World Queller as previously mentioned.

Esper Charm – this card is also beast. Draw two cards at instant speed for 3? Yes please. Take out their hand at instant speed for 3? Yes please. Take out their Oblivion Ring/Spreading Seas at instant speed for three? Yes please.

Path to Exile – solid, solid removal, with a slightly negated backside due to the plethora of LD in this deck.

Agony Warp – amazingly versatile removal that can fog and kill all in one blow.

Spreading Seas – what some say is the best blue spell in standard – wreaks havoc with Jund and man-lands, and then cantrips.

Necromancer’s Covenant – some more tech. I feel that this card is really good right now. It is over against Vengevine Naya or Jund Monster Truck and most other decks running Vengevine. Its still a big spell against most decks except for against UW control – which is the reason there isn’t another one of these in here.

Be sure to tell me what you think, or shoot me an email at:

not-live@live.com.au

Thanks for reading,
Daniel.

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