Good evening Magic McGillicuddys! Finally getting around to doing a write-up on this take on a trend in Standard. So, Esper, you either really love it or you really hate it, whether you are playing it or playing against it. I personally hate playing it and playing against it, too controlly for me. One offshoot of Esper though, is Esper Hero, a combination of a control build with [[Hero of Precinct One]]. This card is beast in a multi-colored build. So I figured to throw it in a Naya (R/G/W) build. Took me a lot of experimentation and frustration and persperation, but I finally came upon utilizing Gruul riot cards alongside pump cards to slam out an aggressive deck.
HERE WE GO, DECK TIME! [[Flower]] helps me fetch lands while Flourish pumps my creatures later in the game, great card to have. Aforementioned Hero is the crux of this deck, we can win without it for sure, but it is difficult to do so. [[Huatli's Raptor]] gives us a nice big body with Proliferate that pairs nicely with our Riot creatures and planeswalkers. [[Zhur-Taa Goblin]] gives us a decentsize body that can swing in or get big enough to require a Lightning Strike. [[Domri, Anarch of Bolas]] pumps our creatures, gets our creatures out, and gives us some removal options. [[Deafening Clarion]] gives us some removal options while [[Heroic Reinforcements]] gives us more bodies and pumps what we have out there, also playing into the Hero play. [[Gruul Spellbreaker]] also gives us a nice big body and some hexproof abilities. [[Ajani, the Greathearted]] gives our creatures vigilance, gains us life, and pumps our creatures up. [[Trostani Discordant]] pumps creatures, gives us creatures, and prevents stealing. Our sideboard gives us flexibility: [[Cindervines]] against aggro and control builds, [[Lava Coil]] for removal, [[Return to Nature]] for enchantment and artifact hate, [[Shalai, Voice of Plenty]] for some flight and hexproof options, and [[Ixalan's Binding]] for more control options.
ADVANTAGES: 1) Aggressive deck from the beginning, opponents must account for the damage we can do early 2) we have several token generators that our opponents must account for and 3) we have plenty of pump options to get damage through if necessary through our creatures and planeswalkers.
DISADVANTAGES: 1) Inconsistent, we need several pieces in our opening hand or we can die fast 2) this deck does not hold up well against removal or control builds and 3) at its heart it is somewhat of a combo deck so again, God draws are about needed.
Overall, there is potential with this build I think. I love playing it, it is a lot of fun. Until next time, may all your draws be God-like and all your spells hit the board. Good hunting!
|Instant, Sorcery, Enchantment, Artifact (10)|
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