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modern esper draw-go control (update and deck tech) (Modern)

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This is in my opinion the best deck in modern. in the last year of testing, playing, rebuilding, playing, testing and tuning, I believe that this deck has only one bad matchup. Outside of RG tron You will win every game where you play well. The burn matchup is tight, and you are a dog game one, but postboard is pretty favorable. I'm going to play this at Indianapolis. In fact, this is about 70 of the 75.

Some things about the deck: remand and mana leak don't make an appearance for the following reasons; remand is a counterspel that doesn't actually counter the spell, which makes it one of the worst cards in a control shell. Mana leak on the other hand is okay, and I could see playing one, but it loses power in the late game, annd is traditionally part of why control decks can't just win in the late game that they would otherwise be favored in.Ancestral vision doesn't fit in control, because it is a turn one or bust card, and is usually the topdeck that forces you to concede the game, whereas sphinx's revelation is usually a topdeck that just wins the game. negating your opponent's attack for the turn while drawing 5-9 cards is just good enough. esper charm is powerful as instant speed divination, while also being instant speed discard. In the late game, you can cryptic to bounce something and then make your opponent discard with charm. the disenchant ability also means you don't care as much about blood moon, choke, bogles, or any other hate cards your opponent might have for you. rune halo makes certain decks just concede, and naming rift bolt against your burn opponent that just suspended one (or god forbid two) is like a counterspell + surgical extraction.

By matchup:
infect is a bye. runed halo can literally just prompt concession by itself, and combined with path as a 4 of, countermagic, and cryptic, plus flash snapcasters and vendillion clique makes it impossible for your opponent to actually kill you.
Bogles is similar, however path is a lot less good. But this is fine because esper charm is busted.
Affinity just can't beat wrath of god, and you have enough early interaction to get to it. cryptic to tap draw buys you time and digging to find wrath. jace ultimate to find your elspeth and a signal pest is a gross way to win the game.
jund and abzan are byes because their entire deck is one-for-one and starting topdeck wars, while you have answers for all of their threats, and a bunch of draw spells and cryptic as two for ones to get really far ahead. Elspeth is unbeatable against them if they don't have double maelstrom pulse (a card that might not even be in the mainboard.) Also against abzan, you can D sphere lingering souls, then cryptic to bounce the sphrere if you need to answer something else. I think this matchup is something like 45-55 against you postboard, but you are going to win game one, so just play well.
As a general rule, combo matchups are easy because you have four mind rots in esper charm to disrupt them, plus countermagic and threats and draw.
burn is a matchup base on drawing the correct answers at the right time, and drawing your shambling vents, revs, and sideboard lifegain. Ghost quarter should be used aggressively to cut your opponent off of white or green mana, as this strands cards in burn's hand with their greedy manabase.
Abzan company is pretty easy since you have the control to keep beatdown from being a problem, and the infinite life doesn't matter when you have White Sun's Zenith to continuously shuffle into your library. Also Surgical Extraction shuts off the damage half of the combo, or can just be used to hit company or chord,
Kiki Chord is similar to company, but easier, because their combo is clunkier and harder to rebuild, and they have more mana dorks on average than abzan.
Other control decks are easy because they generally play remand, mana leak, and ancestral visions, where you play real counterspells and sphinx's rev (which resolving for 5 probably just wins the game immediately). Don't bother countering ancstral visions, because it doesn't win them the game, and tapping down against it means your opponent can resolve something you can't beat. Against Nahiri, Ghost Quarter in the late game to prevent your opponent from winning off of hardcast emrakul.
Hatebears is a tricky matchup, because wrath of god is good, and you can EOT path thalia into untap wrath. Once you gain control in the matchup, it's impossible to lose.

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Dieses Deck scheint in Modern legal zu sein!

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» Revision 2 Juni 30, 2016 ozfan2
Revision 1 Juni 30, 2016 ozfan2
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