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Esper Midrange (Standard)

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The aim is to either swing for the win or stall long enough to win with the drownyards/Jace's +0

The far//away and verdicts keep the field clear early game and azorius charm slows their deck and attacks down until I can get a Nighthawk, Sorin, or both out to mitigate field advantage and pad my likely low life total. Mid game AoT either debuffs enemy attackers or helps dig for the Verdict, Sphinx's, etc that will save me.

For the big bodies, Obzedat's etb is a ticking clock, and Aetherling is a resource waster to deal with. Angel of Serenity can retrieve any previously dealt-with creature I run upon its death or simply remove their three biggest problems from the board while I mill, +1 with planeswalkers, or any other win-con is doing its thing. Often, topdecking a temporal mastery outright wins the game for the extra swing from Angel, Obzedat, Aetherling, or Vamp Tokens, or the extra +0 from memory Jace.

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This deck does not appear to be legal in Standard (Season from Sep 2021).

Problems: Not legal in this format: Drowned Catacomb, Glacial Fortress, Godless Shrine, Hallowed Fountain, Nephalia Drownyard, Vault of the Archangel, Watery Grave, Azorius Charm, Detention Sphere, Far // Away, Jace, Architect of Thought, Jace, Memory Adept, Sorin, Lord of Innistrad, Sphinx's Revelation, Supreme Verdict, Temporal Mastery, Think Twice, Angel of Serenity, Obzedat, Ghost Council, Vampire Nighthawk, Aetherling, Rest in Peace, Dispel, Cyclonic Rift, Obzedat's Aid, Sin Collector, Blind Obedience, Aetherling.

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» Revision 2 June 16, 2013 claviatika
Revision 1 June 16, 2013 claviatika
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