The Esper Control build that I used for pre-AVR standard served me very well each week and also had a 9-0-1 finish at the end of the first day of GP Salt Lake; proving to be very fit for the competition in the Tier 1 Meta. Although some match-ups would have required thought on proper courses of action and resolution, anyone with experience and knowledge of operating a control deck could easily have gone 4-0 or 5-0 at their local FNM with this build.
With that said, let's break down how the new build will look and function:
-Planeswalker- (9)
3x Gideon Jura
2x Tamiyo, the Moon Sage
2x Jace, Memory Adept
2x Sorin, Lord of Innistrad
-Creature- (1)
1x Elesh Norn, Grand Cenobite
-Instant- (3)
-Instant- (3)
3x Tragic Slip
-Socrery- (22)
4x Ponder
3x Entreat the Angels
3x Terminus
4x Day of Judgement
2x Temporal Mastery
4x Lingering Souls
2x Timely Reinforcements
4x Darkslick Shores
4x Isolated Chapel
3x Glacial Fortress
2x Drowned Catacomb
2x Evolving Wilds
5x Plains
3x Swamp
2x Island
Now with the whole list in sight, let's break down each individual card and see why they're here:
-Gideon lets you successfully stall the game against aggro builds. He also provides great removal in situations where your opponent's board presence is very low. Combined with a Temporal Mastery, Gideon also becomes a home run hitter in being able to turn himself into a 6/6 creature and shave off some significant life per turn.
-Tamiyo is probably the best card to play after a wrath-like effect. Chances are that your opponent will have very little board presence after a Day of Judgment and having the ability to tap down remaining threats is always key. Her -2 also rewards you after you swing with your army of tokens by drawing some cards.
-Jace ends up being the best tool of destruction; as far as planeswalkers go. His peak in performance is being able to mill for 10 cards each turn with his 0 ability. In the face of adverse situations, he also becomes an extra draw engine per turn when you really need that board wipe.
-Sorin, although being the most lackluster of planeswalkers in this deck, is still a force to be reckoned with. His +1 ability lets you create 1/1 lifelink tokens and also build up to his ultimate ability; which is the main reason why we want him in here. With the meta leaning towards mainly aggro, Sorin's -6 ability becomes very relevant because it not only destroys creatures and planeswalkers, but it lets you take control of them as well.
-Jace ends up being the best tool of destruction; as far as planeswalkers go. His peak in performance is being able to mill for 10 cards each turn with his 0 ability. In the face of adverse situations, he also becomes an extra draw engine per turn when you really need that board wipe.
-Sorin, although being the most lackluster of planeswalkers in this deck, is still a force to be reckoned with. His +1 ability lets you create 1/1 lifelink tokens and also build up to his ultimate ability; which is the main reason why we want him in here. With the meta leaning towards mainly aggro, Sorin's -6 ability becomes very relevant because it not only destroys creatures and planeswalkers, but it lets you take control of them as well.
-Elesh Norn used to be a sideboard option but very quickly found its place in the mainboard. Like it was brought up before, the fixation on aggro in the meta has also made this a necessary addition because not a lot of aggro decks can deal with all of their creatures having -2/-2. Norn also synergizes well with the deck because we have a decent bit of cards that can produce token creatures.
-Tragic Slip was chosen over other removal cards because it was an easy way to deal with both early game aggro decks as well as Inkmoth Nexus in Wolf Run builds.
-Ponder became the best possible draw engine for the deck when miracle cards were added into the equation. When you look at the capabilities of Think Twice, you don't get very much out of it because you don't know what you will draw into like you do with Ponder. Being able to arrange your next 2 turns is very efficient for the deck especially when you can strategically plan out when you want to draw into an extra turn with Temporal Mastery, a board wipe with Terminus, or some 4/4 fliers with Entreat the Angels.
-Entreat the Angels is one of the best win conditions that this deck has. Being able to draw into this card and spend all of your mana late-game will reward you with an army of 4/4's that can put a serious hurt on your opponent.
-Terminus is easily the best board-wiping card in this deck. You don't have to worry about creatures with Undying or Regenerate like you would have to when it comes to using Day of Judgement. The miracle cost for 1 white mana also leaves you with the rest of your mana at disposal for casting other cards.
-Day of Judgement, although not as efficient as Terminus, is still very good in the meta at getting rid of annoyances. There was no real reason to cut the amount of DoJ's in the deck from the pre-AVR build because it still gets the job done in clearing the field and buying you some time against aggro decks.
-Temporal Mastery synergizes well with all of the planeswalkers in the deck. Whether it is an extra turn to swing in with a 6/6 Gideon, mill for 10 with Jace, tap down more creatures with Tamiyo, or create more 1/1 tokens with Sorin, the impact is always significant. In the worst-case-scenario, you will just draw an extra card and play an extra land.
-Lingering Souls is still one of the best ways to evade damage early in games against quick tempo aggro decks. Each copy of Lingering Souls is able to produce 4 1/1 tokens with the regular casting and flashback casting of the card giving us a possible production of 16 tokens during the course of a game.
-Timely Reinforcements, against aggro and burn, is one of the best ways to make it to the late game stage. Gaining back life and also producing chump blockers is the easiest way to slow down decks like R/G aggro and Human variants.
In whole, the deck is very competitive and is a force to be reckoned with. Although it requires a level of knowledge in operating a control deck, it is still very straight forward and presents answers to almost all adverse situations. Hopefully you try out the build and see for yourself why I play Esper control each standard season.
Thank you for reading and as always, have a wonderful, fun-filled, Magic the Gathering day!