With the metagame in Standard much more defined now then it was a few months back it has slowly become time for the Control decks to shine. Once the major threats are known then Control mages are able to more easily prepare for the decks they expect to face. This has proven itself in the dominant showing of Esper Control this past weekend by winning both the Grand Prix and the SCG Open. And it is no secret that in the Esper colors of Blue, White and Black we find the integral pieces necessary to answer almost any threat that can be thrown at us.
The Control deck is a carefully crafted work of beauty and this list is no different. Looking at the win conditions of the deck we find a very precise package consisting of one Ætherling
and a trio of Elspeth, Sun’s Champion
which are meant to only be deployed once the deck has stabilized and taken command of the board. To do this we find a balance between permission and removal. For the permission suite there is a set of Dissolve
and a duo of Syncopate
used to deny the opponent from casting their most key of spells, especially if unable to handle it with the removal in hand. Then the removal consists of the requisite Blue/White staples with mass removal in Supreme Verdict
to reset the battlefield in a pinch and the utility removal from Detention Sphere
capable of dealing with almost any problem permanent especially those which are indestructible. For spot removal there is also two Doom Blade
and a Last Breath
to supplement and handle those threats which slip in especially creatures with Haste. As with any Control deck the final and perhaps most important aspect of the deck is its draw power and here we find that from full sets of both Jace, Architect of Thought
and Sphinx’s Revelation
both of which offer some extra utility be it in diminishing the opponents power or just straight lifegain to ensure continued survival. This deck also has the ’12 Temple’ package in its manabase which especially in the early turns can use the Scry ability to carefully craft it’s draw step. With the final odds and ends there is the utility player of Azorius Charm which is primarily used for the draw to cycle it at the end of an opponents turn, but is also very useful as a spot removal or can even prove as a savior by gaining a few points of necessary life. As far as hand control we only find discard in the form of two Thoughtseize
to gain some important information and deal with any specifically difficult threat. Finally, there is also a duo of Mutavault
which are able to skirt around sorcery speed removal and will be at time the final nail in the coffin.
As always Control decks need to adapt to an ever shifting metagame and this one will be no different. I am certain that this base will be a common sight going forward but expect to see constant tweaks and tuneups to stay a step ahead. All in all though Esper Control should continue to be a force to be reckoned with and you’ll need to be prepared to face it any round of your tournament.