Esper Control1-drop
None
2-drop (7)
1x
Jace, Vryn's Prodigy3x
Sigiled Starfish3x
Reave Soul3-drop (11)
3x
Anchor to the Aether3x
Sphinx's Tutelage3x
Hydrolash2x
Calculated Dismissal4-drop (7)
2x
Languish2x
Suppression Bonds3x
Inspiration5-drop (5)
2x
Tragic Arrogance1x
Disciple of the Ring2x
Unholy Hunger6-drop (1)
1x
Kothophed, Soul HoarderLand (29)
4x
Orzhov Guildgate4x
Dimir Guildgate2x
Azorious Guildgate2x
Isolated Chapel2x
Drowned Catacombs2x
Glacial Fortress5
Swamp4
Plains4
IslandsManabase
18
sources
16
sources
14
sources
Mana Curve
0-7-11-7-5-1
Some calculations
29 lands gives us 94% chance of getting 2 lands in the opening 7 and 91% to draw a third land by turn 3
18 sources of black gives us 87% chance to hit
by turn 4 (languish)
16 white sources gives us 86% chance to hit
by turn 5 (tragic arrogance)
14 blue sources gives us 80% chance to hit
by turn 5 and 89% chance to hit single
by turn 2
Esper evaluation
Pros:
• Access to good draw effects (Inspiration, Read the Bones, Bitter Revelation)
• Access to all board wipes (languish + tragic arrogance)
• Access to the best answers in the game, e.g. suppression bonds (planeswalkers), unholy hunger (unconditional removal)
Cons:
• Usually going to be playing control in every match-up
• Not many win conditions
• Bad manabase (many tap lands and bad fixing overall)
• Requires a higher-level of skill (not wasting resources)
Overall: This deck is fairly balanced. It offers a very powerful late game but you have to survive the early game to get there. With access to flexible removal and solid answers Esper looks like the best flavor for control decks we have access to with the current card pool. Access to white opens up many more options than traditional
control decks and I would recommend using Esper unless you are running a pure mill deck.