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PostPosted: Wed Mar 18, 2015 5:39 pm 
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This looks great. I think Myrsmith finally makes Esper artifacts a thing. In my opinion it was better in Azorious before. But Glaze Fiend just got quite a bit better.


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PostPosted: Wed Mar 18, 2015 6:02 pm 
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Eon: My list is pretty similar.. my differences are:

-4 Gods Willing
-2 Bident

+3 Tower Gargoyle
+3 5cmc removal spells (Angelic Edict/Flesh to Dust)

I think you really need some ways to interact with your opponent'a board. I'm gonna probably fit Bident in my list somehow. I'm not impressed with Esperoza at all.

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PostPosted: Wed Mar 18, 2015 6:09 pm 
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Eon: My list is pretty similar.. my differences are:

-4 Gods Willing
-2 Bident

+3 Tower Gargoyle
+3 5cmc removal spells (Angelic Edict/Flesh to Dust)

I think you really need some ways to interact with your opponent'a board. I'm gonna probably fit Bident in my list somehow. I'm not impressed with Esperoza at all.



You may be right about Esperzoa.

I just feel dirty cutting Gods Willing. Being able to save Glaze Fiend/Sharding Sphinx and now Myrsmith/Master of Etherium seems too good to pass up, especially with the added bonus of it sometimes making those huge Glaze Fiend/Master of Etherium swings unblockable.

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PostPosted: Wed Mar 18, 2015 6:13 pm 
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You have Sanctum Gargoyle to get it back.. so who cares? Opponents removing them just slows you down.. it doesn't cripple you.

You have to be able to answer Baneslayer/Stormbreath. Those two cards can shut you down in a race.. especially Baneslayer.

The way I see it.. every creature in these decks is disposable except for Master of Etherium. He's the only one worth protecting.

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PostPosted: Wed Mar 18, 2015 6:24 pm 
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You have Sanctum Gargoyle to get it back.. so who cares? Opponents removing them just slows you down.. it doesn't cripple you.

You have to be able to answer Baneslayer/Stormbreath. Those two cards can shut you down in a race.. especially Baneslayer.

The way I see it.. every creature in these decks is disposable except for Master of Etherium. He's the only one worth protecting.


Fair enough point. I still think it is worth it. Being able to make Glaze Fiend unblockable is really good.

I feel like something like this will do better trying to get that early tempo and finish out with an unblockable Fiend/Master hit for a ton than it does diluting itself with expensive removal.

I can most certainly see the point about Baneslayer/Stormbreath though, as they are a huge roadblock that can completely stifle the deck.

I feel like Gods Willing is a better answer in that it helps you keep tempo early to help kill them before they can drop those problem cards, or otherwise allow you to finish out games with an unblockable swing for a ton should they manage to resolve them.

I DO feel like you are 100% correct though in that with the new cards (which have the potential to speed the deck up a ton) Esperzoa just serves to slow the deck down. Bouncing stuff over and over to trigger Myrsmith or activate Glaze Fiend over and over could be nice, but doing so is pretty slow, especially if we are looking to get that early tempo. The deck is probably better served spending its mana on stuff that helps to win right away, rather than losing tempo by bouncing your own creatures every turn.

Which makes me wonder if dropping Esperzoa to work in something like Vapor Snag wouldn't be the correct move.

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PostPosted: Wed Mar 18, 2015 6:36 pm 
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If you can get a turn 6-7 win consistently.. then bounce is the way to go. If not.. then I'd stick with hard removal options.

Another (cheaper) option is Arrest.. it just doesn't work on Stormbreath.

If you want to make Glaze Fiend unblockable just run Hot Soup. He's a 0/1 that dies to a paper cut anyway.. you lose nothing playing Hot Soup on it except the equip cost.

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PostPosted: Thu Mar 19, 2015 12:29 am 
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Fun list so far. Toying around with it myself. Tempted to go pure aggro, totally artifact.

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PostPosted: Thu Mar 19, 2015 2:30 am 
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Played about 10 games in and the deck ended up shifting a little to look more like this in the process.

[manapie 90 w u b -r -g][/manapie]

Esper Artifacts

A one vs. one deck for Magic 2015.

60 Cards (24 :creature: , 12 :instant: , 24 :land:)

Creature24 cards
■■■■
Etherium Sculptor1/2
■■■■
Glaze Fiend0/1
■■■
Myrsmith2/1
■■■■
Tidehollow Strix2/1
■■
Master of Etherium*/*
■■■
Galvanic Juggernaut5/5
■■■■
Sanctum Gargoyle2/3
■■
Sharding Sphinx4/4
Spell12 cards
■■■
Gods Willing
■■■
Vapor Snag
■■■■
Courier's Capsule
■■
Bident of Thassa
Land24 cards
■■■
Arcane Sanctum
■■■■
Azorius Guildgate
■■■■
Dimir Guildgate
■■■■
Orzhov Guildgate
6
Island
4
Plains
5
Swamp



Galvanic Juggernaut on T3 is pretty powerful and happens relatively consistently. Myrsmith gives it plenty of fodder to uptap with as well. They seem to help to really speed the deck along, and they don't cause funky mana issues. I feel like they are an adequate replacement for Esperzoa. They are a little more expensive, but Sculptors help with that, and they certainly beat down better without forcing you to pay extra mana/tempo yourself each turn.

I ended up dropping 2x Sanctum Gargoyle and 1x Gods Willing to worm in 3x Vapor Snag and it has been working well. Dropping down to 2 Gods Willing may be worth it to squeeze in the 3rd Gargoyle, but I am not entirely sure.

After logging off it suddenly occurred to me that Blasting Station has a metric ton of potential in the artifact decks now!

It is an Artifact itself so it triggers all the little artifact goodies like Master/Myrsmith/Glaze Fiend. Sculptor drops it down to only 2cmc to cast which is a nice bonus. Mrysmith/Sphinx gives it a ton of tokens to sac for removal or to convert into unblockable damage. Sanctum Gargoyle allows you to get stuff you sac back from the yard. It gives you a reliable method of untapping Galvanic Juggernaut. Hell, it even has potential synergy with Salvage Slasher.

Must mess around with Blasting Station tomorrow!

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PostPosted: Thu Mar 19, 2015 3:43 am 
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I'm surprised people don't use Cloudshift more in these types of builds.

It saves creatures, allows a Sanctum Gargoyle to retrigger, and can buff a Glaze Fiend at instant speed. That's a lot of value for 1 mana.


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PostPosted: Thu Mar 19, 2015 10:37 am 
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That sounds fun. Trying a pure aggro build now and I have gone 5-2.

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PostPosted: Thu Mar 19, 2015 11:22 am 
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I tried Cloudshift in earlier artifacts before the new guys that just came out and I wasn't sure if it could fit with removal, plus it felt like too much white but now that artificer is in so more white probably works.

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PostPosted: Thu Mar 19, 2015 12:57 pm 
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I'm surprised people don't use Cloudshift more in these types of builds.

It saves creatures, allows a Sanctum Gargoyle to retrigger, and can buff a Glaze Fiend at instant speed. That's a lot of value for 1 mana.


I still think I prefer Gods Willing.

Granted Cloudshift is better now with Myrsmith. I still don't think we are all in enough on the ETB plan for Cloudshift to really be worth it over Gods Willing. Triggering Sanctum Gargoyle/Myrsmith/Glaze Fiend seems pretty good while also blanking removal, so I could see it working.

I still think I would prefer the utility of Gods Willing though. It doesn't wring out quite as much value as Cloudshift, but it blanks removal just as well, occasionally allows huge unblockable swings, can be used as a combat trick, and the Scry effect isn't exactly terrible in a more aggressive shell either.

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PostPosted: Thu Mar 19, 2015 6:46 pm 
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Screw all the artifacts! It's time for the Warden to fly ya'll to jail!

White
1x Reprisal
1x Baneslayer
2x Angelic Edict

Blue
4x Cloudfin Raptor
3x Military Intelligence
3x Warden of Evos Isle
4x Pestermite
2x Bident of Thasa
1x Soul of Ravnica

Black
1x Shadowborn Demon
1x Sheoldred (only non flier)
2x Rune Scarred Demon
1x Griselbrand

Multicolored
3x Tower Gargoyle
3x Skymark Roc
4x Tidehallow Strix

Land
4x Plains
5x Island
4x Swamp
3x Arcane Sanctum
3x Azorious Guildgate
3x Dimir Guildgate
2x Orzhov Guildgate

The plan is simple.. beat their face in, draw cards, remove anything serious. Every creature has evasion of some kind (swampwalk for Sheoldred). That's 28 evasive creatures. With Warden out.. they all become costed very nicely. The curve is great.. the mana is good.. the draw/removal is strong.

I think this archetype is much stronger AND more consistent than artifacts. The evasion just leads to more wins. You can really flood the skies.

Give it a try.

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PostPosted: Fri Mar 20, 2015 6:07 am 
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Hi everybody, I'm new in this forum, but a long time MtG player (in paper version mostly).
I'm playing DOTP 2015 on Android and since the beginning I followed this forum for ideas and opinions so I decided to register.

I would like your comment on my Esper list:

[manapie 90 w u b -r -g][/manapie]

Esper

A one vs. one deck for Magic 2015.

60 Cards (24 :creature: , 15 :instant: , 21 :land:)

Creature24 cards
■■■■
Etherium Sculptor1/2
■■■■
Glaze Fiend0/1
■■■■
Tidehollow Strix2/1
■■
Esperzoa4/3
■■
Master of Etherium*/*
■■■
Sanctum Gargoyle2/3
■■■
Tower Gargoyle4/4
■■
Sharding Sphinx4/4
Spell15 cards
■■■
Cloudshift
■■■■
Gods Willing
■■■■
Courier's Capsule
■■■■
Peel from Reality
■■
Darksteel Ingot
■■
Bident of Thassa
Land21 cards
■■■
Arcane Sanctum
■■■■
Azorius Guildgate
■■■■
Dimir Guildgate
■■■
Orzhov Guildgate
7
Island
3
Plains
3
Swamp


I agree with Stevo on Cloudshift. I didn't want to lose the Esperzoa interaction so I just cut 1 and 1 of Esperzoa and Gargoyle.
Peel from Reality is there for testing purpose and actually... I don't like it very much: it can be really useful and disrupting sometimes, but I wish I had a Vapor Snag/Voyage's End the most of the time.
Still testing

any comment will be really appreciated.


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PostPosted: Fri Mar 20, 2015 8:26 am 
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Updated my Deck with the new cards, tried to add Cloudshift and therefore I kicked Esperzoa

[manapie 90 w u b -r -g][/manapie]

Esper Artifacts

A deck for Magic 2015.

60 Cards (27 :creature: , 9 :instant: , 24 :land:)

Creature27 cards
■■■■
Etherium Sculptor1/2
■■■■
Glaze Fiend0/1
■■■
Myrsmith2/1
■■■■
Tidehollow Strix2/1
■■
Master of Etherium*/*
■■■■
Sanctum Gargoyle2/3
■■■
Tower Gargoyle4/4
■■
Sharding Sphinx4/4
Darksteel Colossus11/11
Spell9 cards
■■■■
Cloudshift
■■■
Courier's Capsule
■■
Bident of Thassa
Land24 cards
■■■
Arcane Sanctum
■■■
Azorius Guildgate
■■■
Dimir Guildgate
■■■
Orzhov Guildgate
5
Island
4
Plains
3
Swamp

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Last edited by DaRkStAr on Sun Apr 19, 2015 3:01 pm, edited 1 time in total.

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PostPosted: Fri Mar 20, 2015 10:33 am 
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I don't consider artifacts that strong. It can run very smoothly if you draw the right cards, but it relies very heavily on synergy and can fall flat on its face if you draw the wrong cards or have key elements eat removal.

The nice thing about artifacts is that it is fun - you are playing DIFFERENT cards than you play in every other deck. Your warden deck looks viable but it is pretty close to existing archetypes.

I currently run a nearly spellless Esper pile. Everything is an artifact, except time warp and myrsmith.
2 x darksteel axe

3 x myrsmith
4 x etherium sculptor
4 x courier's capsule
4 x glaze fiend
3 x tidehollow strix

2 x master of etherium
1 x hall of triumph
3 x esperzoa

4 x sanctum gargoyle
3 x tower gargoyle
1 x bident of thassa

1 x time warp

2 x sharding sphinx


The curve is pretty low, myrsmith and esperoza act as your mana sinks. Glaze fiend is an evasive beat down monstrosity. Putting adventuring gear on him is doubling down on a fragile win condition - I prefer the versatility of darksteel axe which can make your myr tokens into more formidable blockers. I only run 3 strixes because they are only so-so on offense, do not provide card advantage, and do not get an etherium sculptor discount.

I can see vapor snag or gods willing adding some value to this pile - but what do you cut? There is just so much synergy, and so many "artifacts matter" cards that I opted for an all-in approach.


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PostPosted: Fri Mar 20, 2015 11:36 am 
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I'm curious about Hall of Triumph? It doesn't seem worth a spot since a portion of your tokens are colorless (the other tokens will be winning through evasion and the numbers game) and a few creatures won't benefit (I'm assuming blue is the default color though).

What is your mana base? Super important to include!

You ask what you can cut? My suggestions would be Darksteel axe, Time Warp and Hall of Triumph. There's 4 spots for Gods Willing/ Vapor Snag that will be both protection and offensive depending on your need.

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PostPosted: Wed Mar 25, 2015 12:23 am 
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Screw all the artifacts! It's time for the Warden to fly ya'll to jail!

White
1x Reprisal
1x Baneslayer
2x Angelic Edict

Blue
4x Cloudfin Raptor
3x Military Intelligence
3x Warden of Evos Isle
4x Pestermite
2x Bident of Thasa
1x Soul of Ravnica

Black
1x Shadowborn Demon
1x Sheoldred (only non flier)
2x Rune Scarred Demon
1x Griselbrand

Multicolored
3x Tower Gargoyle
3x Skymark Roc
4x Tidehallow Strix

Land
4x Plains
5x Island
4x Swamp
3x Arcane Sanctum
3x Azorious Guildgate
3x Dimir Guildgate
2x Orzhov Guildgate

The plan is simple.. beat their face in, draw cards, remove anything serious. Every creature has evasion of some kind (swampwalk for Sheoldred). That's 28 evasive creatures. With Warden out.. they all become costed very nicely. The curve is great.. the mana is good.. the draw/removal is strong.

I think this archetype is much stronger AND more consistent than artifacts. The evasion just leads to more wins. You can really flood the skies.

Give it a try.


Gonna try this tomorrow.

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PostPosted: Wed Mar 25, 2015 6:55 am 
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Lockhammer: I was having some pretty bad mana issues with it.. so I changed some lands, cut Griselbrand, a Tower Gargoyle and something else for 3x Armillary Sphere. Then.. when testing so far.. I draw perfect mana everytime and don't need the spheres. Lol.. FML. If you do end up testing it.. let me know how it goes, what you'd change, etc. I'd appreciate another set of eyes on that deck. It wins pretty comfortably a lot of the time.. if they don't have any early air defense you can usually aggro them down by turn 5 with 2 power fliers.

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PostPosted: Wed Mar 25, 2015 12:14 pm 
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Lockhammer: I was having some pretty bad mana issues with it.. so I changed some lands, cut Griselbrand, a Tower Gargoyle and something else for 3x Armillary Sphere. Then.. when testing so far.. I draw perfect mana everytime and don't need the spheres. Lol.. FML. If you do end up testing it.. let me know how it goes, what you'd change, etc. I'd appreciate another set of eyes on that deck. It wins pretty comfortably a lot of the time.. if they don't have any early air defense you can usually aggro them down by turn 5 with 2 power fliers.


What was the 3rd cut? I'm happy to test run any deck.

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