The way you asked sounds rude to me*, but I'd like to second that motion.
SMR0079, your post piqued my interest, and I'd love to see your decklist. Did you simply take a standard Esper Stoneblade deck, replacing Lingering Souls with Supreme Verdict? How would you modify the UWr version to fit Supreme Verdict?
Your post made me think. Thanks for posting.
*: that said, I'm an ESL speaker, which might explain it
I cut Souls, and the utility land for 2 Verdict, 2nd EE, and 2 Ponder, and a 2nd plains. My board had 2 Verdict, 2 Path, 1 Vindicate, 3 CLique, 2 discard, 1 Counterspell, 4 Surgical.
Going forward I would do something like this:
4 FoW, 4 BS, 4 StP, 3 Pierce, 1 Top
2 Counterspell, 4 SFM, 4 Snapcaster, 1 Jitte (or a sword?)
3 Clique, 1 Trinket Mage
3 Jace, 2 Verdict
1 Batterskull
1 EE
SB:
4 REB
2 Verdict
2 Path
3 Surgical
1 Crypt
1 Needle
1 Jace
1 Jitte???
It was a Dual for Duals at Mirwood - the best magic venue on earth. You can get a beer, a tatoo, a haircut, a rock concert, and an apple pannette all in teh same place. Makes scrubbing out not so bad ;) 6 blue duals and a bye to the lotus cup in January were the final prizes.
Calls for banning are almost always the scrubs way out. Real men view a challenge as something to overcome, a puzzle to solve, an opportunity to be had, and the source of evolution.
Thanks.
I tested a couple games on Cockatrice with Esper Stoneblade with 2 Supreme Verdict main. A top-decked Verdict actually saved me and let me win the first game I played :) Cool card.
Do you think Academy Ruins is worth it with Trinket Mage / EE / Top / Equipment? Or is that the utility land you'd cut?
My opinion on utility lands is that Academy Ruins is the only utility land worth running in Stoneblade.
@SMR,
I use trinket mage myself, but I don't see much value running it main deck with only 1 main deck target and only 1 sb target.
I also use 1 trinket mage, maindeck targets are 1 sensei´s diving top (for longer grinding games), 1 engineered explosives (to catch most legacy stuff, 1 more in sideboard) and 5. removal as a fun slot, the surprising pyrite spellbomb (perfect to kill mother of runes, protected teegs and so on), all of this stuff is supported from academy ruins. Sideboard also have some pithing needles and graveyard removal (splitt with permanent and spell based hate).
I also tested a more "threat heavy" version, but switched back to 2 ponders for more cantrips and to make sure, that you find the right cards (also good enough to find lands against wastelands)
TEAM MtG Berlin
I haven't played in a real tournament in years, just smaller local stuff and was wondering if there was any glaring flaw in my esper deck?
Lands (23)
4x Flooded Strand
4x Polluted Delta
1x Marsh Flats
3x Tundra
2x Underground Sea
1x Scrubland
2x Island
1x Swamp
1x Plains
3x Mishra's Factory
1x Karakas
Creatures (10)
4x Stoneforge Mystic
4x Snapcaster Mage
2x Vendilion Clique
Artifacts (4)
1x Batterskull
1x Umezawa's Jitte
2x Engineered Explosives
Instants (16)
4x Brainstorm
4x Swords to Plowshares
4x Force of Will
2x Counterspell
2x Spell Pierce
Sorceries (4)
2x Inquisition of Kozilek
2x Thoughtseize
Planeswalkers (3)
3x Jace, the Mind Sculptor
Side Deck (15)
2x Lingering Souls
2x Supreme Verdict
2x Detention Sphere
2x Surgical Extraction
2x Nihil Spellbomb
1x Spell Pierce
1x Path to Exile
1x Inquisition of Kozilek
1x Duress
1x Disenchant
I've been trying the Mishra's Factorys over Wasteland since I saw someone do it this weekend (they were copying a SSG Esper list), I used to use the Factorys back before lingering souls was a card. I'm liking them a lot, keeps jitte going and adds pressure. It has also helped kill off jaces and keep goblin lackeys at bay.
I would love to add an academy ruins main deck, engineered explosives just shuts off so many decks at the moment. Getting back a batterskull late game would also be a huge advantage shift.
Can anyone enlighten me why spell snare isnt used anymore?
Looks fine. If you are running factories, drop the second Counterspell for something a little less color intensive. Maybe use a 3rd Spell Pierce/5th piece of Discard or a 1x Sensei's Divining Top instead.
I'm not sold on the 3x Factory, rather I run the 1x Dust Bowl, 1x Academy Ruins package, with a similar decklist. My maindeck runs +1 Underground Sea/Tundra (testing both, prefering the 4th Tundra), +1 Dust Bowl, +1 Academy Ruins, +1 Sensei's Divining Top and -3 Mishra's Factory, -1 Counterspell. Personal preference really, but I find go beyond 2 colorless lands is trouble. I also find myself consistently using my lands by the end of the opponents turn (Top), so the factories didn't play well with me.
@ Spell Snare comment:
Fewer 2 drops we consistently need to stop. Too narrow in the current meta.
the factorys have actually been pretty good for me, I actually swapped over to them from running academy ruins and dust bowl (after running 3 wastelands). They've been pulling their weight for me, but it is definitely a matter of preference. I just didn't need the wastelands in most matches, and i hated dust bowl. Academy ruins is great though.
How is running one top without a way to search for it? I might try that.
SMR I really like your list, the direction I've been headed in my testing. I also play at Mirkwood from time to time so I'm curious who you are lol.
Perhaps this has been answered before, but after scanning through here I couldn't find it.
It seems to me that there has been a shift from using Enlightened Tutor to find your EEs, Tormod's Crypts, Grafdigger's Cages, etc. to using Trinket Mage to find your piece. To me, the instant speed of enlightened tutor, coupled with the huge amount of draw we have in our deck make using Enlightened Tutor better. Maybe I am just missing something about Trinket Mage. Is it the 2/2 body that we need? I never seem to be lacking for a body to equip. I would love to hear others weigh in on Enlightened Tutor vs Trinket Mage.
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Creatures [14]
4 Deathrite Shaman
4 Snapcaster Mage
4 Stoneforge Mystic
2 Vendilion Clique
Planeswalkers [2]
2 Jace, the Mind Sculptor
Artifacts [2]
1 Batterskull
1 Umezawa's Jitte
Spells [19]
4 Brainstorm
1 Counterspell
4 Force of Will
2 Inquisition of Kozilek
2 Spell Pierce
4 Swords to Plowshares
2 Thoughtseize
Lands [23]
1 Academy Ruins
4 Flooded Strand
2 Island
1 Karakas
2 Marsh Flats
1 Plains
3 Polluted Delta
1 Scrubland
1 Swamp
1 Tropical Island
3 Tundra
3 Underground Sea
Sideboard [15]
2 Engineered Explosives
1 Extirpate
1 Jace, the Mind Sculptor
2 Lingering Souls
2 Path to Exile
2 Pithing Needle
1 Supreme Verdict
2 Surgical Extraction
1 Sword of Feast and Famine
1 Vindicate
Esper Stoneblade is a very well tuned list, so why add Deathrite Shaman?
I always felt it was awkward that with stoneblade that you could cheat in equipment but not have a creature available to use the equipment right away. It was missing a one drop that could pick up equipment, be in play the turn before so they are not suffering from jet lag, and be a relevant enough threat that it could be a removal magnet that would allow stoneforge to live.
Let me introduce Deathrite Shaman.
First of all he's a squire for 1 mana. That means he doesn't get 2 for 1 with forked bolt, he's big enough that he can block early mongoose and goblin lackey. He's pesky enough that he can significantly effect the out come of a game. That means he can draw removal and allow your Stoneforge mystic to make it the next turn to drop the batterskull. He's a main deck card that can effect graveyards. He has a ramp ability getting your mystic out with protection, getting your jace out earlier. If Maze of Ith is getting you down or batterskull has been destroyed, you can beat down life, non targetted no less, (sorry energy field, or player shroud effects) and attack with snap casters the deck can switch roles quite quickly. The RUG delver match up improves significantly, wastelands don't get you down as much when you can use binned lands for mana.
I'm going to give it a shot this Wednesday.
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