Esper is the combination of white, blue, and black. Using these three colors allows you to draw cards, remove cards, and protect the cards you want to keep. This tri-color combo is used mainly for control and dominance. In the arena esper decks tend to stick around for the long hall. Everything esper lets you perform is about information and responding to it how you want. Let us take a look at the top 5 esper decks you may encounter out in the arena.
5) Artificers
A serpent...of stone
This deck loves to use artifacts that allow you to draw cards and deal damage. Play cards that enhance your mechanized warfare or profit off the artifacts you play.
What is fun about this deck?
- Midrange play style
- Use the artifacts to draw cards and deal damage
- Features life gain
- Generates tokens fast
- Use both versions of ugin
How to play this deck
- Deploy your lands for mana
- Cast low cost artifacts like Gingerbrute
- Continue casting artifacts and throw down artificers to make them stronger
- Draw cards using the artifact abilities and continue to swing
- Remove what is needed to create a lethal opportunity and execute the win
Deck
1 Profane Procession (RIX) 166
1 Drowned Catacomb (XLN) 253
1 Glacial Fortress (XLN) 255
1 Aethershield Artificer (M19) 2
3 Sai, Master Thopterist (M19) 69
1 Karn, the Great Creator (WAR) 1
1 Ugin, the Ineffable (WAR) 2
1 Karn's Bastion (WAR) 248
1 Master Splicer (M20) 29
2 Stonecoil Serpent (ELD) 235
2 Mind Stone (WTH) 153
2 Call of the Death-Dweller (IKO) 78
2 Crystalline Giant (IKO) 234
1 Ugin, the Spirit Dragon (M21) 1
2 Palladium Myr (M21) 234
2 Fabled Passage (M21) 246
1 Blood Artist (JMP) 206
2 Gingerbrute (JMP) 466
1 Cartouche of Solidarity (AKR) 8
1 Trial of Solidarity (AKR) 42
2 Cartouche of Knowledge (AKR) 51
1 Cartouche of Ambition (AKR) 97
1 Forsaken Monument (ZNR) 244
2 Brightclimb Pathway (ZNR) 259
1 Angel of Invention (KLR) 7
1 Toolcraft Exemplar (KLR) 35
1 Defiant Salvager (KLR) 79
1 Marionette Master (KLR) 98
1 Weaponcraft Enthusiast (KLR) 110
4 Ornithopter (KLR) 255
4 Island (KLR) 290
6 Plains (KLR) 288
6 Swamp (KLR) 293
4) Vito Mutation
Vito where’s the capacollio?
You know I can’t go a list without mentioning one of my favorite mechanics in the whole game. This deck receives its name for Vito, Thorn of the dusk rose. Mutate creatures and Vito to drain the life from your foes.
What is fun about this deck?
- Life gain included
- Mutating mayhem
- Vito can kill your opponent without hitting them
- Mutate can be used for removal too
- Enchantments for protection
How to play this deck
- Deploy those lands
- Cast small creatures that will be used as hosts
- Mutate them as much as you can
- Play Vito and start gaining life mutate your creatures to give them lifelink
- Use enchantments to remove threats and drain your opponent dry
Deck
2 Brazen Borrower (ELD) 39
2 Castle Locthwain (ELD) 241
2 Castle Vantress (ELD) 242
2 Ashiok's Erasure (THB) 43
2 Kiora Bests the Sea God (THB) 52
1 Temple of Deceit (THB) 245
3 Cubwarden (IKO) 7
3 Majestic Auricorn (IKO) 22
2 Vulpikeet (IKO) 37
3 Pollywog Symbiote (IKO) 63
2 Sea-Dasher Octopus (IKO) 66
3 Dirge Bat (IKO) 84
3 Insatiable Hemophage (IKO) 93
3 Zagoth Mamba (IKO) 106
2 Bonders' Enclave (IKO) 245
2 Vito, Thorn of the Dusk Rose (M21) 127
3 Indulging Patrician (M21) 219
2 Fabled Passage (M21) 246
1 Temple of Silence (M21) 255
3 Banishing Light (JMP) 4
1 Sea Gate Restoration (ZNR) 76
2 Brightclimb Pathway (ZNR) 259
2 Clearwater Pathway (ZNR) 260
3 Island (KLR) 290
3 Plains (KLR) 288
3 Swamp (KLR) 293
3) Sharky Typhoon
Thankful for sharks
This enchantment makes me blue because it is on every list I’ve made since it came out. If you haven’t heard of this card but have seen sharknado, prepare for some absurdity. Esper provides a plethora of instants and sorceries to trigger the typhoon, beware for flying fins.\
What makes this deck fun?
- Makes literal sharknados
- I’m not even kidding I saw this deck make 50 tokens in a single game
- Counterspells and make sharks off of it
- Constantly casting spells to trigger the typhoon
- Great for any fan of Jaws
How to play this deck
- Deploy lands for mana to evoke the storm
- This deck is mid range use the removal and counters to survive
- Play the typhoon and continue to cast spells
- Watch the sharknado form and generate shark tokens with flying
- Like a hurricane cause disaster and swing for game
Deck
2 Teferi, Hero of Dominaria (DAR) 207
1 Settle the Wreckage (XLN) 34
1 Search for Azcanta (XLN) 74
4 Glacial Fortress (XLN) 255
1 Chemister's Insight (GRN) 32
2 Smothering Tithe (RNA) 22
4 Godless Shrine (RNA) 248
4 Hallowed Fountain (RNA) 251
4 Interplanar Beacon (WAR) 247
3 Glass Casket (ELD) 15
4 Fae of Wishes (ELD) 44
2 Castle Ardenvale (ELD) 238
1 Castle Vantress (ELD) 242
2 Ashiok, Nightmare Muse (THB) 208
2 Elspeth Conquers Death (THB) 13
3 Mythos of Illuna (IKO) 58
4 Shark Typhoon (IKO) 67
1 Extinction Event (IKO) 88
2 Anointed Procession (AKR) 2
3 Wrath of God (AKR) 46
1 Commit /// Memory (AKR) 54
1 Essence Scatter (AKR) 60
1 Emeria's Call (ZNR) 12
3 Island (KLR) 290
3 Plains (KLR) 288
1 Swamp (KLR) 293
2) Doom
Tonight at 11 doom
Standard right now allows for blinking to dominate the meta. Using doom foretold is amazing but imagine if it could enter the board over and over. That is exactly what this deck does
What makes this deck fun?
- Blink permanents to make them trigger
- Plenty of removal
- Harness the power of Yorion
- Includes board wipes for more cumbersome threats
- Counterspells are always handy
How to play this deck
- Deploy lands like you know you need to
- Play permanents to blink
- This next step is obvious play doom foretold and let it trigger
- Now play Yorion and blink it
- Repeat until the words victory appear on your screen.
Deck
5 Plains (ANA) 51
2 Island (ANA) 52
3 Swamp (ANA) 53
2 Golden Egg (ELD) 220
2 Glass Casket (ELD) 15
3 Mystical Dispute (ELD) 58
3 Dance of the Manse (ELD) 186
4 Doom Foretold (ELD) 187
2 Drown in the Loch (ELD) 188
1 Castle Vantress (ELD) 242
2 The Birth of Meletis (THB) 5
2 Omen of the Sun (THB) 30
4 Omen of the Sea (THB) 58
2 Elspeth's Nightmare (THB) 91
2 Treacherous Blessing (THB) 117
1 Temple of Deceit (THB) 245
1 Temple of Enlightenment (THB) 246
2 Extinction Event (IKO) 88
2 Heartless Act (IKO) 91
2 Yorion, Sky Nomad (IKO) 232
1 Dismal Backwater (M21) 245
4 Fabled Passage (M21) 246
2 Scoured Barrens (M21) 250
3 Tranquil Cove (M21) 258
2 Confounding Conundrum (ZNR) 53
1 Clearwater Pathway (ZNR) 260
1)Yorion blink
Say it ain't so I will not go turn the lights off carry me home
This deck earns number one because of the consistency. Using the previously established strategy of blinking this deck took that concept but made it more controlling. Your enemy can't swing at you if they have nothing to swing with.
What makes this deck fun?
- Has a response for everything
- The only threat in the game is you
- Counterspells and removal for days
- Yorion is pushed to his maximum potential
- Play even more cards than anyone else without having to worry about consistency
How to play this deck
- Lands, deploy them
- Did your opponent do something stop it
- Literally anything that is done that you don’t want to resolve you can stop
- Play yorion and blink everything on your board
- Rinse, repeat, victory!!
Deck
1 The Magic Mirror (ELD) 51
3 Dance of the Manse (ELD) 186
4 Doom Foretold (ELD) 187
4 Drown in the Loch (ELD) 188
4 The Birth of Meletis (THB) 5
2 Heliod's Intervention (THB) 19
3 Omen of the Sun (THB) 30
4 Omen of the Sea (THB) 58
2 Elspeth's Nightmare (THB) 91
2 Treacherous Blessing (THB) 117
3 Temple of Deceit (THB) 245
3 Temple of Enlightenment (THB) 246
3 Neutralize (IKO) 59
4 Extinction Event (IKO) 88
4 Heartless Act (IKO) 91
3 Yorion, Sky Nomad (IKO) 232
2 Swift Response (M21) 40
3 Mazemind Tome (M21) 232
3 Tormod's Crypt (M21) 241
2 Fabled Passage (M21) 246
3 Brightclimb Pathway (ZNR) 259
3 Clearwater Pathway (ZNR) 260
6 Island (KLR) 290
6 Plains (KLR) 288
4 Swamp (KLR) 293
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