Commander 1
Instants 27
Sorceries 2
Artifacts 11
Enchantments 22
Lands 37
Strategy notes
Esper (white-blue-black) draw-go control/enchantments deck that plays mostly at instant speed, ramps with rocks, and controls the table with counterspells, spot removal, sweepers, and taxing enchantments. Its core plan is to sit back, draw cards, and gradually turn enchantment value into a win.
Key synergies:
- Enchantments matter: Sigil of the Empty Throne, Hallowed Haunting, Sphere of Safety, Doom Foretold, and the Courts reward a high enchantment count by making tokens, locking combat, and grinding value.
- Draw-go/card draw: Rhystic Study, Mystic Remora, Memory Deluge, Fact or Fiction, and similar spells keep the hand full while holding up interaction.
- Punisher/value engines: Smothering Tithe, Painful Quandary, Court of Ambition, Black Market Connections, and Grave Betrayal help bury opponents over time.
- Top-end finishers: Shark Typhoon, Luminarch Ascension, Omniscience, *One with the Multiverse
Written by the Kraken's AI from this decklist.
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