









Overview:
This Esper (WUB) control deck revolves around Saruman of Many Colors, leveraging spell-slinging and opponent graveyard exploitation. The primary strategy focuses on casting multiple spells per turn cycle to trigger Saruman's mill/copy ability, disrupt opponents with counterspells/removal, and win via incremental value, stolen spells, or late-game bombs like Rise of the Dark Realms. Saruman acts as both a value engine and win condition, synergizing with instant-speed interaction and mill synergies like Mindcrank/Bloodchief Ascension. Secondary "hidden commanders" like Lord of the Nazgûl and Nymris, Oona's Trickster enhance spellcasting payoffs.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Deploy mana rocks (Sol Ring, signets), establish card advantage engines (Archmage Emeritus, Faerie Mastermind), and disrupt opponents with targeted removal (Swords to Plowshares, Fracture).
- Midgame Triggers (Turns 4-7): Cast Saruman and maintain 2+ spells per turn cycle using flash enablers (Borne Upon a Wind, Quicken). Prioritize countermagic (Dovin's Veto, Counterspell) to protect key pieces while milling opponents.
- Win Conditions:
- Mill Combo: Activate Bloodchief Ascension + Mindcrank for infinite life loss/mill.
- Stolen Spells: Copy opponents' high-impact instants/sorceries via Saruman or Sorcerous Squall.
- Army of Wraiths: Generate tokens with Lord of the Nazgûl and swing with a critical mass.
- Graveyard Resurrection: Rise of the Dark Realms to steal all creatures.
Mulligan Priorities:
- Keep hands with 2-3 lands + 1-2 mana rocks.
- Prioritize early interaction (Baleful Strix, Opt) or engine pieces (The Reality Chip, As Foretold).
- Avoid hands lacking blue mana or with only high-CMC spells.
Key Tips:
- Use Storm of Saruman to double-cast key spells like Supreme Verdict or Demonic Tutor.
- PalantÃr of Orthanc forces opponents into lose-lose scenarios once stacked with counters.
- GrÃma, Saruman's Footman provides repeatable spell theft if left unblocked.
- Time Wipe protects your key creatures while resetting the board.
Weaknesses:
Critical
- Heavy reliance on Saruman's presence for sustained value; repeated removal can stall the game plan.
- Minimal proactive threats outside of stolen spells, making the deck vulnerable to combo/aggro decks outpacing its control elements.
Moderate
- Graveyard hate (Rest in Peace, Leyline of the Void) disrupts Saruman's copy ability and Rise of the Dark Realms.
- Struggles against decks with uncounterable threats or hexproof commanders.
Minor
- Limited artifact/enchantment removal beyond Fracture and Void Rend.
- Tapped lands in mana base slightly slow early interaction.
Most Important Cards:
- Saruman of Many Colors (Value engine/wincon)
- Mindcrank (Combo piece, mill enabler)
- Bloodchief Ascension (Combo piece, incremental damage)
- Demonic Tutor (Tutor critical pieces)
- Lord of the Nazgûl (Token generation, secondary wincon)
- Dovin's Veto (Uncounterable protection)
- Rise of the Dark Realms (Game-ending bomb)
- Storm of Saruman (Spell duplication)
- As Foretold (Free spellcasting)
- Nymris, Oona's Trickster (Card advantage engine)
Attribute Ratings:
Speed: 5/10
- Can establish control by T4-5 but typically wins via incremental value or T8+ combo/late-game bombs.
Resilience: 6/10
- Strong counterspell/protection suite but over-reliant on Saruman staying active. Recursion limited to Reanimate/Shifting Woodland.
Consistency: 7/10
- Extensive card selection (14 cantrips, 5 tutors) ensures access to key pieces, though combo requires specific cards.
Interaction: 9/10
- 15 targeted removal spells, 10 counterspells, and 4 board wipes provide exceptional disruption at all stages.
Rating Justification:
This deck demonstrates optimized casual traits with strong interaction and combo potential but lacks the speed (T8-10 wins) and redundancy of high-power lists. Its resilience is hampered by commander dependency, aligning it with upgraded precons/focused casual tiers.
Power level: 5.0 - 5.5
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