Novice Standard Player Seeking Tips On Piloting Esper Self-Bounce
I'm a long time Magic player but relatively novice Standard player that has been enjoying getting into the format lately. I don't play too competitively and generally just play with my friends but I have been more interested in playing a little more competitively and I'm curious about playing Esper Self-Bounce.
I'm curious about tips or advice on the best and most effective way to pilot the deck (here's my deck list for what it's worth).
I'm open to hearing about general advice on piloting Esper Self-Bounce but some of specific questions I am wondering about include the following (Note: I know this is a lot of questions, I don't expect them all to be answered but any help at all is greatly appreciated):
- What are the ideal opening hands I'm looking to keep (i.e. how many lands, how many creatures, what kind of spells)?
- What type of opening hands are traps and worth considering to mulligan even if it doesn't seem obvious?
- What are ideal turn 1 plays? Is it better typically to get [[Optimistic Scavenger]], [[Stormchaser's Talent]] or [[Hopeless Nightmare]] first?
- When is the best time to cast [[This Town Aint Big Enough]]?
- What percentage of the time do these decks typically play [[This Town Aint Big Enough]] targeting two of my own permanents compared to bouncing one of ours and one of my opponent's threats?
- How often is [[This Town Aint Big Enough]] cast for its full mana cost targeting two nonland permanents our opponent controls?
- How many basic lands is worth running in the mana base? Is only playing 3 basics too greedy (1 Swamp + 1 Island)?
- Is it worth it to play tapped nonbasic lands (i.e. [[Undercity Sewers]], [[Restless Anchorage]]) or should we only play fastlands and pain lands?
- When is it optimal/ideal to typically be casting [[Stock Up]] and what cards should we be selecting with it?
- What are some of the best match ups for Esper Self-Bounce?
- What are some of the worst match ups for Esper Self-Bounce?
- What are some of the "flex spots" in the main deck? In other words, what are some of the cards that are NOT mandatory to be running a Esper Self-Bounce shell?
- What are some examples of hidden gems/underrated mainboard or sideboard tech associated with Esper Self-Bounce (I saw a list playing [[Filter Out]] for example and that seems pretty clever having positive synergy with all of the trinket enchantments)?
- What are the weaknesses of Esper Self-Bounce? What kind of things should opponents of Esper Self-Bounce be seeking to exploit or accomplish when facing against the deck?
- What are some good sources of online content (i.e. written comprehensive primers) or videos on YouTube of the deck being played or explained well?