"Her palm flared like the eye of the waking dragon. Then all was calm."
Hi! I am Blitz, I am redoing this thread the original creator of the thread was Besjbo His thread
He had made this thread to bring everyone to one location to share Ideas and stats and results of the deck.
It is getting archived so I opened up another! So lets break it down
What is Jeskai Storm/Jeskai Ascendancy Storm/Jeskai Ascendancy Combo?
Jeskai Ascendancy is a Combo deck that started to show up with the release the Khans of Takir when the opposite colored shards "Jeskai, Sultai, Abzan, Madru, and Temaur" appeared. Jeskai Ascendancy is this lovely baby.
It is a 3 mana rare enchantment that can unleash some bonkers stuff for the field. Between its loot effect (Draw and discard a card) to its pump effect (+1/+1 too all creatures) to its quintessential Untap trigger. It allows some cards to be played for pure value.
Besjbo said "Jeskai Ascendancy seems like one of the best storm enablers we've seen in a while- maybe not as good as Past in Flames, Pyromancer Ascension, or Ad Nauseum in eternal formats with access to rituals, but its ability to single-handedly draw spells while generating mana to cast them puts it above those past enablers as far as Standard is concerned."
Which is very true. a Deck packed with mana dorks as well as card draw options allow for things to untap to pay for the next draw spell. So what cards can we abuse with this monster?
Elvish Mystic ~ Cheapest mana dork, but only produces green mana. Since most cantrips require red or blue mana, the mystic does not have the synergy that Rattleclaw or Caryatid have with Jeskai Ascendancy. Karametra's Acolyte~ Expensive mana dork. Can potentially produce a lot of mana, but once again it's green mana. Sylvan Caryatid ~ A staple for the deck. Can fix and accelerate mana, block attackers, and is difficult to kill. Only thing it cannot do is attack for the win. Voyaging Satyr ~ Voyaging Satyr is not bad, but has stiff competition in the two drop mana dork slot. Kiora's Follower is more versatile for untapping while Rattleclaw and Caryatid fix mana. Kiora's Follower ~ Kiora's Follower provides utility in addition to mana acceleration. It can untap creatures that have Retraction Helix or Burning Anger to bounce or shoot twice as well as allowing you to use Briber's purse twice in a turn. Rattleclaw Mystic ~ Fills a similar role as the Caryatid, but is more vulnerable to removal and only taps for green, blue, and red mana. On the other hand, it can be used to attack as a win condition and the occasional huge turn four when it morphs.
Mana dorks allow for crazy interactions in the deck. Example: Sylvan Caryatid + Kiora's followerJeskai Ascendancy on the field. Lets say you have a Defiant strike in hand. So you can tap Caryatid for white mana, Kiora's follower to untap Caryatid, Tap caryatid to produce lets say a Blue. Cast Defiant strike. Trigger, Untap the creatures, +1/+1 to both, Loot (if you have another card in hand if not you are throwing it away) then +1/+0 to lets say Kiora's follower and then draw a card. so you now have 1 blue floating, beefier creatures, and cycled some cards. All for 1 mana.
Dragon Mantle ~ Dragon Mantle provides two important parts to the combo: a single mana cantrip and a non-creature permanent to bounce with Retraction Helix. In addition, it can provide awkward blocking situations when you suit up a Sylvan Caryatid in a mantle with free red mana. Only real drawback is that the opponent can respond to you casting it by killing the targeted creature creating a potential two for one. Defiant Strike ~ A cheap cantrip at instant speed. Helps you dig or keep the combo going. Also occasionally kills one toughness creatures that run into Caryatids... Divination ~ It's a bit more expensive, but nets you raw card advantage. Unlike Treasure Cruise, it's always reasonable to cast which helps in the early game. Treasure Cruise ~ Treasure Cruise works well with Commune with the Gods and Jeskai Ascendancy (and Taigam's Scheming). That being said, it can be difficult to cast one early on without those cards (multiples can be even worse). Dig Through Time ~ Slightly more difficult to cast (Double Blue mana), but works at instant speed and digs seven cards down. Useful for setting up the combo and during the combo. Like Treasure Cruise, the delve cost occasionally creates awkward hands where you don't have a delve enabler. Commune with the Gods ~ Commune with the Gods is a great all around cantrip that either lets you dig for another mana dork or look for important parts to the combo (Jeskai's Ascendancy or Dragon Mantle). In addition, it enables delve based cantrips. However, if you're using less enchantment cantrips, it can potentially mill away important cards or completely whiff. Nylea's Presence ~ Mana fixer and cheap cantrip noncreature permanent. Unlikely that your opponent will kill the land in response, removing the possibility of a two for one.
All these cards cycle or Net you cards in hand. When we mean "Cycle" we mean you don't loose cards. you have the same amount in your hand. You Cast "Dragon Mantle" you are -1 card. Well Dragon Mantle gives you a card back so you back a 0 loss and 0 Gain. Cards like Divination Net you cards. When we say "Net" you cards you are bringing in more then you had. so Divination is -1 then it says "+2" so you go from -1 > 0 > +1 so you net 1 out of it. Treasure gives a +2 and Dig Thought Time is a +1 BUT it gives you more options since you are looking at the top 7.
So here is the scene. You are playing a Mono black deck ALOT of removal. you can't seem to stick a non-evasive creature IE: Rattleclaw Mystic and Kiora's follower. you have 1 lone Sylvan Caryatid. But you need at least 1 more you untap draw your card. Twin Flame, Your saving grace. You tap your Caryatid for red and a Yavimaya Coast (uncolored of course) Twin flame your SC. Untap with ascendancy. You proceed to go off from that 1 twin flame.
Another kind of Deck
Quote from Besjbo »
Why not play the infinite Artifact Combo?
There's some great testing going on currently with a Jeskai Ascendancy deck that casts Retraction Helix on a creature to bounce and replay a 0-cost artifact, generating infinite looting and infinite power for all your creatures. The advantage of the Storm deck is that it is a one-card combo: you play Jeskai Ascendancy and win within a turn, provided you have a creature to untap with it. The Artifact combo can land Ascendancy, but without Retraction Helix, a creature to cast it on, and a 0-cost artifact to bounce, it won't do anything. That said, the Artifact deck will always win when it gets its combo, and it has enough flex slots to run a few Ensoul Artifacts to buy time, so it's definitely a shell worth trying. For more on the Artifact combo, see this thread: http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-deck-creation/571886-jeskai-helix-standard-combo
Here are some Deck list that have been made
This is my Personal Deck. I have a 1 card variation from Besjbo I took one Divination out for a Burning Anger I am not fond of double Sylvan caryatid hand with out a kill spell. So I put in a Burning Anger Which basically turns SC in to a Shotgun to the testicle.
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Bringing this build to FNM next week (I'm playing Mono-Black Aggro this week since I don't have this deck assembled on paper yet). I don't like the Treasure Cruises, but I can't afford the three Dig Through Time. Goblinslide is highly underrated in this deck. With Retraction Helix you can easily go infinite, even without the 0-cost artifacts, though I may cut one of them for a Briber's Purse.
2-1 Scry/Flame Speaker Adapt
Locked it up with a 24/27 Angry caryatid
Next Twin Flamed Followers and Rattle claws.
0-2 Jeskai Tempo
Kept questionable hands. Paid for it.
2-0 BUG Control
Kept a good hand. Rocked his face turn 4.
He folded soon as ascendancy came down
2-1 R/W control-Burn? He homebrewed a deck that bascially killed Goblin Rabble.
Tried my sideboard options.
Game 1 Won 40/43 Caryatid
-2 Dig's -2 Taigames Schecming
+4 Circle of flame
Game 2 Lost Godsended Nyx Rambeat down
Sideboard out for game 3 added in my dig's and schemes
Game 3 Won Play Jeskai Ascendancy Counters. Played 2nd one right after he folded.
All in all. Good Night 4th place 3 packs (crap pulls Frown )
I think the enchantment rout ( commune and what not) is not a good rout but TO each there own.
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Elvish Mystic ~ Cheapest mana dork, but only produces green mana. Since most cantrips require red or blue mana, the mystic does not have the synergy that Rattleclaw or Caryatid have with Jeskai Ascendancy.
Karametra's Acolyte~ Expensive mana dork. Can potentially produce a lot of mana, but once again it's green mana.
Sylvan Caryatid ~ A staple for the deck. Can fix and accelerate mana, block attackers, and is difficult to kill. Only thing it cannot do is attack for the win.
Voyaging Satyr ~ Voyaging Satyr is not bad, but has stiff competition in the two drop mana dork slot. Kiora's Follower is more versatile for untapping while Rattleclaw and Caryatid fix mana.
Kiora's Follower ~ Kiora's Follower provides utility in addition to mana acceleration. It can untap creatures that have Retraction Helix or Burning Anger to bounce or shoot twice as well as allowing you to use Briber's purse twice in a turn.
Rattleclaw Mystic ~ Fills a similar role as the Caryatid, but is more vulnerable to removal and only taps for green, blue, and red mana. On the other hand, it can be used to attack as a win condition and the occasional huge turn four when it morphs.
Cantrips (there's potentially more, but these are the most common)
Dragon Mantle ~ Dragon Mantle provides two important parts to the combo: a single mana cantrip and a non-creature permanent to bounce with Retraction Helix. In addition, it can provide awkward blocking situations when you suit up a Sylvan Caryatid in a mantle with free red mana. Only real drawback is that the opponent can respond to you casting it by killing the targeted creature creating a potential two for one.
Defiant Strike ~ A cheap cantrip at instant speed. Helps you dig or keep the combo going. Also occasionally kills one toughness creatures that run into Caryatids...
Divination ~ It's a bit more expensive, but nets you raw card advantage. Unlike Treasure Cruise, it's always reasonable to cast which helps in the early game.
Treasure Cruise ~ Treasure Cruise works well with Commune with the Gods and Jeskai Ascendancy (and Taigam's Scheming). That being said, it can be difficult to cast one early on without those cards (multiples can be even worse).
Dig Through Time ~ Slightly more difficult to cast (Double Blue mana), but works at instant speed and digs seven cards down. Useful for setting up the combo and during the combo. Like Treasure Cruise, the delve cost occasionally creates awkward hands where you don't have a delve enabler.
Commune with the Gods ~ Commune with the Gods is a great all around cantrip that either lets you dig for another mana dork or look for important parts to the combo (Jeskai's Ascendancy or Dragon Mantle). In addition, it enables delve based cantrips. However, if you're using less enchantment cantrips, it can potentially mill away important cards or completely whiff.
Nylea's Presence ~ Mana fixer and cheap cantrip noncreature permanent. Unlikely that your opponent will kill the land in response, removing the possibility of a two for one.
Mishra I am going to add that to the Primer. I love the description
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Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
I really don't understand why everyone is running this version of the deck. It's slow and clunky. The artifact version can combo on turn 3 and only requires one creature. The mana base is significantly improved as well, you can run 0 tap lands easily and are almost exclusively in Blue and Green. You can deck manipulate enough to set up a combo restart before you play the win con so you can play through a counter.
Restock gives you a lot of versatility. It helps against disruption and let's you pull Dig, Commune, or Scheming back. If you have two guys on board, you've got at least infinite green mana in the combo which lets you play it if they counter Altar. Alternatively, purse is an alternate win con for swinging incase bad stuff has happened. Cornucopia can be used to fix mana if needed. I skewed mana base towards white as Rattleclaw can give me red and I'm considering Nyx-Fleece Ram for board.
All lands come into play untapped which is a strong advantage. The deck only needs white and red for Ascendancy. An additional nice feature is that you can easily keep a lot of the time with 1 green land source if you have Caryatid and Mystic. Another nice with regards to this version is that you frequently go off the turn you drop Ascendancy and can hold it knowing you will go off if you get a missing piece. It rarely sits around a turn vulnerable to sorcery speed removal.
This deck intrigues me. I play casually and I have every card to make this deck except for mana confluence and I don't plan to spend 80 dollars to get them. What do you think about temple of epiphany and temple of triumph. I am thinking that I will add two of each in it's place. How often do you rely on it early game?
Played a version of this last night at FNM, got a 3-1.
In regards to the manabase, I used playsets of Monastery and Frontier, with 9 fetches (4 Foothills, 2 Windswepth, 3 Flooded Strand) and 6 Basics, (2 Forest, 2 Island, Mountain, Plains)
The fetches helped the DTT, and a single point of lifeloss was better than turn after turn of lifeloss like the MC would have given me. I don't think I'll be going to MC anytime soon.
I comboed in low single digit life each game, MC would have killed me.
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The very fact that Flamethrowers exist proves that someone somewhere said to themselves, "You know, I want to set those people over there on fire... But I'm just not close enough to do it"
(Apologies for linking to another site for my decklist. If I'm not supposed to I'll fix it later, currently on mobile)
This is what I'm currently on. Steam augury has over performed and I feel is a great addition to the deck that also allows for gaming the opponent with piles. The 0 mana artifacts are easily the weakest part of the deck and unnecessary if you've crafted a proper turn. The only reason I have them in the board is because some matchups you want to combo off as fast as possible, and they do allow about a half turn faster combo. Nyleas presence is the weakest card in the list currently, and I've commented on possible replacements. Very open to suggestions, but I strongly feel my list is very close to optimal and the lists ran at the pt are very weak and unfocused.
My reasoning for the Nissa
Make a "Hastey" land 4/4 then Grow it with the artifact side of the combo bounce till lethal.
I am not a big fan of the Commune with the gods I am personally for the Tigams Scheming but to each there own.
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Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Taigams scheming doesn't get a card like commune does (most of the time). This is huge. Nissa, and really any wincon outside of twinflame (which helps combo off in a pinch as well), are not needed and dilute the deck.
Taigams scheming doesn't get a card like commune does (most of the time). This is huge. Nissa, and really any wincon outside of twinflame (which helps combo off in a pinch as well), are not needed and dilute the deck.
But with COmmune you run the risk of Throwing things you need. Tigams I least get to set up my next draws. I have yet to not like it. Everytime I played Commune I mill away things that I need.
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Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Has anyone looked at/tried out Warden of the Eye? With it's inclusion, you can run both Commune with the Gods and Taigam's Scheming, increasing the consistency and selection of the deck while further fueling Dig through Time. But the best part of the card is that it adds a new combo! Twinflame and Warden are pretty fantastic together, enabling all the 3/3s you can pay for and an infinite combo with two mana creatures and Jeskai Ascendancy!
I don't know if the numbers on this deck are right, it's possible I should be playing some Tormenting Voices and a couple cantrips instead of the whole playset of Taigam's Scheming, but I sure like the way the deck looks. I would love some feedback!
Cast a Retraction Helix, Take the Damage. Tap bounce him then cast Dragon mantel or something. It is hard to break the combo if you once you start rolling.
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Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Shame about Tien, but I really like the idea of a transformational board for this deck. For troublesome midrange matches, Sagu Mauler seems kind of a trump card, since you would assume they board out their Elspeths
I runned the Dragon Mantle version for a while but after watching the Deck tech video from pro tour and giving some thought, decided to try the artifact version.
The biggest advantage with the artifact version compared to the Dragon Mantle version is that you don't need two or more creatures to go off with the combo so ..
A. You can cut the total creature(+Twinflame) count, and fill the slots with search/cantrips to compensate the draw on the Dragon Mantle.
B. You don't have to maintain two or more creatures, so the combo is much faster (You can going off on Turn 5 steadilly with the best case scenario of turn 3 combo)
The disadvantage of the possibility of having multiple artifacts in my hand also can be compensated by the fact of filling up cantrips in the mana dork slots and etc.
Some comments on the deck.
1. The reason I used 3 Dig Through Time instead of 4 is simply I didn't have enough time to find the fourth copy (lol). 4 is definitely the right number. IMO it's the best card in the deck.
2. Though Guillaume Matinon said Taigam's Scheming is a bad magic card in the deck tech (which is true for any other 'normal' deck), I felt like the schemeing should be 4 and Commune with the Gods should be 3. There were very awkward times I already have mana dorks and the ascendancy with only having communes in my hand. You can easily set up Treasure Cruise or DTT after some scheming.
3. I chose to draw even when I won the dice roll unless I had solid information the opposing deck is an red sligh or any kind of aggro. You usually can go off on turn 4-5, while most midrange decks have hard time killing you at turn 5-6. The deck only runs 21 lands and requires quite some number of cards to 'go off', so I believe being on the draw is a more safe (especially for keeping 1-landers with caryatid in hand)
4. Instead of the singleton Swan Song in the main deck, I chose Bow of Nylea as my back up plan for milling Altar of the Brood with my mill spells. It's a noncreature spell so I can cantrip in pinch, and also buys me a lot of time in certain match ups. After sideboard, it's a good way to remove the bird tokens generated from Swan Song (lol).
5. I do see the point, but I'm not totally sold on satyr wayfinder. I think there is enough mill to support 6 delve spells so I upped Kiora's follower due to it's synergy with Bow of Nylea. I chose Kiora's Follower over Voyaging Satyr due to the fact it can untap mana dorks instead of pain lands, and the 2 power is relevant when blocking Goblin Rabblemaster in pinch.
6. Not sure whether I should use scry lands instead of pain lands. Scry and Tempo loss are both important in this deck.
7. Here's the sideboard plan. The basic rule is when siding in creature cards, I side out creature cards, and when sideing in non-creature cards, I side out non-creature cards.
Bassara Tower Archer: Sylvan Caryatid 5-7. Board in against removal heavy decks Hornet Nest: Board in against Goblin Rabblemaster decks. Also a 1-2 copies against BG devotion to slow down the Doomwake Giant beat. It gets blown out from double doomwake so I don't board in the whole 3. Magma Spray: Aggro decks. Rabblemast in particular. Might change it to Lightning Strike. Swan Song: Trump for any attempt of using sideboard cards to disrupt the combo.
I limit my non-creature side-in cards to 4 (side out is 2 treasure cruise, 1 commune and 1 taigam) and mix and match magma spray and swan song depending on the match up.
I was also intrigued by the transformational sideboard plan of lee shi tian's so I might try it out.
Hi! I am Blitz, I am redoing this thread the original creator of the thread was Besjbo His thread
He had made this thread to bring everyone to one location to share Ideas and stats and results of the deck.
It is getting archived so I opened up another! So lets break it down
Jeskai Ascendancy is a Combo deck that started to show up with the release the Khans of Takir when the opposite colored shards "Jeskai, Sultai, Abzan, Madru, and Temaur" appeared. Jeskai Ascendancy is this lovely baby.
Jeskai Ascendancy
It is a 3 mana rare enchantment that can unleash some bonkers stuff for the field. Between its loot effect (Draw and discard a card) to its pump effect (+1/+1 too all creatures) to its quintessential Untap trigger. It allows some cards to be played for pure value.
Besjbo said "Jeskai Ascendancy seems like one of the best storm enablers we've seen in a while- maybe not as good as Past in Flames, Pyromancer Ascension, or Ad Nauseum in eternal formats with access to rituals, but its ability to single-handedly draw spells while generating mana to cast them puts it above those past enablers as far as Standard is concerned."
Which is very true. a Deck packed with mana dorks as well as card draw options allow for things to untap to pay for the next draw spell. So what cards can we abuse with this monster?
Elvish Mystic ~ Cheapest mana dork, but only produces green mana. Since most cantrips require red or blue mana, the mystic does not have the synergy that Rattleclaw or Caryatid have with Jeskai Ascendancy.
Karametra's Acolyte~ Expensive mana dork. Can potentially produce a lot of mana, but once again it's green mana.
Sylvan Caryatid ~ A staple for the deck. Can fix and accelerate mana, block attackers, and is difficult to kill. Only thing it cannot do is attack for the win.
Voyaging Satyr ~ Voyaging Satyr is not bad, but has stiff competition in the two drop mana dork slot. Kiora's Follower is more versatile for untapping while Rattleclaw and Caryatid fix mana.
Kiora's Follower ~ Kiora's Follower provides utility in addition to mana acceleration. It can untap creatures that have Retraction Helix or Burning Anger to bounce or shoot twice as well as allowing you to use Briber's purse twice in a turn.
Rattleclaw Mystic ~ Fills a similar role as the Caryatid, but is more vulnerable to removal and only taps for green, blue, and red mana. On the other hand, it can be used to attack as a win condition and the occasional huge turn four when it morphs.
Mana dorks allow for crazy interactions in the deck. Example: Sylvan Caryatid + Kiora's follower Jeskai Ascendancy on the field. Lets say you have a Defiant strike in hand. So you can tap Caryatid for white mana, Kiora's follower to untap Caryatid, Tap caryatid to produce lets say a Blue. Cast Defiant strike. Trigger, Untap the creatures, +1/+1 to both, Loot (if you have another card in hand if not you are throwing it away) then +1/+0 to lets say Kiora's follower and then draw a card. so you now have 1 blue floating, beefier creatures, and cycled some cards. All for 1 mana.
Defiant Strike ~ A cheap cantrip at instant speed. Helps you dig or keep the combo going. Also occasionally kills one toughness creatures that run into Caryatids...
Divination ~ It's a bit more expensive, but nets you raw card advantage. Unlike Treasure Cruise, it's always reasonable to cast which helps in the early game.
Treasure Cruise ~ Treasure Cruise works well with Commune with the Gods and Jeskai Ascendancy (and Taigam's Scheming). That being said, it can be difficult to cast one early on without those cards (multiples can be even worse).
Dig Through Time ~ Slightly more difficult to cast (Double Blue mana), but works at instant speed and digs seven cards down. Useful for setting up the combo and during the combo. Like Treasure Cruise, the delve cost occasionally creates awkward hands where you don't have a delve enabler.
Commune with the Gods ~ Commune with the Gods is a great all around cantrip that either lets you dig for another mana dork or look for important parts to the combo (Jeskai's Ascendancy or Dragon Mantle). In addition, it enables delve based cantrips. However, if you're using less enchantment cantrips, it can potentially mill away important cards or completely whiff.
Nylea's Presence ~ Mana fixer and cheap cantrip noncreature permanent. Unlikely that your opponent will kill the land in response, removing the possibility of a two for one.
All these cards cycle or Net you cards in hand. When we mean "Cycle" we mean you don't loose cards. you have the same amount in your hand. You Cast "Dragon Mantle" you are -1 card. Well Dragon Mantle gives you a card back so you back a 0 loss and 0 Gain. Cards like Divination Net you cards. When we say "Net" you cards you are bringing in more then you had. so Divination is -1 then it says "+2" so you go from -1 > 0 > +1 so you net 1 out of it. Treasure gives a +2 and Dig Thought Time is a +1 BUT it gives you more options since you are looking at the top 7.
0 Cost Artifacts
TwinFlame
So here is the scene. You are playing a Mono black deck ALOT of removal. you can't seem to stick a non-evasive creature IE: Rattleclaw Mystic and Kiora's follower. you have 1 lone Sylvan Caryatid. But you need at least 1 more you untap draw your card. Twin Flame, Your saving grace. You tap your Caryatid for red and a Yavimaya Coast (uncolored of course) Twin flame your SC. Untap with ascendancy. You proceed to go off from that 1 twin flame.
Another kind of Deck
Here are some Deck list that have been made
This is my Personal Deck. I have a 1 card variation from Besjbo I took one Divination out for a Burning Anger I am not fond of double Sylvan caryatid hand with out a kill spell. So I put in a Burning Anger Which basically turns SC in to a Shotgun to the testicle.
2 Retraction Helix
1 Burning Anger
Mana Dorks
4 Sylvan Caryatid
4 Kiora's Follower
2 Rattleclaw Mystic
2 Twinflame
Draw/Filter Spells
3 Divination
4 Defiant Strike
4 Dragon Mantle
4 Taigam's Scheming
4 Dig Through Time
4 Mana Confluence
4 Mystic Monastery
4 Yavimaya Coast
4 Wooded Foothills
2 Flooded Strand
1 Mountain
1 Forest
1 Plains
1 Island
4 Circle of Flame
4 Polymorphist's Jest
1 Restock
4 Swan song
3 Crippling Grasp
Pro Tour Top 8!
1 Nissa, Worldwaker
Creature (11)
3 Kiora's Follower
4 Rattleclaw Mystic
4 Sylvan Caryatid
Sorcery (9)
4 Commune with the Gods
3 Tormenting Voice
2 Twinflame
Instant (7)
4 Retraction Helix
3 Dig Through Time
2 Briber's Purse
Enchantment (8)
4 Dragon Mantle
4 Jeskai Ascendancy
Land (22)
4 Mana Confluence
2 Frontier Bivouac
2 Temple of Abandon
2 Temple of Mystery
2 Temple of Plenty
2 Yavimaya Coast
2 Wooded Foothills
2 Flooded Strand
1 Mountain
1 Forest
1 Island
1 Plains
4 Yavimaya Coast
4 Battlefield Forge
4 Temple of Mystery
3 Temple of Plenty
2 Temple of Abandon
1 Temple of Enlightenment
4 Sylvan Caryatid
4 Kiora's Follower
4 Rattleclaw Mystic
4 Retraction Helix
4 Dragon Mantle
4 Commune With The Gods
3 Dig Through Time
1 Taigam's scheming
2 Nylea's presence
1 Steam augury
3 Twinflame
4 Circle of Flame
1 Testock
4 Swan song
2 Voyaging Satyr
2 Steam Augury
2 Negate
1x Forest
4x Frontier Bivouac
1x Island
4x Mana Confluence
4x Mystic Monastery
4x Shivan Reef
4x Yavimaya Coast
4x Kiora's Follower
3x Monastery Swiftspear
4x Sylvan Caryatid
3x Triton Cavalry
Enchantment (16)
4x Aqueous Form
4x Jeskai Ascendancy
4x Messenger's Speed
4x Oppressive Rays
4x Retraction Helix
Sorcery (4)
4x Commune with the Gods
4 Rattleclaw Mystic
4 Sylvan Caryatid
3 Battlefield Forge
4 Mana Confluence
2 Shivan Reef
2 Temple of Abandon
1 Temple of Epiphany
3 Temple of Mystery
2 Temple of Plenty
4 Yavimaya Coast
1 Briber's Purse
4 Dragon Mantle
4 Jeskai Ascendancy
1 Nylea's Presence
3 Dig Through Time
4 Retraction Helix
4 Commune with the Gods
2 Taigam's Scheming
3 Twinflame
4 Circle of Flame
3 Aetherspouts
3 Magma Spray
4 Swan Song
1 Restock
Special Thanks:
Mishra's Factory: Gave me some awesome descriptions for the cards. thanks!
4 Sylvan Caryatid
4 Kiora's Follower
2 Rattleclaw Mystic
Enchantments: (9)
4 Jeskai Ascendancy
4 Dragon Mantle
1 Goblinslide
Instants & Sorceries: (19)
4 Defiant Strike
4 Divination
4 Taigam's Scheming
3 Treasure Cruise
3 Retraction Helix
2 Twinflame
4 Mana Confluence
4 Yavimaya Coast
3 Mystic Monastery
3 Wooded Foothills
1 Flooded Strand
1 Frontier Bivouac
1 Temple of Mystery
1 Forest
1 Plains
1 Mountain
1 Island
4x Circle of Flame
4x Swan Song
3x Tormod's Crypt
3x Gods Willing
1x Twinflame
Bringing this build to FNM next week (I'm playing Mono-Black Aggro this week since I don't have this deck assembled on paper yet). I don't like the Treasure Cruises, but I can't afford the three Dig Through Time. Goblinslide is highly underrated in this deck. With Retraction Helix you can easily go infinite, even without the 0-cost artifacts, though I may cut one of them for a Briber's Purse.
| Omnath | Zada | Alesha | Scion |
| Mazirek | Animar |
Modern
UR Storm RU
UBRG Dredge GRBU
Standard
UR Thermo-Thing RU
Ran this deck tonight.
4x Kiora's Follower
2x Rattleclaw mystic
2 Twinflame
3 Divination
4 Jeskai Ascendancy
4 Dragon Mantel
2 Retraction Helix
4 Dig through Time
4 Taigam's Scheming
4 Defiant strike
1 Burning Anger
4 Mystic Monastery
4 Yavimaya Coast
4 Wooded Foothills
2 Flooded Strand
1 Mountain
1 Forest
1 Plains
1 Island
Went 3-1 Came in 4th.
Matches
2-1 Scry/Flame Speaker Adapt
Locked it up with a 24/27 Angry caryatid
Next Twin Flamed Followers and Rattle claws.
0-2 Jeskai Tempo
Kept questionable hands. Paid for it.
2-0 BUG Control
Kept a good hand. Rocked his face turn 4.
He folded soon as ascendancy came down
2-1 R/W control-Burn? He homebrewed a deck that bascially killed Goblin Rabble.
Tried my sideboard options.
Game 1 Won 40/43 Caryatid
-2 Dig's -2 Taigames Schecming
+4 Circle of flame
Game 2 Lost Godsended Nyx Rambeat down
Sideboard out for game 3 added in my dig's and schemes
Game 3 Won Play Jeskai Ascendancy Counters. Played 2nd one right after he folded.
All in all. Good Night 4th place 3 packs (crap pulls Frown )
I think the enchantment rout ( commune and what not) is not a good rout but TO each there own.
Analysis on mana dorks:
Cantrips (there's potentially more, but these are the most common)
3x Astral Cornucopia
1x Battlefield Forge
1x Briber's Purse
4x Commune with the Gods
3x Dig Through Time
4x Elvish Mystic
3x Flooded Strand
2x Forest
2x Island
4x Jeskai Ascendancy
1x Kruphix's Insight
4x Mana Confluence
1x Mountain
1x Plains
4x Rattleclaw Mystic
2x Restock
4x Retraction Helix
4x Sylvan Caryatid
4x Taigam's Scheming
2x Windswept Heath
1x Wooded Foothills
4x Yavimaya Coast
Link to deck @ TappedOut.net
Restock gives you a lot of versatility. It helps against disruption and let's you pull Dig, Commune, or Scheming back. If you have two guys on board, you've got at least infinite green mana in the combo which lets you play it if they counter Altar. Alternatively, purse is an alternate win con for swinging incase bad stuff has happened. Cornucopia can be used to fix mana if needed. I skewed mana base towards white as Rattleclaw can give me red and I'm considering Nyx-Fleece Ram for board.
All lands come into play untapped which is a strong advantage. The deck only needs white and red for Ascendancy. An additional nice feature is that you can easily keep a lot of the time with 1 green land source if you have Caryatid and Mystic. Another nice with regards to this version is that you frequently go off the turn you drop Ascendancy and can hold it knowing you will go off if you get a missing piece. It rarely sits around a turn vulnerable to sorcery speed removal.
In regards to the manabase, I used playsets of Monastery and Frontier, with 9 fetches (4 Foothills, 2 Windswepth, 3 Flooded Strand) and 6 Basics, (2 Forest, 2 Island, Mountain, Plains)
The fetches helped the DTT, and a single point of lifeloss was better than turn after turn of lifeloss like the MC would have given me. I don't think I'll be going to MC anytime soon.
I comboed in low single digit life each game, MC would have killed me.
(Apologies for linking to another site for my decklist. If I'm not supposed to I'll fix it later, currently on mobile)
This is what I'm currently on. Steam augury has over performed and I feel is a great addition to the deck that also allows for gaming the opponent with piles. The 0 mana artifacts are easily the weakest part of the deck and unnecessary if you've crafted a proper turn. The only reason I have them in the board is because some matchups you want to combo off as fast as possible, and they do allow about a half turn faster combo. Nyleas presence is the weakest card in the list currently, and I've commented on possible replacements. Very open to suggestions, but I strongly feel my list is very close to optimal and the lists ran at the pt are very weak and unfocused.
Now what I like about his deck was the Nissa.
My reasoning for the Nissa
Make a "Hastey" land 4/4 then Grow it with the artifact side of the combo bounce till lethal.
I am not a big fan of the Commune with the gods I am personally for the Tigams Scheming but to each there own.
But with COmmune you run the risk of Throwing things you need. Tigams I least get to set up my next draws. I have yet to not like it. Everytime I played Commune I mill away things that I need.
1 Astral Cornucopia
Creature (12)
4 Kiora's Follower
2 Rattleclaw Mystic
4 Sylvan Caryatid
2 Warden of the Eye
Enchantment (8)
4 Dragon Mantle
4 Jeskai Ascendancy
Instant (7)
4 Dig Through Time
3 Retraction Helix
Sorcery (10)
4 Commune with the Gods
4 Taigam's Scheming
2 Twinflame
3 Flooded Strand
1 Forest
4 Frontier Bivouac
1 Island
4 Mana Confluence
1 Mountain
1 Plains
3 Wooded Foothills
4 Yavimaya Coast
1 Briber's Purse
1 Burning Anger
4 Circle of Flame
4 Swan Song
2 Tormod's Crypt
1 Twinflame
I don't know if the numbers on this deck are right, it's possible I should be playing some Tormenting Voices and a couple cantrips instead of the whole playset of Taigam's Scheming, but I sure like the way the deck looks. I would love some feedback!
Cast a Retraction Helix, Take the Damage. Tap bounce him then cast Dragon mantel or something. It is hard to break the combo if you once you start rolling.
4 Rattleclaw Mystic
2 Satyr Wayfinder
2 Kiora's Follower
1 Altar of the Brood
4 Astral Cornucopia
1 Bow of Nylea
4 Commune with the Gods
3 Taigam's Scheming
3 Dig Through Time
3 Treasure Cruise
4 Jeskai Ascendancy
4 Retraction Helix
1 Island
1 Plains
1 Flooded Strand
4 Windswept Heath
4 Frontier Bivouac
4 Mana Confluence
4 Yavimaya Coast
1 Shivan Reef
3 Bassara Tower Archer
3 Hornet Nest
1 Keranos, God of Storms
4 Magma Spray
4 Swan Song
Splitted top 4 with the above version in a 20-man GPT. (5 rounds of swiss then top 8.)
My match up was
R1 BG devotion - constellation : 2-1 Win
R2 Mardu Aggro (Seeker-Rabblemaster-Brimaz-Butcher): 0-2 Lose
R3 Abzan Midrange: 2-0 Win
R4 Mardu Midrange: 2-0 Win
R5 BG devotion - constellation : ID
Top 8: BG devotion - constellation: 2-0 Win.
I runned the Dragon Mantle version for a while but after watching the Deck tech video from pro tour and giving some thought, decided to try the artifact version.
The biggest advantage with the artifact version compared to the Dragon Mantle version is that you don't need two or more creatures to go off with the combo so ..
A. You can cut the total creature(+Twinflame) count, and fill the slots with search/cantrips to compensate the draw on the Dragon Mantle.
B. You don't have to maintain two or more creatures, so the combo is much faster (You can going off on Turn 5 steadilly with the best case scenario of turn 3 combo)
The disadvantage of the possibility of having multiple artifacts in my hand also can be compensated by the fact of filling up cantrips in the mana dork slots and etc.
Some comments on the deck.
1. The reason I used 3 Dig Through Time instead of 4 is simply I didn't have enough time to find the fourth copy (lol). 4 is definitely the right number. IMO it's the best card in the deck.
2. Though Guillaume Matinon said Taigam's Scheming is a bad magic card in the deck tech (which is true for any other 'normal' deck), I felt like the schemeing should be 4 and Commune with the Gods should be 3. There were very awkward times I already have mana dorks and the ascendancy with only having communes in my hand. You can easily set up Treasure Cruise or DTT after some scheming.
3. I chose to draw even when I won the dice roll unless I had solid information the opposing deck is an red sligh or any kind of aggro. You usually can go off on turn 4-5, while most midrange decks have hard time killing you at turn 5-6. The deck only runs 21 lands and requires quite some number of cards to 'go off', so I believe being on the draw is a more safe (especially for keeping 1-landers with caryatid in hand)
4. Instead of the singleton Swan Song in the main deck, I chose Bow of Nylea as my back up plan for milling Altar of the Brood with my mill spells. It's a noncreature spell so I can cantrip in pinch, and also buys me a lot of time in certain match ups. After sideboard, it's a good way to remove the bird tokens generated from Swan Song (lol).
5. I do see the point, but I'm not totally sold on satyr wayfinder. I think there is enough mill to support 6 delve spells so I upped Kiora's follower due to it's synergy with Bow of Nylea. I chose Kiora's Follower over Voyaging Satyr due to the fact it can untap mana dorks instead of pain lands, and the 2 power is relevant when blocking Goblin Rabblemaster in pinch.
6. Not sure whether I should use scry lands instead of pain lands. Scry and Tempo loss are both important in this deck.
7. Here's the sideboard plan. The basic rule is when siding in creature cards, I side out creature cards, and when sideing in non-creature cards, I side out non-creature cards.
Bassara Tower Archer: Sylvan Caryatid 5-7. Board in against removal heavy decks
Hornet Nest: Board in against Goblin Rabblemaster decks. Also a 1-2 copies against BG devotion to slow down the Doomwake Giant beat. It gets blown out from double doomwake so I don't board in the whole 3.
Magma Spray: Aggro decks. Rabblemast in particular. Might change it to Lightning Strike.
Swan Song: Trump for any attempt of using sideboard cards to disrupt the combo.
I limit my non-creature side-in cards to 4 (side out is 2 treasure cruise, 1 commune and 1 taigam) and mix and match magma spray and swan song depending on the match up.
I was also intrigued by the transformational sideboard plan of lee shi tian's so I might try it out.