So, I don't usually put brews in before I've completely tested them in tournaments, but, this has been so fun with proxies, I can't wait to share it.
The entirety of the deck is built around Noyan Dar, Roil Shaper and Jeskai Ascendancy and lots of card draw, counter spells, and some board wipes. Now, I'm still in testing, and seeing if adding green is a benefit or not. a
Pretty much, the deck's goal is to maintain some life total for as long as possible, while drawing into Noya, Ascendancy, and a lot of can tripping. You stack the spells, making your land a creature than untapping it with Ascendancy, and repeating the process over and over again until you fill up with mana, and a lot of creatures. then swing in with your hasty, pumped up creatures, for the kill.
I was working on this deck in the new card discussion, but now that the full spoiler is up, I decided to continue on th deck over here. I think this deck has enough tools to make it work, though I have no idea how competitive it would be. Here is my updated version. It is once again 4-color, but it is primarily UR splashing W and G.
Clutch of Currents fills a valuable role of being a combo enabler, since it is a one mana sorcery or it can awaken a land for 5 mana. It also helps to the deck make it to the point where it can combo out. I added in Lumbering Falls and changed around the mana base a little, because with it and Rattleclaw Mystic you can usually play most of the two mana cantrips up until you draw the one-mana spells to get you up on mana to either play a second ascendency (which then allows you to get enough mana to go off) or gets you to enough mana to play Noyan with at least one mana open.
I am still working on the sideboard. I know I want a couple Planar Outburst(2) and Stubborn Denial(3) and probably one extra Dig Through Time (1). My main concern is that the deck is capable of the minumum amoun of interaction, while using th majority of its resources for comboing off.
That's why I took the more controllish route, with 3 Planar Outburst and 3 Radiant Flames, I can keep the early and late board clean. Since I usually plan on comboing off the turn I play, but, you're absolutely right, Stubborn Denial will be taking my dispel's place, it's a much better card for the goal, which is to shut down murderous cut and ruinous path. None the less, it is the most fun to combo this off, it's going to be such a pain on Magic Online, hit one wrong button, and you lose because the land will become a creature after the untap. Do it right and the comboing is going to be huge.
Jace has been very good when I have had him out. Early game he helps me get my engines on line, and late game he can make sure I can go off by giving me extra Treasure Cruises and Dig Through Times. I want to be able to find room for a one-of x spell, such as Rolling Thunder, Animist's Awakening, or Displacement Wave. Right now I usually combo off turns 5-7, though I have comboed off as early as turn 4.
Post board this deck can become much more controlling against aggressive decks. Against control decks, I can bring in counter magic. I like Dragonlord Ojutai in the sideboard here because of its nice interaction with Jeskai Ascendency.
I've been testing a 5C version, mainly because it enables Bring to Light as copies 4-8 of Noyan Dar. Bring to Light can be used for other purposes as well. It cannot fetch Jeskai Ascendancy, but it can fetch Dark Petition to find Jeskai Ascendancy. Alternatively it can find Chasm Guide to give a Jace haste (so that you can pull something from your graveyard), Planar Outburst to survive another turn, or simply cast a creature from your deck while getting the Ascendancy untap.
Going 5C can also give you Painful Truths + Healing Hands to give even more card draw, or give access to Abzan Charm and Sultai Charm for more flexibility. Given the ease of adding colors in this standard, I think it may be a good idea.
For the turn 4 combo, I have done it threeo different ways, all involving Rattleclaw Mystic. Turn one Tapped green source (either Lumbering Falls or fetch for a green Battleland). Turn two Rattleclaw Mystic. Turn three Jeskai Ascendency. That's the same for two of them. Then turn 4 I play Magmatic insight to get cards in my graveyard. Then I either animate Lumbering Falls and play Treasure Cruise which gives me two mana creatures, which is enough for me to cast all of my cantrips to go off. Or, I cast Clutch of Currents on my opponent's creature and a white source. That untaps Rattleclaw Mystic and gives me a second mana creature. Then I play Treasure Cruise to untap them. Once I can float some mana, I play a second Ascendency to go off. The third way is when I morph a second Rattleclaw Mystic turn 3. Then turn 4, I unmorph and play Ascendency. The rest follows the same as the other two ways.
I apologize. I don't think I wrote clearly what I meant. I was on break at work, so I dsin't really have time to go back over what I wrote. When I said "Or" I meant the second way of doing the turn 4 combo is to use Clutch of Currents rather than animate Lumbering Falls. By casting Clutch of Currents you untap Rattleclaw Mystic with Jeskai Ascendency, which means that if you have another one-mana spell, you should be able to combo off. I also noticied another way to have a turn 4 combo, which is if you draw multiple Jeskai Ascendency, and you play the second one turn 4. That allows Rattleclaw Mystic to start tapping for essentially two mana. Once you draw a Clutch of Currents and have enough mana floating, you bounce a creature and target a white source. After that it becomes easy to get mana to play another ascendency or Noyan, which then allows you to usually draw the rest of your deck and combo out.
Now, I don't usually go for the turn 4 combo. I just think that it is useful to know which cards can be used in combination to go off turn 4. That way, if you are in a situation where you think you can go off, if you know what you need to make it happen. Usually when I am trying to lead the combo off of Rattleclaw Mystic, I'll discard any creatures I draw, including Noyan. My assumption (which has usually beeen right so far) is that if I can successfully get comboing, I'll eventually draw another to combo with. Playing with Rattleclaw Mystic feels a lot more like playing modern Jeskai Ascendency or Storm where you sometimes start to try to go off before you know for sure whether yo can get there or not. Sometimes yo may whiff, but if you know how to do it and get enough practice with it, you can usually get a good idea of the risk.
I have one change to my previously posted list: -1x Jace, Vryn's Prodigy, +1x Rolling Thunder. I wanted a way to kill my opponent that allowed me not to have to worry about the creatures my opponent can block with. Right now I am deciding between Displacement Wave and Rolling Thunder.
On the topic of Narset, I think she is probably a fine sideboard card against control decks. She provides another angle of attack, and she can force your opponent to have to do something on their turn.
Do you think we could find some spot place for Monastery Mentor main or side ?
I think it could be great out of the side to catch decks off guard that take out cheap removal and sweepers. Mainboard it gives cards like Radiant Flames an unnecessary advantage when they are usually pretty bad against us.
I'm brewing along these lines myself... Tragic Arrogance seems absolutely fantastic. This deck needs an Abzan-killer, and Arrogance seems like the best of the bunch. I also think any Ascendancy deck in this day and age needs to at least consider Hangarback Walker, since it provides a mana sink when you have a "combo turn" that doesn't lead to a kill and stymies aggro.
I like fun decks so was trying something different out with him. I may need 26 lands and haven't decided what to take out yet. This pretty much folds to aggro but I plan to address that in the sideboard when I get around to it. FYI this is a non-ascendancy route. Jace could probably be here instead of Narset but I'm poor. She isn't so bad when you run few creatures though. I don't feel I need too many Noyan for this fact because of the protection I can offer him.
I still need to proxy and playtest, but I brewed up a similar UW to Adelaise's. I tried to look for awaken costs that were good value if I was using an awaken card, otherwise I looked more for cheap instants that would slow down the game for me until a Noyan is out. I chose not to include Ojutai's Command because I can't use the cheap creature mode, and I chose to go for more efficient single-mode draw and counterspells, ignoring the lifegain altogether. I'm a big fan of Tidecaller being used to recur counterspells and roil spouts, too.
I feel like Skyline Cascade's ability to stall out Hangarback Walker and buy time for Swift Reckoning is pretty neato. The basic effect lands seem to be overlooked for the most part (not that I care for many of the others). In the sideboard, I chose counter-aggro cards like Lantern Scout and Psychic Rebuttal -- which can co-opt burn spells and two of the commands, sacrifice spells, discard spells, and mill. It's niche but powerful.
played the list in the RealOG47's 1st post with some minor changes last FNM and went 2-1 losing to my friend's bring-to-light deck. the deck definitely wants jace like RealOG47 has been doing. i think we should be upping the land count to 26 or 27 to make magmatic insight usable every time, there were some awkward times when i had magmatic insght but couldn't actually cast it. other than that it's been doing great
Maybe this is a dumb question, but why are there so many fetchlands? The amount of card draw in this deck is nuts.
@RealOG47
Would you change your deck or sideboard seeing the top decks at SCG Standard Open Indianapolis? I'm guessing it's to early to determine that since there has only been one tournament that I know of for this rotation.
"At an FNM level" is an iffy thing to define. I've been to stores where you can win FNM with a pile of limited cards and I've been to ones where you don't stand a chance unless you're playing a completely tricked out tier 1 deck.
If you want to try to build it without fetches then you may as well cut the Digs, also, and try to run it purely off Cruise. You'll want to lessen to red component of the deck, which is possible. Cut the Insights and Voices for blue cantrips, maybe an Encircling Fissure or two, and replace the Radiant Flames with, say, Tragic Arrogance. It'll be a slower, more vulnerable version of the deck, but it'll still be a deck. Who can say if it'll be good enough for your store?
I was working on this deck in the new card discussion, but now that the full spoiler is up, I decided to continue on th deck over here. I think this deck has enough tools to make it work, though I have no idea how competitive it would be. Here is my updated version. It is once again 4-color, but it is primarily UR splashing W and G.
Hi all, so I did some playtesting with this list -2 Send to Sleep +1 Dig +1 Stubborn Denial. It's the most fun deck I've played in standard so far!
The interaction between mana-dork/manland + ascendancy is crazy, most of my wins came from rattleclaw mystic + Lumbering Falls or awaken Clutch of Currents, then infinite mana from ascendancy. Obviously Noyan Dar does mad work, but he often has to survive a turn before comboing out.
On the winning turn I've found that more often than not I can dig up double Radiant Flames to wipe the opponent's board and win with just 2-3 fat manlands. This card is really good, am almost never sad to see it. I may test but am iffy on Planar Outburst/Tragic Arrogance, their high mana cost and possibility of killing my nonland pieces both seem bad.
In matchups hardcore aggro is definitely the hardest, it's either lose in 4 turns or hit radiant flames, and even after that it's an upward battle since our mana dork gets burned away easily. Other than that this deck is nuts, although very draw dependent (and absolutely hilarious against that antimeta tutelage-mill deck)
I feel like this deck could be made faster/more consistent but I'm not sure how. Noyan Dar+Ascendancy is an instant win but I feel like most of the time he's either useless or a win more card, might cut 2 of him. I know Rush of Ice seems like a terrible card but considering we don't need permanent card advantage as much as buying 2 more turns, could it be an option?
I'm still touting Encircling Fissure as the sideboard card of choice vs aggro. It gives you more time to draw into a sweeper, and it also serves as a combo card in the late game, and unlike nearly all other Awaken cards, it's an instant so you can EOT it when you want to win and the opponent usually can't do much about it.
He cut green and went mostly Jeskai. He can fetch for Smoldering Marsh to help power out a full value Radiant Flames if need be. I really like the inclusion of Soulfire Grand Master in the dual role of combo enabler and red aggro roadblock.
Although, I think he's right in the video when he says the Bant Megamorph deck is a tough matchup. Dromoka's Command is our bane but we'll have to live with it. I played the Caryatid version last rotation so might as well make use of my Ascendancies.
The entirety of the deck is built around Noyan Dar, Roil Shaper and Jeskai Ascendancy and lots of card draw, counter spells, and some board wipes. Now, I'm still in testing, and seeing if adding green is a benefit or not. a
Creatures
4 Noyan Dar, Roil Shaper
Instants
2 Stubborn Denial
3 Artificer's Epiphany
4 Anticipate
2 Disdainful Stroke
Sorcery
3 Magmatic Insight
4 Treasure Cruise
3 Planar Outburst
3 radiant flames
4 Jeskai Ascendancy
Land
4 Mystic Monastery
4 Prairie Stream
4 Windswept Heath
4 Flooded Strand
4 Shivan Reef
3 Mountain
3 Plains
2 Island
Pretty much, the deck's goal is to maintain some life total for as long as possible, while drawing into Noya, Ascendancy, and a lot of can tripping. You stack the spells, making your land a creature than untapping it with Ascendancy, and repeating the process over and over again until you fill up with mana, and a lot of creatures. then swing in with your hasty, pumped up creatures, for the kill.
4x Rattleclaw Mystic
4x Noyan Dar, Roil Shaper
Enchantments (4)
4x Jeskai Ascendency
Spells (23)
3x Magmatic Insight
2x Tormenting Voice
4x Anticipate
4x Treasure Cruise
1x Dig Through Time
3x Radiant Flames
2x Send to Sleep
4x Clutch of Currents
4x Windswept Heath
4x Flooded Strand
3x Mystic Monastery
2x Lumbering Falls
1x Cinder Glade
2x Canopy Vista
2x Prarie Stream
2x Plains
2x Mountain
3x Island
Clutch of Currents fills a valuable role of being a combo enabler, since it is a one mana sorcery or it can awaken a land for 5 mana. It also helps to the deck make it to the point where it can combo out. I added in Lumbering Falls and changed around the mana base a little, because with it and Rattleclaw Mystic you can usually play most of the two mana cantrips up until you draw the one-mana spells to get you up on mana to either play a second ascendency (which then allows you to get enough mana to go off) or gets you to enough mana to play Noyan with at least one mana open.
I am still working on the sideboard. I know I want a couple Planar Outburst(2) and Stubborn Denial(3) and probably one extra Dig Through Time (1). My main concern is that the deck is capable of the minumum amoun of interaction, while using th majority of its resources for comboing off.
2 Soulfire Grand master
2 Ojutai's Command
2 Sphinx's Tutelage
2 Negate
2 Dispel
1 Radiant Flames
1 Seismic Rupture
3 Jeskai Charm
4x Jace, Vryn's Prodigy
4x Rattleclaw Mystic
3x Noyan Dar, Roil Shaper
Enchantments (4)
4x Jeskai Ascendency
Other (20)
3x Magmatic Insight
2x Tormented Voice
4x Anticipate
4x Treasure Cruise
2x Dig Through Time
3x Clutch of Currents
2x Radiant Flames
4x Windswept Heath
3x Flooded Strand
2x Wooded Foothills
2x Prarie Stream
1x Cinder Glade
1x Canopy Vista
2x Mystic Monastery
2x Lumbering Falls
1x Forest
2x Mountain
2x Plains
3x Island
I also have worked on my sideboard plan. This is what I have so far:
3x Stubborn Denial
1x Dispel
2x Planar Outburst
1x Radiant Flames
2x Monastery Siege
3x Dragonlord Ojutai
3x Fiery Impulse
Jace has been very good when I have had him out. Early game he helps me get my engines on line, and late game he can make sure I can go off by giving me extra Treasure Cruises and Dig Through Times. I want to be able to find room for a one-of x spell, such as Rolling Thunder, Animist's Awakening, or Displacement Wave. Right now I usually combo off turns 5-7, though I have comboed off as early as turn 4.
Post board this deck can become much more controlling against aggressive decks. Against control decks, I can bring in counter magic. I like Dragonlord Ojutai in the sideboard here because of its nice interaction with Jeskai Ascendency.
Going 5C can also give you Painful Truths + Healing Hands to give even more card draw, or give access to Abzan Charm and Sultai Charm for more flexibility. Given the ease of adding colors in this standard, I think it may be a good idea.
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
Now, I don't usually go for the turn 4 combo. I just think that it is useful to know which cards can be used in combination to go off turn 4. That way, if you are in a situation where you think you can go off, if you know what you need to make it happen. Usually when I am trying to lead the combo off of Rattleclaw Mystic, I'll discard any creatures I draw, including Noyan. My assumption (which has usually beeen right so far) is that if I can successfully get comboing, I'll eventually draw another to combo with. Playing with Rattleclaw Mystic feels a lot more like playing modern Jeskai Ascendency or Storm where you sometimes start to try to go off before you know for sure whether yo can get there or not. Sometimes yo may whiff, but if you know how to do it and get enough practice with it, you can usually get a good idea of the risk.
I have one change to my previously posted list: -1x Jace, Vryn's Prodigy, +1x Rolling Thunder. I wanted a way to kill my opponent that allowed me not to have to worry about the creatures my opponent can block with. Right now I am deciding between Displacement Wave and Rolling Thunder.
On the topic of Narset, I think she is probably a fine sideboard card against control decks. She provides another angle of attack, and she can force your opponent to have to do something on their turn.
I think it could be great out of the side to catch decks off guard that take out cheap removal and sweepers. Mainboard it gives cards like Radiant Flames an unnecessary advantage when they are usually pretty bad against us.
Cubetutor Link
4 Anticipate
2 Dig Through Time
3 Negate
2 Ojutai's Command
3 Scatter to the Winds
1 Quarantine Field
3 Clutch of Currents
3 Coastal Discovery
3 Planar Outburst
4 Halimar Tidecaller
3 Jeskai Barricade
2 Noyan Dar, Roil Shaper
Planeswalker
2 Narset Transcendent
Lands
4 Flooded Strand
7 Island
4 Plains
3 Polluted Delta
4 Prairie Stream
3 Tranquil Cove
I still need to proxy and playtest, but I brewed up a similar UW to Adelaise's. I tried to look for awaken costs that were good value if I was using an awaken card, otherwise I looked more for cheap instants that would slow down the game for me until a Noyan is out. I chose not to include Ojutai's Command because I can't use the cheap creature mode, and I chose to go for more efficient single-mode draw and counterspells, ignoring the lifegain altogether. I'm a big fan of Tidecaller being used to recur counterspells and roil spouts, too.
I feel like Skyline Cascade's ability to stall out Hangarback Walker and buy time for Swift Reckoning is pretty neato. The basic effect lands seem to be overlooked for the most part (not that I care for many of the others). In the sideboard, I chose counter-aggro cards like Lantern Scout and Psychic Rebuttal -- which can co-opt burn spells and two of the commands, sacrifice spells, discard spells, and mill. It's niche but powerful.
4 Halimar Tidecaller
3 Noyan Dar, Roil Shaper
Instants(17)
2 Anticipate
3 Dig Through Time
4 Encircling Fissure
4 Horribly Awry
4 Scatter to the Winds
Sorceries(11)
2 Coastal Discovery
2 Planar Outburst
3 Roil Spout
4 Swift Reckoning
1 Narset Transcendent
Lands(24)
4 Ally Encampment
4 Flooded Strand
4 Island
4 Plains
4 Prairie Stream
4 Skyline Cascade
3 Arashin Cleric
2 Displacement Wave
2 Felidar Cub
1 Jace, Vryn's Prodigy
3 Lantern Scout
4 Psychic Rebuttal
4x Rattleclaw Mystic
3x Jace, Vryn's Prodigy
3x Noyan Dar, Roil Shaper
Enchantments (4)
4x Jeskai Ascendency
Other (21)
4x Anticipate
3x Magmatic Insight
2x Tormenting Voice
4x Treasure Cruise
2x Dig Through Time
3x Clutch of Currents
2x Radiant Flames
1x Rolling Thunder
4x Windswept Heath
3x Flooded Strand
2x Wooded Foothills
2x Mystic Monastery
2x Lumbering Falls
2x Prarie Stream
2x Cinder Glade
1x Canopy Vista
2x Mountain
2x Plains
3x Island
2x Planar Outburst
1x Radiant Flames
3x Stubborn Denial
1x Dispel
2x Narset Transcendent
3x Fiery Impulse
2x Dragonlord Ojutai
1x Erase
Sideboarding
Against Control: -3x Clutch of Currents,-2x Radiant Flames, -1x Rolling Thunder; +3x Stubborn Denial, +1x Dispel, +2x Narset Transecendet
Against Abzan Aggro: -4x Rattleclaw Mystic; +2x Planar Outburst, +2x Dragonlord Ojutai
Against Abzan midrange and control: -4x Rattleclaw Mystic; +2x Narset Transcendent, +2x Dragonlord Ojutai
Against R/x Aggro: -3x Jace, Vryn's Prodigy, -1x Rolling Thunder; +1x Radiant Flames, +3x Fiery Impulse
@RealOG47
Would you change your deck or sideboard seeing the top decks at SCG Standard Open Indianapolis? I'm guessing it's to early to determine that since there has only been one tournament that I know of for this rotation.
If you want to try to build it without fetches then you may as well cut the Digs, also, and try to run it purely off Cruise. You'll want to lessen to red component of the deck, which is possible. Cut the Insights and Voices for blue cantrips, maybe an Encircling Fissure or two, and replace the Radiant Flames with, say, Tragic Arrogance. It'll be a slower, more vulnerable version of the deck, but it'll still be a deck. Who can say if it'll be good enough for your store?
Hi all, so I did some playtesting with this list -2 Send to Sleep +1 Dig +1 Stubborn Denial. It's the most fun deck I've played in standard so far!
The interaction between mana-dork/manland + ascendancy is crazy, most of my wins came from rattleclaw mystic + Lumbering Falls or awaken Clutch of Currents, then infinite mana from ascendancy. Obviously Noyan Dar does mad work, but he often has to survive a turn before comboing out.
On the winning turn I've found that more often than not I can dig up double Radiant Flames to wipe the opponent's board and win with just 2-3 fat manlands. This card is really good, am almost never sad to see it. I may test but am iffy on Planar Outburst/Tragic Arrogance, their high mana cost and possibility of killing my nonland pieces both seem bad.
In matchups hardcore aggro is definitely the hardest, it's either lose in 4 turns or hit radiant flames, and even after that it's an upward battle since our mana dork gets burned away easily. Other than that this deck is nuts, although very draw dependent (and absolutely hilarious against that antimeta tutelage-mill deck)
I feel like this deck could be made faster/more consistent but I'm not sure how. Noyan Dar+Ascendancy is an instant win but I feel like most of the time he's either useless or a win more card, might cut 2 of him. I know Rush of Ice seems like a terrible card but considering we don't need permanent card advantage as much as buying 2 more turns, could it be an option?
He cut green and went mostly Jeskai. He can fetch for Smoldering Marsh to help power out a full value Radiant Flames if need be. I really like the inclusion of Soulfire Grand Master in the dual role of combo enabler and red aggro roadblock.
Although, I think he's right in the video when he says the Bant Megamorph deck is a tough matchup. Dromoka's Command is our bane but we'll have to live with it. I played the Caryatid version last rotation so might as well make use of my Ascendancies.
Standard
UR Control
Modern
Merfolk
Burn
Avacyn did nothing wrong!
Purify Innistrad!
#Purge