Jeskai Ascendancy Combo
Jeskai Ascendancy Combo has existed as a deck in every format where it has been legal. The combo is quite simple; Use cheap spells to trigger Jeskai Ascendancy, untap a mana-producing creature, and repeat. After several repitions, your creatures will have grown quite large and you can attack for large amounts with only a few creatures, or even just your one mana-producing creature.
In Standard and Modern, Sylvian Cariatid was used. In Eternal formats, where good mana is easier to come by, Fatesticher is used to untap dual lands or moxen. Fatestitcher has the added benefit that you don't have to have him in play when you start attempting to combo. It is often best to instead discard Fatestitcher to Ascendancy and then Unearth him for only U.
The remainder of the deck resembles a fairly standard Young Pyromancer "grow" shell. Producing a large number of tokens on turns before you attempt to kill reduces the number of Ascendancy iterations required to produce a letal army. This shell allows the deck to win without much additional difficulty even in games where Jeskai Ascendancy never enters play. In fact, failing to find and cast (or otherwise reveal) Jeskai Ascedancy in game one can be beneificial as your opponent will sideboard for a substantially different deck.
DecklistThere hasn't been much development recently. That can be isolated to one key thing: In January 2015, Treasure Cruise was restricted. In fact, the previous
strategy discussion on Jeskai Ascendancy has had no posts since that restriction. Any would-be developers, including myself, were further hampered when Dig Through Time was restructed in September 2015.
The build below consist mostly of patching those holes rather than re-building the deck. I've included a lot of other considerations beyond the decklist. I'll also admit that the sideboard is like 90% garbage.
Creature (7)4x Fatestitcher
3x Young Pyromancer
Instant (22)1x Ancestral Recall
1x Brainstorm
1x Dig Through Time
4x Force of Will
4x Gush
3x Lightning Bolt
2x Mental Misstep
1x Mystical Tutor
2x Pyroblast
2x Spell Pierce
1x Swords to Plowshares
Sorcery (9)2x Gitaxian Probe
1x Ponder
4x Preordain
1x Time Walk
1x Treasure Cruise
Enchantment (4)4x Jeskai Ascendancy
Artifact (4)1x Black Lotus
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
Land (14)1x Polluted Delta
2x Flooded Strand
1x Island
2x Misty Rainforest
2x Scalding Tarn
3x Tundra
3x Volcanic Island
Sideboard (14)2x Flusterstorm
4x Ingot Chewer
1x Jace, the Mind Sculptor
1x Lightning Bolt
1x Meddling Mage
2x Swords to Plowshares
3x Wear / Tear
Some notes on card selections in this list:
Young Pyromancer was cut from 4 to 3. With the amount of draw, you'll no doubt find Young Peazy but you don't want to be drawing into him while attempting to combo. There's certainly an argument to be had in favor of replacing some of all of these with Monastery Mentors but I think having 2 key spells at 3 mana is probably a bad idea.
Mystical Tutor functions primarily as a second copies of the best card selection spells in the deck to help fuel a combo turn.
. Mystical can also find Time Walk, making a potential Young Pyromancer kill significantly easier.
Pyroblast is good combo fodder as it can be cast to trigger Ascendancy even when it's not actually doing anything
Gitaxian Probe is mostly a 2-of due to the life loss. While not paying mana to trigger Ascendancy is great, the inherent slowness of a deck trying to reach ABC mana means that you don't have a lot of life to spare.
Swords to Plowshares, in addition to being one of the best removal spells ever printed, can get you out of a bind. If you're low on life and you're going to have to pass the turn into lethal damage, you can Swords a pumped creature to gain quite a bit back.
Wear / Tear functions as a disenchant / shatter that has potential to do both (i.e., kill an artifact
and enchantment) off only one card.
SideboardThe sideboard above is poorly developed. This deck is hard to build a sideboard for so let's break it down by the most problematic matchups:
Oath - The two best Oath-fighters in UWR are certainly Containment Priest and Gravedigger's Cage. Both of these are non-bos with Fatestitcher. Possible options:
Prevent Oath from resolving - Meddling Mage, additional Spell Pierces, Spell Snare
Destroy Oath before it triggers - Disenchant, which I've semi-upgraded to Wear Tear
Neuter Oath's ability - Take out Fatestitcher and put in Containment Priest / Cage, Turning your deck into a Pyromancer deck that just happens to play Jeskai Ascendancy
Dredge - See the same problems as Oath but add Rest in Peace to the list of cards that we don't want to use. Possible options:
Neuter Bazaar of Baghdad with Pithing Needle - They can still go off, but more slowly, by drawing to 8 cards and discarding a dredger. Legacy dredge shows that this is a perfectly workable plan. They may also be playing Misstep, which shuts down your plan.
One Sided Graveyard Hate - Leyline of the Void is un-castable but strong. Tormod's Crypt is one time use but, well timed, can be devastating. Being a 0 mana artifact, it goes well with Jeskai Ascendancy.
Ditch Fatestitcher - Take out Fatestitcher and put in Containment Priest / Cage, Turning your deck into a Pyromancer deck that just happens to play Jeskai Ascendancy. (Hey, haven't I typed that before?)
Blue stuff - Counterspells to keep Dread Return at bay and Echoing Truth to keep from dying to Zombies.
WorkshopsDestroying Artifacts - While delve spells were still unrestricted, this was considered a possible main deck option. Disenchant and Wear/Tear are other options. If going green, Ancient Grudge and Nature's Claim are solid options as well.
Getting in under the spheres - Traditional Delver decks can often ride a turn 1 Delver to victory against Shops. Perhaps play Delvers in the board.
Problems and possible solutionsCard Draw - Most anything that goes into this category needs to cost <= 1 or be busted. The cost restriction is due to Fatestitcher only untapping one permanent.
Sensei's Divining Top - Good card selection. When going off, if you can get two of these into play, you can go infinite.
Timetwister - This deck frequently draws down to very few cards in the graveyard. Shuffling those back in makes for great refueling. If it's preceeded by a good delve (say, all lands), it's even better!
Repeal - U to bounce a Mox effectively triggers ascendancy twice and nets +2 mana (One from the Mox, one from the untap that the Mox's trigger gets you)
Ideas Unbound - The drawback on this is relatively minimal. When going off, the only non-business cards that you can draw are lands. If you're at the point where you're attempting to go off, losing lands isn't a big deal. Additionally, an early Ideas Unbound can be used to fuel your Delve Spells and get Fatestitcher into the graveyard.
Thought Scour - Fuels delve spells but that's less relevant now that the ones we want are restricted. Being an Instant, it can be used defensively against top deck tutors or other card selection.
Sleight of Hand - Without Ascendancy, it better card selection than Serum Visions
Other U cantrips - Serum Visions, Opt. I'm sure there are other even worse options I'm forgetting.
ManaColorless Producers - Sol Ring, Mana Crypt - There's not much requirement for colorless mana. The most useful aspect of these cards will likely be triggering Jeskai Ascendancy and reducing the amount of delve required by TCruise and Dig.
Off-Colored Moxen - See Colorless Producers
Chrome Mox - Quite strong when Jeskai Ascendancy is imprinted (though the tactical value of hiding Ascendancy should be considered as well). Unlike Lotus Petal, can be re-used with Fatestitcher's ability.
Lotus Petal - The versatility of Chrome Mox without the imprint requirement. The one-time use however makes it something you want to use either to cast Ascendancy or during your combo turn.
Adding GreenPros:
Fastbond Mana-producint creatures such as Birds of Paradise / Noble Hierarch. These ease up on the difficulty of adding Green. They untap off Jeskai Ascendancy, allowing you to combo without Fatestitcher or to generate extra mana. A Birds can attack in the air, which is often unprotected. These mana creatures will probably eat a bunch of Missteps and Bolts that would be spent on draw spells and kill conditions.
Ancient Grudge - Due to its flashback, it can be cast twice (triggering Ascendancy twice) or discarded until needed later.
Mox Emerald - No longer being "off-colored," Mox Emerald becomes worth running.
Cons:
Colored Mana Intensity - Adding a fourth color to a deck that's attempting to cast a spell that costs ABC makes mana really difficult. In my experience, adding Green makes the deck more prone to extremes. A good start can be really good but drawing the wrong mana can turn the deck into a bad Pyromancer imitation.
Other ConsiderationsAnything Madness - Best options are (with their madness cost and effect in parens) Circular Logic , Firey Temper, and Obsessive Search
Anger - When you can't combo off but you've got a Young Pyromancer and a bunch of spells to chain together, this can turn into a kill.
Wind Zendikon - Saw some play in the legacy build of this deck. It's a good early play that allows you to save the mana that you might spend on Fatestitcher on your combo turn. Acts as an early threat. Triggers Ascendancy.
Pingers - Cunning Sparkmage, Prodigal Sorcerer, etc - Largely agreed to be a poor way to go about the deck. However, these do allow you to kill without having to use the combat step.
Grapeshot - You're unlikely to get to enough storm for this to actually kill. However, it could be used to supplement a smaller attack. Could also be used to clean up a wall of Elemental tokens preventing you from getting your damage through.
Frantic Search - I admit that I'm really reaching here. This could be something to sink colorless mana into while also er-upping on colored mana via the uncap.
Bonus: How to stack things (TRIGGER WARNING)Most of the time you'll want to stack your triggers as follows:
1. Draw and discard a card
2. Pump and untap creatures
3. Make a Young Pyromancer token
This way, your token gets pumped and your Fatestitcher untaps, capable of producing mana again and casting another spell, before you have to discard a card.
IDK if it's still this way but on MTGO, this order used to be from left to right, greatly simplifying things.
With each spell causing at least two, usually three triggers, it can be hard to keep track, especially if you get into a counter fight. I recommend that you lay things out in order when executing to ensure you don't mis any.
One thing that's easy to miss is producing as much mana as possible. If I've got a card in my hand that I'm likely to want to cast next, I'll frequently handle my pump+untap trigger then, with the draw/discard still on the stack, immediately untap a land so I don't have to worry about forgetting it later in the turn.