sakabato24 wrote...
So, won another event and won another Duel Deck Anthology. Traded that one in for 3 Jace vs. Vraska DD so I can get the Remands I needed for a new deck I'm working for Modern.
Jeskai Ascendancy Combo :
Lands :
4 Flooded Strand
4 Scalding Tarn
4 Faerie Conclave
3 Steam Vents
2 Island
1 Hallowed Fountain
1 Mountain
1 Plains
1 Sacred Foundry
1 Seachrome Coast
Creatures :
4 Fatestitcher
Spells :
4 Gitaxian Probe
4 Izzet Charm
4 Serum Visions
4 Thought Scour
3 Lightning Bolt
3 Remand
2 Gut Shot
4 Jeskai Ascendancy
4 Telling Time
2 Visions of Beyond
Sideboard :
2 Wear // Tear
1 Timely Reinforcements
2 Gigadrowse
2 Geist of Saint Traft
4 Delver of Secrets
4 Young Pyromancer
Since Dig is now banned from Modern, I replaced it with a similar card in terms of searching for combo pieces and filtering through the deck when comboing off, Telling Time. I feel like Telling Time is really good in terms of what this deck wants to do, similar to how Scapeshift used this card pre-Khans. TC was replaced by another draw three spell, Visions of Beyond. This card works well when you are on a constant looting phase of going off, as well as having Izzet Charm and Thought Scour to reach you there. Other than that, it's a nice can-trip even if you are not at 20 in the grave.
It's harder to go off on Turn 3 as consistently without TC or DTT, but with this list, I came up with, it has a bit more of the control element so it can at least have back-ups such as having Remands and Izzet Charms for Counter-Spells, as well as Gut Shot and Bolt to have spot-removal and helpful 1 mana engines if I do try to go off.
The SB consists of changing from a Combo Deck, into a Mid-range/Aggro Deck. It catches a lot of players off-guard due to game 2/3 of adding in combo hate. The Gigadrowse are there to also help enable combo protection if I choose to try to keep in the combo.
Another Legacy tournament? Take it down with dredge again?
Yeah, the non-green version is probably way better since you can play a control game until you decide you want to combo.
You just can't do it super early =P but that feels irrelevant. Comboing off at instant speed is so valuable.
I still personally like having the Gifts Ungiven package in the sideboard, since sometimes it randomly just autowins the game for you. But transforming into Jeskai tempo sounds like a great plan too. It seems similar to the tech in the Standard version: taking out the combo for a bunch of beatsticks and just beating them down that way.
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Alas, my team didn't do too well at the GP I attended last weekend, but it was very fun. It was our first GP, and man, it was like half a convention. All sorts of fun side events, so many places to spend money on...
Our pool wasn't the greatest... There weren't any real bombs, save for the Necropolis Fiend and Citadel Siege in my deck, but there were some good synergies in our colors.
One friend played a very aggresive Mardu deck with a bit of Warrior synergy, and the other played a very blue-based Jeskai deck with tons of tricks. I ended up with a janky Abzan deck that splashed blue for some Sultai cards.
I also managed to get a gigantic chunk of an Abzan deck I was building for Standard. It's a fairly typical list, I'm running the MUCH slower version of Abzan that runs very few creatures and a lot more removal and card draw.
It's more fun than people give it credit for, since there are interesting decisions that come up often that matter. It rewards good play. I've beaten a lot of other control decks just because I'm able to get card advantage out of more things than they are able to.
Removing the Caryatids was a great idea. LSV joked once that "the reason they're in the deck is to be boarded out in every matchup". If that's the case, why are they even in the deck? lol. So I've been running without them and it's been working out spectacularly, especially since Tasigur came out.
That guy is insane. Both in Modern and Standard, it's so damn easy to set up your graveyard to be redundant, so your opponent never really gets a good choice to give you something. I managed to get 3 before they started jumping in price rapidly.
Here's my list:
4 Courser of Kruphix
4 Siege Rhino
2 Tasigur, the Golden Fang
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10 Creatures
2 Sorin, Solemn Visitor
3 Elspeth, Sun's Champion
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5 Planeswalkers
4 Thoughtseize
2 Read the Bones
4 Hero's Downfall
4 Abzan Charm
1 Utter End
2 End Hostilities
1 Murderous Cut
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18 Other Spells
2 Urborg, Tomb of Yawgmoth
4 Windswept Heath
4 Sandsteppe Citadel
4 Temple of Silence
4 Temple of Malady
3 Caves of Koilos
2 Llanowar Wastes
2 Plains
2 Forest
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27 Lands
Sideboard:
3 Glare of Heresy
1 Back to Nature
2 Read the Bones
2 Drown in Sorrow
1 Utter End
1 Murderous Cut
1 Palace Siege
1 Liliana Vess
2 Nissa, Worldwaker
1 Duneblast
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15 Cards
Palace Siege has been an all-star in any grindy matchup. I'll only ever call "Dragons", since the Khans ability is barely relevant in my deck, but it's amazing. It's very slow and clunky, but it's also fairly unstoppable. While it's in play, my new wincon is just "don't die". UB control can't beat it if it resolves since they can't lay on the pressure, other midrange decks you can just try to set up parity to start winning slowly, and even against slightly aggressive decks, it buys you the time to get to your answers, then wins the game without needing to draw threats.
I'll definitely be having it in every black deck's sideboard I build from here on. I've been liking it a whole lot.