[quote from="hittheroadjack »" url="http://www.mtgsalvation.com/forums/the-game/modern/580304-worlds-2014-modern-discussion?comment=69"]Back from work and watching the replays... Jesus, some appaling mistakes on camera.
You realise the win rate for storm on turn 3 is like 20% right?
Paulo took a calculated risk. The odds of him having a turn 3 kill 2 games in a row is Less than 10%.
That ascendancy deck is the real deal. Half their losses were to Storm. Which is not popular, and can go off faster. And its INSANELY hard to play.
I wouldnt be surprised if it was broken. It is super strong.
He took an unnecessary risk both games - and, to me, 20% is a pretty big chance to take when you can just sit behind a wall of disruption and go off on a single turn later. game 1, he was sitting on an izzet charm and a remand; game 2, he had a remand and a swan song - he could just bid his time, disrupting Owen when necessary, and then go off at once. It's like tapping out turn 3 against twin - sure, the majority of time they won't go eot pestermite/main phase twin, but it's still dumb to tap out when you're sitting on disruption and under no pressure.
</blockquote>
I have played storm since the release of modern, and as its current version (pif/ascension) t3 wins are rare, it is very likely to flizze and 90% of them come from a t2 ascension.
Owen didn’t even have the t2 ascension on either of the games, he just got godlike draws on every cantrip. 10% as the chances to get two turn 3 kills I a row may be being very optimistic about storm speed, and two turn 3 kills out of nowhere (no t2 ascension) on a row has definitely was less than 10% chances to happen, or even than 5%.
On the other hand, playing Jeskay Ascendancy on t3 instead of 1 or 2 turns later, gives you a lot more mana to go off so a lot more chances not to flizzle and and allows you to play against dispel or bolt.
If you give storm the time, it can play around remands and izzet charms, and you will eventually have to tap for Ascendancy at a worse spot / have to go off with few mana not being able to fight his hate and with more chances to fizzle / wait too much to go off so storm can already play around your hate.
So playing the Ascendancy on turn 3 on the play is the correct play, since you are losing like a 10% of the games you do it, but improving your chances to win the other 90% in a much larger % than 10%.
You can as you say “not take the risk” to lose that 10% games, but then you are gimping yourself enough in the other 90% that you will end losing more games than if you just play the t3 Ascendancy on the play.
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"Of course you should fight fire with fire. You should fight everything with fire."
-Jaya Ballard, task mage
Is this how the deck is supposed to work? You get a bunch of Conclaves on the battlefield, or Stitchers in the yard, animate them, cast one or two spells, and swing with a team of 3/3s or so? Cause that's not combo, dude.
P.S. Don't ask me to update the JA primer with this decklist. It's not a combo deck. Start your own thread called Jeskai Ascendancy Control or Jeskai Ascendancy Tempo if you want to.
Honestly, I think the fact that you have to ask 'how is this deck supposed to work' means you probably arn't doing anyone any favors by being the OP in a PRIMER. The deck absolutely still is a combo deck. It doesn't even have a plan B game 1 outside of attacking with conclaves and fatestichers + bolt...doesn't matter how grindy the game is, thats not happening.
Yeah, it's a combo deck when it doesn't even play Grapeshot or Flesh // Blood. And it has WAY more reactive spells than the 1 or 2 Silence that the actual Jeskai Ascendancy combo deck plays. Not to mention lands (22 vs 16).
The Jeskai Ascendancy tempo/control deck has its own thread. And Lectrys is the OP, not me.
If you've spotted any mistakes in my primer(s), I'd like to hear it.
fate stitcher and conclave both make mana and are creatures on demand. its not as quick as the original JA combo deck, but its many times more resilient because you have your mana creatures on demand, and you sometimes get two shots with the same creature. lines of play are tighter and mistakes are more heavily punished, but the result is a deck that's overall better.
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I speak in sarcasm because calling people ******* ******** is not allowed.
Yep, 13 counters and removal is exactly the same as 2.
What I'm curious to know is, how are you NOT fizzling with only 17 cantrips? Not to mention, 4 of them cost 2 mana (Digs). It seems like the only way you're comboing off is with 2 mana dorks OR a second Ascendancy - if either of those conditions are satisfied, then all your 2-mana spells give you 2 mana when you cast them, so you can play Dig/Izzet Charm to loot/Remand your own stuff for free. Anyone who's played the deck wants to chime in?
Yeah, it's a combo deck when it doesn't even play Grapeshot or Flesh // Blood. And it has WAY more reactive spells than the 1 or 2 Silence that the actual Jeskai Ascendancy combo deck plays. Not to mention lands (22 vs 16).
The Jeskai Ascendancy tempo/control deck has its own thread. And Lectrys is the OP, not me.
If you've spotted any mistakes in my primer(s), I'd like to hear it.
Do you seriously not legitimately understand how that deck combos out? It's exactly the same as the other versions except it plays slower and more consistently. This is not a control deck, it's a combo deck that uses control cards to stall the game long enough to win, just like Scapeshift does. Why would you want to play something like Grapeshot when you can already just outright attack someone with your guys for lethal?
Traditional Glitter Ascendancy Storm puts a dedicated win con in the Wishboard because, sometimes, your opponent won't let you attack for lethal. Pestermite is plain nasty against Glitter Storm without dedicated win cons when it doesn't sandbag an instant it can cast--it taps down one attacker and blocks a second.
Dedicated win cons can also occasionally go part of the way if you fizzle so your attacks can do the rest.
fate stitcher and conclave both make mana and are creatures on demand. its not as quick as the original JA combo deck, but its many times more resilient because you have your mana creatures on demand, and you sometimes get two shots with the same creature. lines of play are tighter and mistakes are more heavily punished, but the result is a deck that's overall better.
I generally don't find the UWR Ascendancy Combo-Control build to be significantly more resilient because all its creatures die to instant-speed spot removal, the spot removal spells are too cheap to be effectively countered by Remand/Izzet Charm, and it's harder to recover from opponents removing Ascendancy. Resisting sorcery-speed board wipes and Liliana's -2 are pluses for the UWR build, but I don't tend to meet them as much as instant-speed spot removal. Being more easily able to pump your guys out of Bolt range is another plus, though. However, having only 8 mana dorks--with none of them having Hexproof--is a huge bummer in the currently relatively Bolt-, Helix-, Electrolyze-, and Path to Exile-infested meta.
I've found Tectonic Edge to be significantly more of a bummer with the UWR build. Glitter Storm often plays few enough lands to dodge Tec Edge. All the UWR combo lines of play that entirely dodge Tec Edge either require you to play Ascendancy before you combo off, require Gitaxian Probe, or require a mana base of all basics and fetches (which means all the Faerie Conclave lines of play are cut off). Luring Tec Edge with the first Fatestitcher (un)tap can be a pain.
Fatestitcher not actually having a mana ability also gets annoying (it can die before you net a single mana from it, unlike non-summoning sick Birds/Hierarch/Caryatid/Conclave), Fatestitcher gets hosed by Scavenging Ooze and other graveyard hate, Fatestitcher actually gets hosed by Spellskite, and Fatestitcher curses Blind Obedience for forcing it to actually cost 1 mana (Martyr Proc is picking this card up as a sideboard option).
I'm trying out a list with Wind Zendikon instead of Fatestitcher (to me, the biggest draws for Zendikon are that it survives indefinitely instead of for 1 turn and it's a noncreature spell, but dodging Spellskite/yard hate/BO/etc. and having a mana ability are nice), but it bites it to Tec Edge even harder than Fatestitcher does.
Yep, 13 counters and removal is exactly the same as 2.
What I'm curious to know is, how are you NOT fizzling with only 17 cantrips? Not to mention, 4 of them cost 2 mana (Digs). It seems like the only way you're comboing off is with 2 mana dorks OR a second Ascendancy - if either of those conditions are satisfied, then all your 2-mana spells give you 2 mana when you cast them, so you can play Dig/Izzet Charm to loot/Remand your own stuff for free. Anyone who's played the deck wants to chime in?
Gold fished it a bit. It plays like a UWR control deck that can quickly sift through its cards to hopefully find enough to get going. You don't really net much mana to build up to something like an instant win. If you have a second ascendancy or multiple mana dorks its a wrap, but without those you aren't really going to instant win.
My experience has been more like make a semi decent sized fatestitcher and get in there for a decent amount and you have lots of virtual CA to finish out the game. (Edit: I should note, some of the times I've done this I'm sure there were far more optimal lines of play than what I was doing. I may have been able to actually win more than I ended up winning)
I liked it though. It feels good, and i won't deny its fun to play. Feels like a very complicated deck that can really reward you. When it's really going it feels like you are just on a better level than everyone else.
I don't think it breaks the format by any stretch. The combo is mostly resilient to abrupt decay and creature removal, but Lectrys did a good job pointing out its difficulties. I'd want to experiment with ways to just grind out value in case you aren't able to "go off"
Yep, 13 counters and removal is exactly the same as 2.
What I'm curious to know is, how are you NOT fizzling with only 17 cantrips? Not to mention, 4 of them cost 2 mana (Digs). It seems like the only way you're comboing off is with 2 mana dorks OR a second Ascendancy - if either of those conditions are satisfied, then all your 2-mana spells give you 2 mana when you cast them, so you can play Dig/Izzet Charm to loot/Remand your own stuff for free. Anyone who's played the deck wants to chime in?
Gold fished it a bit. It plays like a UWR control deck that can quickly sift through its cards to hopefully find enough to get going. You don't really net much mana to build up to something like an instant win. If you have a second ascendancy or multiple mana dorks its a wrap, but without those you aren't really going to instant win.
My experience has been more like make a semi decent sized fatestitcher and get in there for a decent amount and you have lots of virtual CA to finish out the game. (Edit: I should note, some of the times I've done this I'm sure there were far more optimal lines of play than what I was doing. I may have been able to actually win more than I ended up winning)
I liked it though. It feels good, and i won't deny its fun to play. Feels like a very complicated deck that can really reward you. When it's really going it feels like you are just on a better level than everyone else.
I don't think it breaks the format by any stretch. The combo is mostly resilient to abrupt decay and creature removal, but Lectrys did a good job pointing out its difficulties. I'd want to experiment with ways to just grind out value in case you aren't able to "go off"
Answering TheDasuri:
I posted my Wind Zendikon version in the respective thread; it aims to actually have a Plan B in Game 1. So far, I've won one game against Jund and one game against RG Tron without comboing off (Zendikon and manland beats FTW, with a little Bolt support), so it sort of works!
Answering izzetmage:
I doubted the UWR version's viability, too, so I started off by goldfishing it on TappedOut. The average combo turn is significantly slower (maybe 1.5-3 turns slower than the traditional Glitter Storm build), but the goldfish fizzle rate is actually fairly comparable to my Glitter Storm build's fizzle rate. There are 12 0-1-mana cantrips, 6 1-mana removal spells, and 1 1-mana Delve draw spell in the deck, so the deck can keep chaining 1-mana spells for surprisingly long (although having to start off with Path to Exile does bite). After finding a Gitaxian Probe or a Haste mana dork, I can cast at least one 2-mana spell (there are 7 raw dog spells and 4 Delve draw spells that cost 2 mana each).
The UWR version also tends to combo off with more lands (at least given my cautious play style), so it can chain more 2-mana spells before it fizzles.
I tend to end combo turns with at least 3 mana dorks, with the biggest one having at least 15 power. Martyr Proc had better have a LOT of life and blockers.
Rest in Peace shuts down the deck. But besides that, I would imagine most grave hate is playeable around. You know, Relics, Scooze etc.
Edit: Even RiP is beatable. They have three Wear/tear sibeboard.
Im not saying the deck cant lose, or that its unbeatable, dont get me wrong here. Also, Im not saying you have to like the deck, either. Im just saying I think its consistent.
OK. Thanks for your responses.
Is Faerie Conclave a viable way of winning through grave hate? I expect the deck can drag the game out long enough for you to get two or more Conclaves.
OK, so it needs 2 mana dorks/Ascendancies to combo off.
What about grave hate? How badly does it hurt this deck? Your Fatestitchers, Delve spells, and the transformational SB all use the graveyard.
Yard hate can put a significant hamper on the deck. One-shot boots like Relic can hose you off Delve cards for a turn or two (which just might be crucial), Scavenging Ooze hoses Delve poorly but basically keeps you from sticking Fatestitcher, and Rest in Peace forces Fatestitcher builds to boot it or reach for the sideboard alt win cons.
My Wind Zendikon build can dodge yard hate better--I use more conventional sideboard alt win cons (MTGO builds are also using conventional board alt win cons), and heck, I've won a few games with Zendikon and manland beats instead of the combo.
Also, I generally start comboing off with (0-)1 mana dork(s) in play. I generally find the next mana dork in time if my first mana dork survives.
Rest in Peace shuts down the deck. But besides that, I would imagine most grave hate is playeable around. You know, Relics, Scooze etc.
Edit: Even RiP is beatable. They have three Wear/tear sibeboard.
Im not saying the deck cant lose, or that its unbeatable, dont get me wrong here. Also, Im not saying you have to like the deck, either. Im just saying I think its consistent.
OK. Thanks for your responses.
Is Faerie Conclave a viable way of winning through grave hate? I expect the deck can drag the game out long enough for you to get two or more Conclaves.
From my experience, Faerie Conclave alone cannot let you combo off through RIP/Ooze. You basically can't try comboing off with 2 Conclaves alone the turn you stick Ascendancy (it forces you to have at least 8 lands). If you purposefully delay animating Conclaves until the combo turn, at least one probably bit it to removal the turn you tried to combo off. You need to devote another land to boot RIP/Ooze mid-combo.
Conclaves also don't tend to come in high enough numbers or be resilient enough to removal to win through their beats alone. Also, when you end up with 3 Conclaves, you often can't swing with them all.
This is the strongest reason why I switched to my Wind Zendikon build--it has a meteorically higher chance of winning with beats. (Hedging my bets with maindeck Colonnade and V. Clique didn't really hurt my combo chances and definitely raised my chance of winning with beats.)
I must say I had a good chuckle when a watched a game online of this new Jeskai Ascendancy deck against Junk. And the Junk players just plays randomly a Turn 3 Anafenza, the Foremost in Game 1 and hoses the other guy with it who then quickly dies to huge beats.
i played the TWoo build for a bit and that deck, not as optimal as the worlds deck IMO, was very resilient. Until you actually play the deck it can be hard to imagine just how resilient. A whole lot of assumptions about how this deck plays going on in this thread.
Another good resource to see it up close is on CFB right now; PV v. LSV (on pod).
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Modern UB Tezzerator UBW Gifts B 8Rack
Legacy RB Goblins
Is it bad the the awful, horrendous art on Jeskai Ascendancy has been enough to have me completely disinterested in a deck i should probably like. Both versions fit my play style perfectly but that terrible art is just too much. I would have to get them altered or something before i could stomach looking at my mat and seeing a resolved Jeskai Ascendancy sitting there staring back at me. Thing is ugly.
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Not just the Tendo King, the power of the Galactic Leyline surpasses that of the Tempa Emperor, No!, It's magnificent power is even greater than that!
Is it bad the the awful, horrendous art on Jeskai Ascendancy has been enough to have me completely disinterested in a deck i should probably like. Both versions fit my play style perfectly but that terrible art is just too much. I would have to get them altered or something before i could stomach looking at my mat and seeing a resolved Jeskai Ascendancy sitting there staring back at me. Thing is ugly.
I like the art. It's a little "videogame box-y" but it's a lot more interesting than the other Ascendancy arts due to the fact the guys in it don't all look the same.
I'm actually really interested in this Fatestitcher version of the Ascendancy deck. I love the sideboard Gifts package as well.
Now that I think about it, I have everything to build this but the Fatestitchers. I may have to try it out. Does anyone have standings for the deck? I missed most of the coverage, unfortunately.
I like the art. It's a little "videogame box-y" but it's a lot more interesting than the other Ascendancy arts due to the fact the guys in it don't all look the same.
But all the dudes on it look ridiculous. Looks like art from some crappy american childrens cartoon.
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Not just the Tendo King, the power of the Galactic Leyline surpasses that of the Tempa Emperor, No!, It's magnificent power is even greater than that!
I like the art. It's a little "videogame box-y" but it's a lot more interesting than the other Ascendancy arts due to the fact the guys in it don't all look the same.
But all the dudes on it look ridiculous. Looks like art from some crappy american childrens cartoon.
Could always be worse. Could look like some anime or something like the knight of the reliquary from that duel deck
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I have played storm since the release of modern, and as its current version (pif/ascension) t3 wins are rare, it is very likely to flizze and 90% of them come from a t2 ascension.
Owen didn’t even have the t2 ascension on either of the games, he just got godlike draws on every cantrip. 10% as the chances to get two turn 3 kills I a row may be being very optimistic about storm speed, and two turn 3 kills out of nowhere (no t2 ascension) on a row has definitely was less than 10% chances to happen, or even than 5%.
On the other hand, playing Jeskay Ascendancy on t3 instead of 1 or 2 turns later, gives you a lot more mana to go off so a lot more chances not to flizzle and and allows you to play against dispel or bolt.
If you give storm the time, it can play around remands and izzet charms, and you will eventually have to tap for Ascendancy at a worse spot / have to go off with few mana not being able to fight his hate and with more chances to fizzle / wait too much to go off so storm can already play around your hate.
So playing the Ascendancy on turn 3 on the play is the correct play, since you are losing like a 10% of the games you do it, but improving your chances to win the other 90% in a much larger % than 10%.
You can as you say “not take the risk” to lose that 10% games, but then you are gimping yourself enough in the other 90% that you will end losing more games than if you just play the t3 Ascendancy on the play.
-Jaya Ballard, task mage
http://www.channelfireball.com/articles/woo-brews-next-level-jeskai-ascendancy-for-gp-madrid/
http://www.channelfireball.com/videos/channel-twoo-modern-next-level-jeskai-2/
Honestly, I think the fact that you have to ask 'how is this deck supposed to work' means you probably arn't doing anyone any favors by being the OP in a PRIMER. The deck absolutely still is a combo deck. It doesn't even have a plan B game 1 outside of attacking with conclaves and fatestichers + bolt...doesn't matter how grindy the game is, thats not happening.
The Jeskai Ascendancy tempo/control deck has its own thread. And Lectrys is the OP, not me.
If you've spotted any mistakes in my primer(s), I'd like to hear it.
| Ad Nauseam
| Infect
Big Johnny.
16 lands
12 mana dorks
7 JAs/Wishes
23-25 cantrips/draw spells
0-2 flex slots
vs
22 lands (4 Faerie Conclave)
4 Fatestitchers
4 JAs
17 cantrips/draw spells
13 counters/removal
Yep, 13 counters and removal is exactly the same as 2.
What I'm curious to know is, how are you NOT fizzling with only 17 cantrips? Not to mention, 4 of them cost 2 mana (Digs). It seems like the only way you're comboing off is with 2 mana dorks OR a second Ascendancy - if either of those conditions are satisfied, then all your 2-mana spells give you 2 mana when you cast them, so you can play Dig/Izzet Charm to loot/Remand your own stuff for free. Anyone who's played the deck wants to chime in?
| Ad Nauseam
| Infect
Big Johnny.
Traditional Glitter Ascendancy Storm puts a dedicated win con in the Wishboard because, sometimes, your opponent won't let you attack for lethal. Pestermite is plain nasty against Glitter Storm without dedicated win cons when it doesn't sandbag an instant it can cast--it taps down one attacker and blocks a second.
Dedicated win cons can also occasionally go part of the way if you fizzle so your attacks can do the rest.
I generally don't find the UWR Ascendancy Combo-Control build to be significantly more resilient because all its creatures die to instant-speed spot removal, the spot removal spells are too cheap to be effectively countered by Remand/Izzet Charm, and it's harder to recover from opponents removing Ascendancy. Resisting sorcery-speed board wipes and Liliana's -2 are pluses for the UWR build, but I don't tend to meet them as much as instant-speed spot removal. Being more easily able to pump your guys out of Bolt range is another plus, though. However, having only 8 mana dorks--with none of them having Hexproof--is a huge bummer in the currently relatively Bolt-, Helix-, Electrolyze-, and Path to Exile-infested meta.
I've found Tectonic Edge to be significantly more of a bummer with the UWR build. Glitter Storm often plays few enough lands to dodge Tec Edge. All the UWR combo lines of play that entirely dodge Tec Edge either require you to play Ascendancy before you combo off, require Gitaxian Probe, or require a mana base of all basics and fetches (which means all the Faerie Conclave lines of play are cut off). Luring Tec Edge with the first Fatestitcher (un)tap can be a pain.
Fatestitcher not actually having a mana ability also gets annoying (it can die before you net a single mana from it, unlike non-summoning sick Birds/Hierarch/Caryatid/Conclave), Fatestitcher gets hosed by Scavenging Ooze and other graveyard hate, Fatestitcher actually gets hosed by Spellskite, and Fatestitcher curses Blind Obedience for forcing it to actually cost 1 mana (Martyr Proc is picking this card up as a sideboard option).
I'm trying out a list with Wind Zendikon instead of Fatestitcher (to me, the biggest draws for Zendikon are that it survives indefinitely instead of for 1 turn and it's a noncreature spell, but dodging Spellskite/yard hate/BO/etc. and having a mana ability are nice), but it bites it to Tec Edge even harder than Fatestitcher does.
Gold fished it a bit. It plays like a UWR control deck that can quickly sift through its cards to hopefully find enough to get going. You don't really net much mana to build up to something like an instant win. If you have a second ascendancy or multiple mana dorks its a wrap, but without those you aren't really going to instant win.
My experience has been more like make a semi decent sized fatestitcher and get in there for a decent amount and you have lots of virtual CA to finish out the game. (Edit: I should note, some of the times I've done this I'm sure there were far more optimal lines of play than what I was doing. I may have been able to actually win more than I ended up winning)
I liked it though. It feels good, and i won't deny its fun to play. Feels like a very complicated deck that can really reward you. When it's really going it feels like you are just on a better level than everyone else.
I don't think it breaks the format by any stretch. The combo is mostly resilient to abrupt decay and creature removal, but Lectrys did a good job pointing out its difficulties. I'd want to experiment with ways to just grind out value in case you aren't able to "go off"
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
Answering TheDasuri:
I posted my Wind Zendikon version in the respective thread; it aims to actually have a Plan B in Game 1. So far, I've won one game against Jund and one game against RG Tron without comboing off (Zendikon and manland beats FTW, with a little Bolt support), so it sort of works!
Answering izzetmage:
I doubted the UWR version's viability, too, so I started off by goldfishing it on TappedOut. The average combo turn is significantly slower (maybe 1.5-3 turns slower than the traditional Glitter Storm build), but the goldfish fizzle rate is actually fairly comparable to my Glitter Storm build's fizzle rate. There are 12 0-1-mana cantrips, 6 1-mana removal spells, and 1 1-mana Delve draw spell in the deck, so the deck can keep chaining 1-mana spells for surprisingly long (although having to start off with Path to Exile does bite). After finding a Gitaxian Probe or a Haste mana dork, I can cast at least one 2-mana spell (there are 7 raw dog spells and 4 Delve draw spells that cost 2 mana each).
The UWR version also tends to combo off with more lands (at least given my cautious play style), so it can chain more 2-mana spells before it fizzles.
I tend to end combo turns with at least 3 mana dorks, with the biggest one having at least 15 power. Martyr Proc had better have a LOT of life and blockers.
What about grave hate? How badly does it hurt this deck? Your Fatestitchers, Delve spells, and the transformational SB all use the graveyard.
| Ad Nauseam
| Infect
Big Johnny.
I'm more wary of people saying "this deck is busted" ever since they said the same thing about the first Jeskai Ascendancy deck.
OK. Thanks for your responses.
Is Faerie Conclave a viable way of winning through grave hate? I expect the deck can drag the game out long enough for you to get two or more Conclaves.
| Ad Nauseam
| Infect
Big Johnny.
Yard hate can put a significant hamper on the deck. One-shot boots like Relic can hose you off Delve cards for a turn or two (which just might be crucial), Scavenging Ooze hoses Delve poorly but basically keeps you from sticking Fatestitcher, and Rest in Peace forces Fatestitcher builds to boot it or reach for the sideboard alt win cons.
My Wind Zendikon build can dodge yard hate better--I use more conventional sideboard alt win cons (MTGO builds are also using conventional board alt win cons), and heck, I've won a few games with Zendikon and manland beats instead of the combo.
Also, I generally start comboing off with (0-)1 mana dork(s) in play. I generally find the next mana dork in time if my first mana dork survives.
From my experience, Faerie Conclave alone cannot let you combo off through RIP/Ooze. You basically can't try comboing off with 2 Conclaves alone the turn you stick Ascendancy (it forces you to have at least 8 lands). If you purposefully delay animating Conclaves until the combo turn, at least one probably bit it to removal the turn you tried to combo off. You need to devote another land to boot RIP/Ooze mid-combo.
Conclaves also don't tend to come in high enough numbers or be resilient enough to removal to win through their beats alone. Also, when you end up with 3 Conclaves, you often can't swing with them all.
This is the strongest reason why I switched to my Wind Zendikon build--it has a meteorically higher chance of winning with beats. (Hedging my bets with maindeck Colonnade and V. Clique didn't really hurt my combo chances and definitely raised my chance of winning with beats.)
Another good resource to see it up close is on CFB right now; PV v. LSV (on pod).
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Now that I think about it, I have everything to build this but the Fatestitchers. I may have to try it out. Does anyone have standings for the deck? I missed most of the coverage, unfortunately.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
But all the dudes on it look ridiculous. Looks like art from some crappy american childrens cartoon.
Could always be worse. Could look like some anime or something like the knight of the reliquary from that duel deck