I figured as much on the Conclave but ya never know, someone times we jam deck with four of something because we have them and need to see them in a game but not always is 4 the answer but again sometimes it is. I'm a big fan of the U enchant an Island Zen-whatever that makes it a 2/2 flyer as a back up between triggering Ascendancy when you play it and if you play it the turn before you go off it frees up that much more the turn you go off.
Are you sure you haven't been seeing the Ascendancy Gifts list instead? It's more a traditional Gifts deck with Ascendancy pieces stuck in it. Had some good event coverage last weekend at the SCG Modern Open.
I've been testing this. It's actually pretty decent. View from above goes infinite with 2 dorks of course, and also makes geist and mentor a lot more powerful. I even won an affinity game by jumping kitchen finks and monks in front of their flyers.
How have you been liking Visions of Beyond? I started with it, then ended up dropping it for 2 Young Pyromancers and 2 Snapcaster Mages after being thoroughly unimpressed.
I've been liking this deck a lot, though. It kinda scratches that itch for a control/tempo deck with a combo finish that I originally played Twin to scratch. Granted that this version is more Combo->Tempo whereas Twin was Control->Combo, but they've been feeling fairly similar while playing.
Ideas Unbound is much much better than Visons. Always draws 3, and gets Stitcher into the grave pre combo. Visions, like legit 80% of the time just does nothing but draw you 1 card.
Thought Scour is also pretty terrible here now, and once you drop Visions for Ideas Unbound, there's literally no reason for Scour. Scour was only in the deck for Dig through Time, and/or Treasure Cruise. Milling 2 at a time to try and get 20 cards in your grave is just silly. It's a bad cantrip, and without cheap delve spells, it's useless.
Morphose is bad because it basically does nothing. Cantrips for 1 card.. and that's about it. No need for it in this deck at all.
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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!
Since Jace, Vryn's Prodigy came out I've been interested in abusing his synergy with Goryo's Vengeance. I went through Gatherer for other Legends to abuse with Vengeance, Arcanis jumped out as pretty busted with Fatestitcher and Ascendancy. After a bunch of games online I've gotten to this stage, far from perfect but's it's winning a lot. I'm just concerned how dependent it is on the GY and the number of Relics entering the format. The manabase is also quite painful. I've never been good with this part of deckbuilding, maybe quick lands are a good option? The deck doesn't need more than 4 land drops generally.
To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
so what are you guys playing to beat aggro? thinking of cutting remands for more bolts, so I have 4 bolt, 4 path, right now im sideboarding 4 helix and 4 timely reinforcements, and its still hard. maybe kitchen finks? or kor firewalker but double white :/
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
so what are you guys playing to beat aggro? thinking of cutting remands for more bolts, so I have 4 bolt, 4 path, right now im sideboarding 4 helix and 4 timely reinforcements, and its still hard. maybe kitchen finks? or kor firewalker but double white :/
Can you post your full list? That sounds like plenty of stuff to make aggro a good matchup.
Hi all!
I'm thinking of playing this deck, but can't actually test it before investing. Can you, please, tell me which are the worst match-ups? And, precisely how does it act versus tron and affinity?
harder matchups would seem to be BGx, and Burn but both are quit beatable with sideboard or even without it. (mostly jund). tron and affinity are both very easy if like me you run 4 stony silence. 3 is probably enough but so much affinity right now im not taking any chances. for jund I would recommmend, yong pyromancer, monastery mentor, concentrate, or chandra or something similiar if you want more edge vs jund
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
Abrupt Decay mostly. You're only going to be using it defensively so it plays the same role, except doesn't care for uncounterable clauses or Sorcery speed removal.
I think that Ideas Unbound is often superior to the Visions of Beyond builds. It's a much better early can-trip to find combo pieces and bin your fatestitchers, and most importantly it doesn't make you play suboptimal cards like Thought Scour. This deck doesn't really want to be milling itself (the combo can come close to milling ourselves as it is sometimes) and you don't want to accidentally turn over something like ascendancy. Instead I've filled the slots of Scour with Scarscale Ritual and Think Twice.
I find that the biggest problem this deck has is that with so many loot effects, and cards that only draw one to replace themselves, you can find yourself empty handed pretty quick. Having extra spells that net cards instead of just replacing themselves has been incredibly strong.
I think the only way to reliably combine Jeskai Ascendancy with the Remand+Bolt+Path+Izzet Charm package is with Life from the Loam and Flame Jab. There aren't any good instants that can generate card advantage both while going off or earlier in the game like Dig Through Time did, and chaining cantrips is impossible if you already replaced them with interactive spells you cast just to stay alive. Ideas Unbound is card disadvantage if you aren't playing an all-in combo version, and drawing three cards with Visions of Beyond is really hard. My main doubt if I had to build a combo-control version would be if I should play Gifts Ungiven or not.
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Currently sleeved: WUR Copycat ft. Stoneforge Mystic
It's fairly anecdotal because it's just one time at an FNM (I'm pretty new to the deck) but I was able to go 4-1 with the control package pretty easily. Remand/Bolt/etc give you decent control over the first few turns until you land ascendancy, and the deck feels incredibly consistent while comboing. I won 5 consecutive games on turn 4: going turn 1 bolt, turn 2 remand, turn 3 ascendancy, turn 4 win.
Ideas Unbound has quickly become my favorite card in the deck, it feels almost impossible to fizzle a combo after casting one. It, combined with Scarscale, give enough card advantage during the combo sequence that you can reliably find more spells to continue comboing. I've never really felt like Ideas Unbound is disadvantagous, even during non-combo turns while setting up. Being able to draw three then discard Fatestichers/think twice/useless cards end of turn is pretty nice.
Personally I'm not a huge fan of the Gifts package using Loam and Flame Jab. The deck just feels too bipolar to me, and a lot of the time you get caught between 2 different lines from awkward draws.
I won 5 consecutive games on turn 4: going turn 1 bolt, turn 2 remand, turn 3 ascendancy, turn 4 win.
Just compute the odds of that happening once and you can call your 5 consecutive wins a lucky streak. Usually you'll be using your sorceries just to set up, and every sorcery you exchange for a disruption spell is one less spell you'll have when you go off. If you use Ideas Unbound before the combo and you don't discard any Fatestitcher, it will be card disadvantage, and won't generate card advantage unless you discard at least two. It is true that you can use Ideas Unbound to win turn 3 just by discarding at least a Fatestitcher with it turn 2, then unearth, play Ascendancy, untap with Probe and start chaining spells; however, if that was your goal you'd be playing Sleight of Hand and other cheap cantrips (although you already play many cards that are only useful while comboing) instead of Remand, Izzet Charm and Path to Exile.
I haven't tested this decklist thoroughly, but it tries to be capable to execute the control plan for longer, and still be capable of winning if you've been forced to use your cantrips to dig for answers instead of keeping them in hand for the final turn.
It would be better if the deck was just three colors, but a card drawing spell that can only be cast mid-combo and another one that will usually produce card disadvantage don't seem the best tools for the job.
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Currently sleeved: WUR Copycat ft. Stoneforge Mystic
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I figured as much on the Conclave but ya never know, someone times we jam deck with four of something because we have them and need to see them in a game but not always is 4 the answer but again sometimes it is. I'm a big fan of the U enchant an Island Zen-whatever that makes it a 2/2 flyer as a back up between triggering Ascendancy when you play it and if you play it the turn before you go off it frees up that much more the turn you go off.
4x Faerie Conclave
4x Flooded Strand
1x Glacial Fortress
2x Hallowed Fountain
2x Island
1x Plains
1x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
1x Sulfur Falls
4x Izzet Charm
3x Lightning Bolt
3x Path to Exile
4x Remand
4x View from Above
Creature (8)
3x Fatestitcher
4x Geist of Saint Traft
1x Monastery Mentor
Enchantment (4)
4x Jeskai Ascendancy
Sorcery (8)
4x Serum Visions
4x Sleight of Hand
1x Batterskull
2x Disenchant
1x Dispel
4x Kitchen Finks
3x Monastery Mentor
2x Negate
2x Spellskite
Do you think that this deck gets better with the twin ban? Or the green linear version?
1 Iona, Shield of Emeria
1 Glen Elendra Archmage
1 Eternal Witness
2 Fatestitcher
4 Birds of Paradise
4 Sylvan Caryatid
4 Jeskay Ascendancy
1 Flame Jab
2 Life from the Loam
1 Unburial Rites
4 Magmatic Insight
3 Lightning Bolt
3 Path to Exile
4 Gifts Ungiven
1 Simic Growth Chamber
1 Lumbering Falls
4 Windswept Heath
4 Bloodstained Mire
1 Temple Garden
1 Blood Crypt
1 Hallowed Fountain
1 Overgrown Tomb
1 Water Grave
1 Breeding Pool
1 Sacred Foundry
1 Stomping Ground
2 Mountain
1 Plains
1 Forest
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
I've been liking this deck a lot, though. It kinda scratches that itch for a control/tempo deck with a combo finish that I originally played Twin to scratch. Granted that this version is more Combo->Tempo whereas Twin was Control->Combo, but they've been feeling fairly similar while playing.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
Thought Scour is also pretty terrible here now, and once you drop Visions for Ideas Unbound, there's literally no reason for Scour. Scour was only in the deck for Dig through Time, and/or Treasure Cruise. Milling 2 at a time to try and get 20 cards in your grave is just silly. It's a bad cantrip, and without cheap delve spells, it's useless.
Morphose is bad because it basically does nothing. Cantrips for 1 card.. and that's about it. No need for it in this deck at all.
Thoughts?
1 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Watery Grave
4 Gitaxian Probe
4 Serum Visions
2 Sleight of Hand
4 Thought Scour
4 Faithless Looting
4 Jace, Vryn's Prodigy
4 Goryo's Vengeance
3 Manamorphose
1 Painful Truths
4 Jeskai Ascendancy
4 Fatestitcher
1 Noyan Dar, Roil Shaper
3 Arcanis the Omnipotent
2 Faith's Shield
2 Path to Exile
3 Leyline of Sanctity
2 Stony Silence
2 Dispel
4 Pyroclasm
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
Can you post your full list? That sounds like plenty of stuff to make aggro a good matchup.
I'm thinking of playing this deck, but can't actually test it before investing. Can you, please, tell me which are the worst match-ups? And, precisely how does it act versus tron and affinity?
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
Abrupt Decay mostly. You're only going to be using it defensively so it plays the same role, except doesn't care for uncounterable clauses or Sorcery speed removal.
1 Izzet Keyrune
//Creature (4)
4 Fatestitcher
//Enchantment (4)
4 Jeskai Ascendancy
//Instant (17)
3 Cerulean Wisps
3 Izzet Charm
4 Lightning Bolt
2 Path to Exile
3 Remand
2 Think Twice
4 Gitaxian Probe
4 Ideas Unbound
2 Scarscale Ritual
4 Serum Visions
//Land (20)
4 Faerie Conclave
4 Flooded Strand
1 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
2 Scalding Tarn
2 Seachrome Coast
2 Steam Vents
I think that Ideas Unbound is often superior to the Visions of Beyond builds. It's a much better early can-trip to find combo pieces and bin your fatestitchers, and most importantly it doesn't make you play suboptimal cards like Thought Scour. This deck doesn't really want to be milling itself (the combo can come close to milling ourselves as it is sometimes) and you don't want to accidentally turn over something like ascendancy. Instead I've filled the slots of Scour with Scarscale Ritual and Think Twice.
I find that the biggest problem this deck has is that with so many loot effects, and cards that only draw one to replace themselves, you can find yourself empty handed pretty quick. Having extra spells that net cards instead of just replacing themselves has been incredibly strong.
UMerfolkU
UWRJeskai Ascendancy / Geist / ControlUWR
Legacy:
UMerfolkU
UWRJeskai StonebladeUWR
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Ideas Unbound has quickly become my favorite card in the deck, it feels almost impossible to fizzle a combo after casting one. It, combined with Scarscale, give enough card advantage during the combo sequence that you can reliably find more spells to continue comboing. I've never really felt like Ideas Unbound is disadvantagous, even during non-combo turns while setting up. Being able to draw three then discard Fatestichers/think twice/useless cards end of turn is pretty nice.
Personally I'm not a huge fan of the Gifts package using Loam and Flame Jab. The deck just feels too bipolar to me, and a lot of the time you get caught between 2 different lines from awkward draws.
UMerfolkU
UWRJeskai Ascendancy / Geist / ControlUWR
Legacy:
UMerfolkU
UWRJeskai StonebladeUWR
Just compute the odds of that happening once and you can call your 5 consecutive wins a lucky streak. Usually you'll be using your sorceries just to set up, and every sorcery you exchange for a disruption spell is one less spell you'll have when you go off. If you use Ideas Unbound before the combo and you don't discard any Fatestitcher, it will be card disadvantage, and won't generate card advantage unless you discard at least two. It is true that you can use Ideas Unbound to win turn 3 just by discarding at least a Fatestitcher with it turn 2, then unearth, play Ascendancy, untap with Probe and start chaining spells; however, if that was your goal you'd be playing Sleight of Hand and other cheap cantrips (although you already play many cards that are only useful while comboing) instead of Remand, Izzet Charm and Path to Exile.
I haven't tested this decklist thoroughly, but it tries to be capable to execute the control plan for longer, and still be capable of winning if you've been forced to use your cantrips to dig for answers instead of keeping them in hand for the final turn.
4 Jeskai Ascendancy
4 Fatestitcher
2 Lumbering Falls
3 Life from the Loam
2 Flame Jab
Cantrips
4 Serum Visions
4 Sleight of Hand
4 Gitaxian Probe
4 Izzet Charm
3 Lightning Bolt
3 Path to Exile
3 Remand
Lands
4 Scalding Tarn
4 Flooded Strand
2 Misty Rainforest
2 Steam Vents
1 Hallowed Fountain
1 Breeding Pool
1 Stomping Ground
1 Sacred Foundry
2 Island
1 Mountain
1 Plains
It would be better if the deck was just three colors, but a card drawing spell that can only be cast mid-combo and another one that will usually produce card disadvantage don't seem the best tools for the job.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic