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Isperia Ascension (EDH / Commander)

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The decks aims to exploit either Luminarch Ascension and Archmage Ascension in any given game. If both are out, it's a 'Sophie's Choice' for players to attack thereby shutting down the Luminarch trigger but activating Archmage Ascension. Once Archmage is online, Demonic Tutor for free each turn seems good.

The deck relies on infinite mana combos to finish the game. Here are some possibilities:

Deadeye Navigator + Cloud of Faeries + Azorious Chancery + Altar of the Brood to simultaneously mill all opponents...

Deadeye Navigator + Cloud of Faeries + Azorius Chancery + Island or Plains + Blue Sun's Zenith (targeting myself) + Laboratory Maniac

Or you can target another player with Blue Sun's Zenith to mill them out of the game.

Lastly, use the infinite mana combo to create a bizzilion angels at instant speed with Luminarch Ascension...

The rest of deck looks to protect critical permanents or the player. Greater Auramancy and Fountain Watch do heavy lifting protecting key enchantments as does the janky Cloud Cover. The latter is worse because it resets counters, but it also protects our general and key creatures since we have so few.

The decks has a few prison effects like Ghostly Prison, Sphere of Safety and Archangel of Tithes to lay down protection.

Some of my favorite synergies...

Bident of Thassa with Isperia, Supreme Judge / Settle the Wreckage / Dissipation Field / Comeuppance / any other prison effect. Bident just seems good in this deck, but playtesting will reveal.

I put in a good deal of removal plus 6 board sweepers because we really don't play a lot of creatures or create any tokens. In fact I almost called this deck The Battle of Hogwarts because it relies so heavily on enchantments to protect the general and player while assembling finishing combo pieces and ticking up the Ascensions.

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Maybeboard

This deck appears to be legal in EDH / Commander.

Turno: Your life: Opponent's life: Poison counters:
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