OLD Description
This is a pretty simple deck to understand; it is a heavy combo based deck. It utilizes a couple combos that are accessible in the colors of Blue, White, and Red. So if you are into the control aspect of White and Blue but the Combo Aspect of Red and Blue, then this Jeskai deck is just for you.
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﴾Combos﴿
First:
Kykar, Wind's Fury +
Retraction Helix /
Banishing Knack +
Jeskai Ascendancy +
Mox Amber 🠊 Infinite Mana and Infinite Spirits.
Second:
Teferi, Time Raveler +
Knowledge Pool 🠊 A pretty hard lock on your opponents. They can only cast at Sorcery Speed, but
Knowledge Pool will supersede that making casting illegal thus preventing them from casting anything.
Third:
Narset, Parter of Veils +
Teferi's Puzzle Box 🠊 We all remember
Leovold, Emissary of Trest right? Well Narset Box is the same combo. They will draw for turn, then place the hand on the bottom in a random order and draw no other cards.
Fourth:
Ral, Storm Conduit +
Doublecast +
Expansion // Explosion /
Increasing Vengeance /
Narset’s Reversal 🠊 Infinite damage from Ral to everyone. Basically, -2 Ral, cast
doublecast, Ral's ability will copy it. Let that copy resolve, then cast any copy spell targeting the original
doublecast while it is on the stack. From here on you will copy the copy spell with the copy of the copy spell, got that? Doing so gives you infinite copies, with Ral -- infinite damage.
Fifth:
Nadir Kraken +
Mentor of the Meek +
Ashnod’s Altar 🠊 This little gem was brought to my attention by
https://commandbeacon.com/. This functions with stack play and trigger responses. When you draw a card, you make a Tentacle Token. The 1/1 token will put Mentor on the stack, respond to that by sacrificing the token to the Altar adding 2 colorless mana. Pay for mentor’s trigger allowing you to draw another card. This will add a Nadir trigger to the stack, pay for it with the last colorless mana remaining, this makes another 1/1 Tentacle Token. Thus looping the cycle.
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﴾Win Conditions﴿
The deck has a couple of win conditions.
🕂
Impact Tremors with the First Combo will kill all the opponents. You could replace
Impact Tremors with
Purphoros, God of the Forge for a slightly harder to remove enchantment that deals more damage on Creature ETB.
🕂The Second and third combo are hard locks on the game. The third being the easiest to break, but if they do resolve chances are you have won the game due to the “Scoop Phenomenon.”
🕂The First combo nets you infinite mana.
Jaya’s Immolating Inferno,
Comet Storm,
Expansion // Explosion are some [X] spells that can kill all or most of all the opponents.
🕂The Fifth combo allows you to draw your entire deck. This works using only a single generic mana. If you hold up 2 Blue Mana, after you draw your deck you can cast
Thassa’s Oracle after you draw your final card. Winning from the ETB of the oracle.
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﴾What It Wants To Do﴿
In the simplest form from this deck, it wants to win with a combo of cards that the opponents have a hard time stopping. In a complicated form, It wants to control the board in the aspect of removing
opposition and count away anything else that you cannot deal with on the board. All while trying to lay out the foundation of a lock or a combo before your opponents know what is happening. There is a wealth of counters and removal spells in here to reflect that. It is also a little complicated in some of the combos that it utilizes. Tutor up your answers with several different tutors from the library and some that recur them from your graveyard.