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Ascend as the herald of Nature with some funky Modern!

Ascension is a funky, budget, infinate mana combo deck based on Defenders!

Starting with some Deck Info, the deck is not very competetive. I went 4-1 during one FNM with this exact decklist once, but they were all favorable matchups except for one 8-rack deck. If you put some money into optimizing lands and getting something to help consistency, it could be bumbed up a bit.The deck plays out fairly quickly with the right hands, an optimal hand (everything right) can win T3, but that is unlikely. More common is wins on T4/T5, T6-7 are considered slow and dragging on longer than that most likely ends up with a loss.

Card Choices

Key Cards

Axebane Guardian and Overgrown Battlement: The heart and soul of this deck. Even without your combos these tap for great amounts of mana and ramp perfectly. Axebane is clearly better here since he taps for any kind of mana, letting you combo off on blue as well as green. Protecting these is key, and we'll come to that later. Playing playsets of both is key, they don't only combo off but they also ramp enough to get those T4-5 wins.

Umbral Mantle and Freed from the Real: Your second combo pieces. Freed combos off easier on Axebane since you only need 2 defenders out, but it doesn't combo with the Battlement. Mantle does though, so you can still combo out efficiently. There is one other choice for effective combo, but it can only work for Axebane since it's also blue and that really cuts off efficiency, so the Mantle's there to increase consistency.

Win-cons

Helix Pinnacle: The iconic card for this deck. Only a 3-off since it has to rotate to your turn again to win the game, but it helps that it has shroud. Unless it's countered, it can't be removed. I often open up with this T1, giving my opponent no chance to counter it.

Sands of Delirium : Like the Pinnacle, except it wins faster. The reason this is in there rather than other X-mills is that it's completely colorless, which means Battlement can combo into it with it's green-only mana. The one drawback and reason i don't play more is that it's and artifact, and there's plenty of artifact -hate out there..

Blue Sun's Zenith : Great combo piece that can also draw you cards to search for other pieces. It's blue though, so Battlement can't win with it unless you've got untapped, thus only 2-off.

Genesis Wave: Can combo into Helix Pinnacle or Sands, and can also search up your combo pieces in a pinch. Only a one-off since it easily becomes a dead card, but it's great and really fun to win with.

Defenders

Wall of Vines : One-drop Defender, comes with reach to stop eventual fliers. Good guy, mostly just a defender body.

Fog Bank: Was for some time Vine Trellis, but changed to the Bank since it's just alot more effective. Trellis helps with mana, but the Bank is such a great staller. I've had problems with big creatures and infect, the Bank just completely chumps them all day. Great card, but slightly dependant on meta. In a more removal-heavy meta and less budget is the new Sylvan Caryatid, really helps mana. This spot has the most choices, so just pick one that suits your meta or playstyle the most.

Drift of Phantasms: I often get a "Uh, what?" when people see this card for the first time. Not strange though, but i think this is my favorite card among my utility defenders. I transmute this guy 90% of the time, note that he can find ANY combo piece or win-con (Genesis Wave finds your Helix Pinnacles if you really want to get those). Great guy, really gives this deck it's much-needed consistency.

Other Cards

Mana Leak: Good budget counter. Hits most things. Just plain good, not much to say, protect your combo pieces first and foremost.

Simic Charm: GREAT utility, super toolbox. It can bounce annoying creatures, buff your defender to kill of some kinda growing threat or defend your permanents from removal. Yes thats permanents, including your Sands of Delerium .

Sideboard

Lignify: Heh, filled to the teeth with flavor, green funky removal. I don't care that it's a creature, i aint hitting anything anyway. And if they hit it with enchantment removal, then go ahead and use your Freed from the Real since they most likely won't be able to hit that. I like it more than i like any other removal in G/U, but this spot depends on where you're at. Bring in against beater decks, and possibly some aggro decks.

Simic Charm: Feel the need for more charms? Bring them in. Great against Red deck wins.

Apostle's Blessing: Once again, great against Red deck wins and other burn-decks. Protects your creature/artifact for 1 colorless and 2 health, dirt cheap and golden effective.

Mana Leak: Another leak. Feel you need more for a tough match-up? bring it in.

Syncopate : I bring this one in against some leaks, since it's better for games where you're gonna get stalled and end up not using your mana. Or just bring them in for more counters.

Swan Song: great 1-mana counter to protect your creatures on your turn. Don't care much for that flier.

Nature's Claim: Artifact or enchantment hate.

Tormod's Crypt: Against grave-decks or storm decks.

This deck is a ton of fun, and it's reliably consistant. Not very competetive, but a great fun for both players and a great surprise to bring to some FNM to catch your friends off-guard. If you have suggestions, please post them below! It's supposed to be budget, but posting non-budget alternatives isn't wrong, since i might work to include them in a non-budget variant. Just don't mention lands, i know i can improve on that. If you wondered about the name, it's going in below here :)

About the name: Ascension.

It's a bit of a reference to the Stargate universe(Not just the Stargate Universe series, but the entire UNIVERSE). Ascending is something any human can do, as long as they have the proper understanding of the universe, along with some prerequisites. When ascended, they gain access to all the knowledge of the universe, and almost god-like powers. The infinate mana, clear connection to nature and Helix Pinnacle all symbolise Ascension. Blue sun's Zenith and Sands of Delerium kinda fit the deal too, since they kinda connect with the mind and stuff. Well, anyway, i love the series and the connection was there, so i chose the name over something like "Defender Combo" or something like that :)

Suggestions

Updates Add

So on my first FnM with this exact build, i got second place. There were five rounds with 22 participants, with top-4. I went up against a couple other home-brewed or low-tier decks, but otherwise i faced some T2 and T1 decks. Had big problems with 8-rack, but managed to scrape up a victory in the end :).The deck was strangely consistent, and if it keeps up it'll get much more consistent with the addition of Serum Visions and Pact of Negation, and perfecting the manabase. The allstar in the deck other than the combo was by far Simic Charm. It might be meta-dependant, but holy crap the ability to buff-trade, bounce and protect in one card gives it so much value. I think 60% of the time i bounced something, otherwise i either buffed or protected. Sands of Delirium was the most effective win-con so far, might go 3 Sands and 2 Helix Pinnacle instead of 3. Anyways it went great and im really happy with the build.

Comments

Date added 9 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 1 Rares

14 - 4 Uncommons

18 - 10 Commons

Cards 60
Avg. CMC 2.38
Tokens Bird 2/2 U
Folders Interesting for whatever reason decks
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