Original list credit goes to Slater Claudel, who took the deck to a second place finish at Scg States Maine. Listed as "Jeskai tokens" here:
http:/sales.starcitygames.com/deckdatabase/displaydeck.php?DeckID=93928
This list is updated, and my take on Jeskai Ascendancy combo.
If playing against someone who is tapping out, feel relieved. This deck needs to be able to keep a 4/4 alive on your turn to win.
Mainly, the combo is to 'awaken' a Wandering Fumarole with Elemental Uprising, or through its ability, and cast cantrips upon cantrips to make it unblockable and huge.
The skill involved is knowing if your opponent has spot removal to take your attacker. If the opponent is smart, he or she will remove the manland/Rattleclaw upon attempting to go off, because should they wait, you can pretty much 'awaken' all of your lands/draw enough cards to recoup and do it again next turn.
The REAL skill involved is knowing if you can go off even if they do remove your mana dork. This usually involves maneuvering the game into a spot where you have access to several dorks/uprisings and an Ascendancy.
Some tips:
-When you try to go off ASAP, the opponent will catch on quickly, especially if you play Ascendancy without intending to win the same turn. It's your job to identify their removal and take the game from there. Remember, as long as you can pay for everything, you can win in one turn.
-Play Rattleclaws face down when at all possible (especially pre-ascendency) as to not raise alarm and possibly score extra mana.
-When you're going off with 2 dorks and one's a Rattleclaw, try to awaken a Prairie Stream. This will make it so when you play your next 1-mana cantrip you can float a mana and pay for a second Ascendancy.
-If your dork is Wandering Fumarole, you'll need an extra green land to ride the 'awaken' train. With a WF, you need at minimum an extra untapped blue source and another untapped green source to pay for future Elemental Uprisings. Don't expect to ride a single dork to victory, try to awaken every land.
-Getting two Ascendancy out increases the likelihood of getting there by a lot because of the extra mana you can generate. Still, it's better to have 2 dorks and one Ascendancy than 1 dork and two Ascendancy (especially if one makes white).
The sideboard is for the eventual enchantment hate when trying to deploy Ascendancy. Instead, we'll try to jam Ascendancy and if they counter/remove it, force a Tutelage when the coast is clear. Outburst and Radiant Flames remove creature threats while Disdainful Stroke and Negate prevent Planeswalkers and draw spells.
Enjoy and let me know how you do with it. :)