Last time, I promised I would finally show a deck with Defiant Strike that wasn't a mere rehash of unplayable Theros block lists. Interestingly, this one plays like an odd mixture of aggro and combo, with a low curve of critters, but also lots of drawing effects, many triggered abilities to keep track of, and the ability to finish games with a glorious barrage of spells. Supporting it all, we have one of the more intriguing cards from Khans: Jeskai Ascendancy.
Let's have a look at the list:
Creature (12)
4x Akroan Crusader
3x Monastery Swiftspear
3x Phalanx Leader
2x Vanguard of Brimaz
Enchantment (11)
1x Bident of Thassa
4x Dragon Mantle
4x Jeskai Ascendancy
2x Stratus Walk
Instant (12)
4x Defiant Strike
4x Raise the Alarm
4x Retraction Helix
Sorcery (4)
3x Launch the Fleet
1x Void Snare
Land (21)
4x Battlefield Forge
2x Flooded Strand
1x Island
3x Mana Confluence
4x Mystic Monastery
3x Plains
4x Shivan Reef
As you can see, this is a different animal from the White and Boros heroic lists. The creature count has been trimmed to include only the strongest Heroic triggers, plus Monastery Swiftspear, because that little guy turns out to be great in a list like this. The basic idea is to use Jeskai Ascendancy with cheap cantrips that happen to trigger heroic to overrun an opponent, possibly from an empty board. At this point, we are already familiar with Defiant Strike and Dragon Mantle, but the real breakout here is a hidden gem from Born of the Gods: Retraction Helix. This card does it all: trigger heroic, gain tempo, and even cantrip when returning a Dragon Mantle, but when you have a Jeskai Ascendancy on the table, it becomes downright obscene. Each new spell lets you untap creatures and (thanks to the Helix) return a new nonland permanent to hand, which is good to empty an opposing board, but also lets you play the same Dragon Mantle over an over, to grow and Heroic your creatures, while drawing and looting through your deck.
The deck is a blast to play, as you see a lot of cards, and need to take careful decisions about the order in which you play spells and activate triggers, as well as take educated guesses about the top of your library when going off. Even when you don't get the combo pieces together, you can make a decent impression of an aggresive player and attack with cheap creatures. The mana is painful, as we don't want too many lands but really need to be able to play creatures costing WW, followed by enchantments costing URW, hopefully without killing ourselves in the process - but I think the payoff is well worth it.
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