Core
Jeskai Ascendancy: Namesake of the deck. Always run 3 in the maindeck and 1 in the side for the wish package. Without this card the deck would not exist, it is the combo piece.
Glittering Wish: Copies of Ascendancy 4-7, this card is a 4 of. Not only does it grab Ascendancy, it can also grab any cards that may be relevant in a given game such as Knight of Autumn, Scarscale Ritual or Flesh//Blood to win games.
Cantrips
Serum Visions: This is one of the best cantrips we have access to in modern, it see more cards than any other cantrip we can play. Easily a 4-of.
Opt: On of the least powerful cantrips we have access to, it doesn't see as many cards as serum visions, doesn't let us see both the top cards at the same time and it doesn't net mana when comboing with one dork. 1-2 copies should suffice.
Sleight of Hand: The ability to see more than one card at the same time is nothing to scoff at, while we can only keep one of those cards, choice is key. Run it as a 4-of.
Manamorphose: Free cards like this are great in JAC. It nets mana and draws a card at the end (and it triggers an eidolon in the bin) run 4.
Cerulean Wisps: This card helps net us mana while cantriping as well, it allows us to untap with
Ascendancy, tap for mana and untap again netting up mana in the end, run 2-3 copies
Mana Dorks
Birds of Paradise: Makes every color and can be played on turn 1. 4-of
Sylvan Caryatid: Hexproof and makes any color, enough said. 4-of
Noble Hierarch: The next best one drop dork we have access to, it provides the colors we care about the most but not being able to produce can be relevant. 2-3 should suffice.
Fatestitcher: This card is great while comboing off, Unearth is why we play this and it taps down blocking creatures as well as producing mana depending on the dorks/lands we have in play. 2-3 is plenty.
OTHER
Silence: A great 1 of in the maindeck, as a maindecked way to try to deal with control and other combo decks game one.
Verdant Eidolon: This card allows for Glittering wish to become a draw spell, and Ascendancy to be a cantrip mid combo. Its the reason we run the pacts. This card makes us slightly more weak to graveyard hate but its minimal and we can still combo without it. Only 1 copy is needed.
Summoner's Pact: Pact allows us to find Eidolon, and combo off on t2 because its a zero mana spell to trigger the Ascendancy we cast on 2. Being 0 mana also allows it to net mana while comboing. 3 copies is recommended.
Noxious Revival: another 0 mana spell to help get the ball rolling on t2. It also allows us to rebuy a card in our graveyard if we start to run out of gas. 0-1 copies
Abundant Growth: This card seems a little odd at first glance, but its a cheap card to trigger Ascendancy and it cantrips. It also combos well with Fatestitcher by turning a land into a rainbow land. 0-2 copies.
The Sideboard
Assassin's Trophy: Part of the wish package, this card answers any problematic permanent we may encounter.
Fiery Justice: This card it great against small, close to the ground aggressive decks. It acts as a pseudosweeper to help alleviate the pressure on your life total and it can be grabbed with wish.
Flesh / Blood: One of the win conditions, its kept safely in the sideboard so that you can wish for it when you need it. Run 1 in the side.
Jeskai Ascendancy: You keep a copy in here to be grabbed by a wish, it is effectively Ascendancy 4-7. You should store 1 in the sideboard.
Knight of Autumn: Versatile wish target, gives a life buffer and can pop an artifact or enchantment.
Leyline of Sanctity: Keeps discard from tearing apart your hand and helps make the burn matchup more reasonable, not great, but reasonable. You should run the full 4
Path to Exile: Targeted spot removal for hard to answer creatures.
Scarscale Ritual: A wish target that helps you if you find yourself needing more cards. Run 1.
Silence: A way to help deal with control or combo decks. Cast it on your upkeep to draw out a counterspell to safely cast your Ascendancy. Or Cast it on the upkeep of the turn your opponent is about to combo, it can effectively act like a timewalk in some matches. We tend to run the rest of the playset in here, 3 copies.
ALTERNATE CARD CHOICES