The Wall
This is a well known combo, so there’s no need to tiptoe around it. We intend to have enough creatures with Defender in play so that Axebane Guardian can generate a boatload of mana to pump into a kill spell.
Choosing the right amount of the right walls proved trickier than I thought. Creatures with Defender have a surprising amount of variety when it comes to secondary abilities. In the end I settled on very cheap to cast wall-type creatures to ensure maximum battlefield presence for mana production. This may not be the best call so nothing is set in stone until I get more games under my belt and feel how things are shaping up. Consider this a placeholder set of creatures analogous to whatever the final draft picks end up being.
We need enough of these creatures so that if Freed from the Real doesn’t see play we can still pull the combo off, so 12 felt reasonable.
•Steel Wall is heavy defense in Turns 1-2, guaranteed to be cast because it isn’t fussy about color.
•Overgrown Battlement gives us just enough of a mana boost to potentially speed up our strategy, depending on how many pieces we have in hand. Also blocks like a champ at 0/4.
•Crashing Drawbridge is technically part of the combo engine, but makes for a nice blockade in and of itself. Since Axebane Guardian suffers from acute summoning sickness, the Drawbridge can circumvent this if cast the previous turn. Ergo, Axeman will be ready to immediately pop off and close out the game once he hits the table.
Remember folks, adding Freed from the Real into the equation means you can go infinite and end the game pretty much on the spot. If that sounds unsportsmanlike, there’s good news: it isn’t mandatory. Popping off with a couple smaller bursts over a turn or two is still lethal enough, and the 4x slots Freed from the Real occupied could be utilized in other useful ways. Simply remove the Enchantment and you’re good to go for a nice game of fair Magic.