Bloodchief Ascension – MTG Proxy Zendikar

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SKU: MTGBK-078 Category:

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Bloodchief Ascension

Black mana

Mana value: 1 · Color identity: Black

Enchantment

At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Card format legality
Commander
Legal
Modern
Legal
Pioneer
Not legal
Standard
Not legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 5
  1. Bloodchief Ascension's first ability has an "intervening 'if' clause." It won't trigger at all unless an opponent has already lost 2 or more life by the time the end step begins.
  2. Bloodchief Ascension's second ability doesn't behave like a leaves-the-battlefield triggered ability, since the card put into an opponent's graveyard may come from anywhere. If a Bloodchief Ascension with three quest counters on it and a permanent an opponent owns are destroyed at the same time, for example, the game will not "look back in time" at the game state, and Bloodchief Ascension's second ability won't trigger.
  3. Bloodchief Ascension's first ability checks how much life was lost by each opponent over the course of the entire turn, even if Bloodchief Ascension wasn't on the battlefield the whole time.
  4. For the first ability to trigger, a single opponent must have lost 2 life. Two opponents each losing 1 life won't cause it to trigger. It will trigger a maximum of once per turn, no matter how many opponents have lost 2 or more life.
  5. Bloodchief Ascension's first ability checks only whether life was lost. It doesn't care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Bloodchief Ascension's first ability will still trigger.

Updated

Bloodchief Ascension starts as a one-mana enchantment that rewards repeated pressure on opponents' life totals. At each end step, it can gain a quest counter if an opponent lost at least two life that turn. Once it has three counters, cards entering an opponent's graveyard can make that player lose two life while you gain two, turning common game actions into a powerful drain engine.

Small attacks, damage spells, and effects that cause life loss can help establish the initial counters. Because the check happens at every end step, you can advance the enchantment on opponents' turns as well as your own. A deck with instant-speed damage or repeated life-drain effects has more opportunities to bring it online quickly.

Mindcrank forms a dangerous pairing once Ascension is active. Life loss makes an opponent mill cards, and those cards can trigger Ascension again, creating a repeating interaction while the necessary conditions remain in place. Even without that combo, opposing fetch lands, discarded cards, destroyed permanents, and milled cards can all provide triggers.

The setup is the important limitation. Ascension does little immediately unless it already has the required counters, so it is strongest in decks that can reliably deal early damage or drain life. Tokens entering a graveyard are not cards and do not trigger its second ability. Keep that distinction in mind when judging how much value an opposing token sacrifice deck will provide.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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