Archmage Ascension


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Rare

Combos Browse all

Archmage Ascension


At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.

As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.

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Archmage Ascension Discussion

VanderW on Arjun, the Shifting Library

2 weeks ago

Good point. I used to play the Archmage Ascension in another deck, but I cut it since it seemed to slow. Also, it would usually just eat a removal spell before it became useful, making me the archenemy for the next six turns. If I would power up the deck further beyond the two cards in the maybeboard I would actually take Wheel of Fortune, Volcanic Island and Steam Vents out of other decks that need the cards more than Arjun does. In short, I'll keep Archmage Ascension in the back of my head when playing Arjun for the next few times, but I doubt it will make it into the 99.

Thomasin4413 on Kruphix - Got my Deck in Hand

1 month ago

My Tishana, Voice of the mana dorks deck runs into a similar problem of decking itself. I manage to survive with an Abundance or Archmage Ascension.

Easybr0wnies343 on

2 months ago


Let me preface this with a disclaimer. I haven't played commander. However, I do play a tuned Izzet deck and I feel that I could help with your deck.

  1. Essential blue cards: Counterspell and Cryptic Command. These are simply good cards that deserve to be in any blue deck. Remand is another card because it can help your commander trigger and draw you cards while forcing your opponent to sink mana into spells. Another card that you could use is Archmage Ascension to fish for good stuff after drawing things.

  2. Essential red cards: This is where you can make a few decisions. You could include a Combustible Gearhulk and several expensive burn spells to synergize with your commander, or you could go with a spell/storm variant and run Lightning Bolt, Needle Drop, and Braid of Fire as stated above. You could then run some Lava Axes or Inferno Jets to synergize with your commander.

  3. Possible inclusions: Epic Experiment could be really good if you had a bunch of mana, Djinn Illuminatus would be very helpful lategame, turning a lone Lightning Bolt or Electrolyze into a burn engine and/or draw engine. Electrolyze and Prophetic Bolt could also be very good.

Also, I haven't played much R/B or Grixis but I have a feeling Rakdos's Return would be good in here and Nicol Bolas, Planeswalker could be a powerful addition.

IAmTheWraith on The Fat Blue Weirdo

2 months ago

S1ayerMonkey: Glimmer just isnt the kind of card advantage we are looking for, and its rather inefficient. Theres just better card draw in EDH. Thanks for the suggestion!

TheRedGoat: Arcane Laboratory doesnt help me, as I am looking to drop all my Stasis lock pieces on the same turn for security, hopefully with Pact of Negation backup. Archmage Ascension is really good come to think of it, I might have to consider putting it in the deck. The only issue is what to take out.

Other than that, Skyscribing & Fascination are effects that we have enough of in the deck. Thanks for your suggestions though!

TheRedGoat on The Fat Blue Weirdo

2 months ago

While I'm against piloting "Stasis Lock" style builds, I can still give some recommendations to your plan. One of course is Arcane Laboratory as a slow control effect that can help keep people from going off themselves from your card draw. Otherwise, I would add that Fascination and Skyscribing are a thing. Or, if you just really want to focus on that combo lock, then find Archmage Ascension I would say.

DrukenReaps on Hogwarts deck of wizardry

3 months ago

I would suggest Conjurer's Closet, ETBs are going to give terrific value and you have really good ones already. This will make it very easy to put them on repeat. If you eminence off the closet then the wizard you get doesn't go away until your opponents end step which is kinda fun.

Timestream Navigator and Wanderwine Prophets can be used to get extra turns. The prophet can go infinite with inalla while the navigator will get you 2. Although if you Conjurer's Closet the navigator 5 mana at the end of every turn gets you an extra turn...

This leads me to mention Deadeye Navigator another broken card you could add to make those ETBs go to work for you.

Something fairly important if you want to combo off regularly is tutors but the good ones will cost a pretty penny. It may be better to just go for valuable ETBs with a chance of comboing off. Archmage Ascension is a cheap one though that I feel is really underplayed in commander. It does take a bit to get going but totally worth it in most blue decks.

Since firemind is in the deck Curiosity and Ophidian Eye go infinite with him.

Flameshadow Conjuring is another inalla though requires . Shifting Shadow can get you through to other creatures turn after turn.

Feyamius on Atraxa Proliferate

3 months ago

And I really like your approach of including many kinds of tokens into that deck. How much is Mind Unbound doing for you? It sounds very cool, but it's six mana, so I don't run it in my build. If you like the Djinn, I'd recommend Ring of Three Wishes. But that's also kinda expensive (especially in activation cost). Archmage Ascension is a nice card as well that has to be handled or will win you the game.

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