Bloodchief Ascension

Bloodchief Ascension


At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)

Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.

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Bloodchief Ascension Discussion

PhotogenicParasympathetic on new format idea: Worldspell

19 hours ago

The Ascension cycle would be a touch OP, no? Mostly Black White and Green, but Blue would be powerful too, and Red could be stupid good if it were non-highlander.

Bloodchief Ascension
Luminarch Ascension
Beastmaster Ascension
Pyromancer Ascension
Archmage Ascension

brokendwarf on Big-Foot

1 week ago

I'll have to pass on the Oubliette. That junk was way too hard to find. Bloodchief Ascension is fine if there's other stuff you're looking at.

filoito on 2016-02-02 update of Vampires' Power ...

1 week ago

Thinking about taking out Bloodchief Ascension and include Blade of the Bloodchief. Any thoughts?

GoldenDemon on The Survivors

1 week ago

Intruder Alarm is also an infinite combo with Kiki-Jiki, Mirror Breaker and Splinter Twin, and you're already running Twin so you might as well keep it in. Since you've got Conspiracy, you might as well throw in the rest of the Twin package (Pestermite, Deceiver Exarch, Zealous Conscripts) for an optional combo kill.

As for cuts, which is probably your more pressing issue - brace yourself, this is going to be long.

The general rule of thumb is "my Allies should generate significant and immediate advantage when I play them." This means that all of the Allies that don't do anything except get bigger are out, and all of the random creatures that are just Allies are also out. Adaptive Automaton, Angelic Captain, Cliffhaven Vampire, Drana's Emissary (unless you wanted to throw in the Exquisite Blood/Sanguine Bond combo, which frankly I wouldn't bother with in this deck), Graypelt Hunter, Halimar Tidecaller (you're not running any Awaken cards, or a significant number of land creatures), Halimar Excavator, Joraga Bard, Kazandu Blademaster, Kor Bladewhirl, Kor Entanglers, Highland Berserker, Joraga Auxiliary, Makindi Patrol, Serene Steward, Tajuru Beastmaster, Ondu Champion, Umara Raptor, Veteran Warleader, Vastwood Animist, and Zada, Hedron Grinder can all safely go.

Noyan Dar, Roil Shaper is not adequately supported in this deck, and doesn't really further its design goals, so imo you can cut him. Most of the other random value creatures just aren't worth it either - Dragonmaster Outcast, Felidar Sovereign, Kazuul, Tyrant of the Cliffs, Maelstrom Archangel, Thada Adel, Acquisitor, and Wrexial, the Risen Deep may be sweet cards, and arguably flavor wins, but, like...the deck right now is trying to do too many different things.

Abzan Ascendancy, Jeskai Ascendancy, Mardu Ascendancy, and Sultai Ascendancy don't do your deck any real good. Ditto Archmage Ascension and Bloodchief Ascension (again, unless you wanted to include it as a combo piece) - they're strong cards, but they're build-arounds, and IMO this deck doesn't have the space to build around them.

Lightmine Field, Levitation, Retreat to Kazandu, Trailblazer's Boots, and all of the Quests are also, IMO, not strong enough.

Prismatic Omen + Last Stand is cute, but I'd just cut Last Stand. Throw in a Chromatic Lantern to double up on the mana-fixing effect, though. It's a must for any 3+-color deck. Since you are running Omen, though, you might as well run Valakut, the Molten Pinnacle, Emeria, The Sky Ruin, and Cabal Coffers (probably also Urborg, Tomb of Yawgmoth).

Shard Convergence doesn't actually accelerate your mana, it just draws you a bunch of lands that you then have to play one at a time. I'd say cut it - really, I'd say "replace it with actual ramp spells, like Cultivate, Kodama's Reach, Skyshroud Claim, and Sol Ring."

Realms Uncharted, same criticism - it gives your opponents choices, and it doesn't actually accelerate your mana production.

Unlife on Horobi, Devotion to Death..

1 week ago

Bubbling Muck can help you generate a ton of mana for one turn. Adding Reanimate, Animate Dead and Necromancy can be options for bringing back Gray Merchant of Asphodel for more damage. Another option, particularly for bigger games, is Kokusho, the Evening Star. You're already running Exquisite Blood and Bloodchief Ascension, Sanguine Bond and Mindcrank combo with each respectively and give you two other wincons. Sadistic Sacrament can tear through decks to rip out combos and win-cons. Mikaeus, the Unhallowed also works with Cauldron of Souls and can bring back things like merchant rafter a removal spell

excasteal on Lazav's Grist(ly) Mill

1 week ago

Bloodchief Ascension can go infinite with Mindcrank in the same way that Duskmantle Guildmage does, and is even more amazing in multiplayer.

caber1240 on Does whenever count for each

2 weeks ago

So "whenever a creature blocks" will trigger for each blocking creature, but what about mill cards like Glimpse the Unthinkable when combined with Nihilith and Bloodchief Ascension?See rules 603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.509.4a: An ability that reads Whenever [this creature] blocks, . . . generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasnt a blocking creature at that time. (See rule 509.1g.) It wont trigger if the creature is put onto the battlefield blocking.

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