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.
|Have (25)||Zuckfat , bogieman145 , TXMetal , GrandeKhan , MagicMike69 , guerillarage , miracleHat , autumray6 , Frawstie , Caraculiambro , Jelatinator , Spinalripper , Carpalol , Jp3ngu1nb0y , volrathxp , g0dcomplex , slagathor3 , attak , naynay666 , Daias , ItsMillerTime , geazykagar , ducttapedeckbox , Braxlyon , kungfurabbi|
|Want (12)||leiphshadow , Explotography , Kidsune , NuBByThuMB , HorrorAvengers , CrimsonKing , Melmo , pumpkinsword , rakdos24 , sjbarker , chrishuffman95 , Kravian|
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@Epidilius: Because your opponent will run out of life and lose the game.
With Bloodchief Ascension , you have one mandatory loop and one optional loop, but your opponent will still lose when he or she runs out of life.
"716.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)"
And as for Bloodchief Ascension , I was more curious as to what happens if the guildmage's ability has been activated. Is it one loop, or two?
Because Bloodchief Ascension 's ability is a "may" ability, it can't form an infinite loop. If the game won't end from you killing a player, you must eventually choose to stop repeating the loop.
To expand, though, a loop of mandatory actions ends in a draw if it doesn't cause all but one player or team to lose the game. Something like three Oblivion Ring s exiling each other is an example.
According to the comp rules, if the game enters a loop of ONLY mandatory actions, the game is a draw.
Does this form two "loops" (ascension and mindcrank, and guildmage and mindcrank)? Or is it now one loop with an optional action?
Tried running mill once, the concept is neat and fun when it works, but I've run up against some nasty snags now and then, namely, those big bag Eldrazi Kings that like to reshuffle your opponents graveyard back into their library.
I'm speaking of those lovable Ulamog, the Infinite Gyre and Kozilek, Butcher of Truth , these guys, along with other graveyard reshuffles, MURDER mill decks if your entire focus is just throwing their cards into their graveyard.
Ways to get around this:
Deal damage whenever a card hits the GY. This way, instead of milling out 100 cards, you only have to mill 40 life. YAY!
Bloodchief Ascension + Mindcrank This is an infinite combo. If you don't like them or your playgroup has declared them illegal (some do) then disregard this this option. Duskmantle Guildmage can also trigger this combo, but it requires a little extra mana.
Or destroy the option of putting things in the GY all together via exiling:
A couple cards off the top of my head that I run in my Mill edh is Sword of Body and Mind , Mindcrank which you can go infinite with Duskmantle Guildmage and Bloodchief Ascension . Creature wise Guiltfeeder , Mortivore , Geth, Lord of the Vault , Evil Twin , Mirko Vosk, Mind Drinker . Also Spell Crumple ,AEtherspouts , Spin into Myth and Hinder (which I know you already have) work well with Tunnel Vision .
@griffstick I tried using Bloodchief Ascension a while back and it wasn't very helpful. I'm also not too much of a fan of the combo with Mindcrank (I used to use it in a Nekusar deck and I was always crucified for it) I may try it again sometime soon, but I don't know what I would take out for it.
Hero's Downfall is a tad bit expensive still, but it's worth it due to the destroy planeswalker; was there anything else you might consider taking out for it?
|Avg. draft pick||1.74|
|Avg. cube pick||4.37|
|Commander / EDH||Legal|