Luminarch Ascension

Luminarch Ascension

Enchantment

At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.)

{{1,W}}: Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it.

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Set Rarity
Masters 25 (A25) Rare
Zendikar (ZEN) Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Luminarch Ascension occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

White: 0.43%

Luminarch Ascension Discussion

Apotheosis616 on I'm Walking on Sunshine

1 week ago

JankimusPrime,

You tested this deck in tappedout correct?

You should almost never be trying to turbo out the combo, that is not how this deck is played. The deck operates very much like a death and taxes stax deck. The point is to slow the game down to your level, effectively making other players decks not work. They will attempt to spend tutors and interaction on trying to remove your pieces. This slows the game down drastically allowing you to setup your win condition.

Every single card in the deck has been specifically chosen and tested to counter or do a certain thing. For example:

  1. Suture Priest is a hard counter to food chain decks, kiki combos, inalla combos, dockside loops, and a ton of other cEDH combos. They have to remove this card if they want to win, otherwise, they have to shift to a different win con.
  2. Juntu Stakes is fantastic into a green meta. For 1 mana it turns off the value of dorks. Making people choose when they want to be explosive because they only get to do it once unless they remove this card (the card also has synergy with cards like Blind Obedience.
  3. Smuggler's Copter is one of the worst cards in the deck, but we really need the card filtering. It will be removed once another card draw/filter engine is released for white (fingers crossed).
  4. Uba Mask is technically still in testing. It was a recent addition because it is a hard lock with Drannith Magistrate. This means if you can attack, you win the game. However, the card was added because it counters a lot of meta decks at the moment. For example, decks like opus thief that take advantage of wheels constantly, get hard countered by this card. The cards those decks wheel into can only be played that turn. This card is also great vs other control decks that like to draw cards. If they don’t play those cards that turn, they are then exiled.
  5. Blind Obedience: Not sure what you don’t like about this card, it has been stax staple for a long time. Creatures and artifacts enter tapped. This slows down the game, which is our game plan.
  6. Luminarch Ascension is a very good card in decks that try to slow the game down. It makes our late game threat inevitable. It also acts as a mana dump late and mid-game. When we have our stax cards on the field and they are slowing the game down, having the ability to make 4/4 angel beat sticks is extremely valuable. It has actually won me a few games.

The deck has a lot of synergistic effects, but that doesn’t mean the deck needs to play into those little tiny synergies. The deck is not a life gain deck, nor is the goal to layer +1/+1 counters on your creatures to make beat sticks. The goal is to slow the game down until we have the ability to win the game once we have stopped a few other players from winning the game. All the while, we are attacking and putting pressure on life totals with our creatures. This is not a “casual” mindset, rather, this is playing the deck to its strengths.

The comparison to Godo doesn’t make sense here. Godo is a fast combo glass cannon deck. This is neither. You are not trying to turbo out the combo and your deck only relies on your commander when you are trying to win the game. You can cast Heliod to accrue value and buff up your creatures so that they are harder to kill with sweepers. Since Heliod is an enchantment and indestructible, it can be really hard to remove him most of the time. However, it should be noted that this is not the “game plan” of the deck. We don’t want to be actively trying to cast Heliod as soon as possible so that we can start putting +1/+1 counters on our creatures. Instead, you should be focusing on getting the stax cards down, and if you have some downtime you cast your commander. If you have ever played in a comp setting you will know that creature beats is an actual win-con when the game gets slowed down. So swinging with a 5/5 can be extremely detrimental, especially vs AN decks.

While I think you have a misunderstanding of how T&T decks function, you are correct that card draw is better than lifegain + counters. I completely agree that thrasios and tymna provide much more value, and in most situations, decks that run these commanders don’t even use them to win (unless they are playing dramatic scepter).

I think this mindset just stems from not knowing how the deck is supposed to be piloted. Not this deck specifically, but an earlier iteration won top 4 in a major competitive tournament. Furthermore, the deck has been winning a lot in comp pods because shutting off people’s win-cons is a very powerful affect.

Vash13 on Welcome to planet Kaitain

3 weeks ago

Gattison hey bro I set this idea down for a while but recently went all in on crafting a flavorful fun deck, thought you should be the fist person to see it since I made it public again, let me know what you think, I'm thinking sadukar jetpack troops for Luminarch Ascension haha lol.

dingusdingo on Alesha: A Slug is Faster Than A Corpse

3 weeks ago

StopShot The choice of having only a single combo is intentional. This deck is similar to Blood Pod in that staxing the board is more important than gassing into a combo, and you can get kills in cEDH by turning creatures sideways. This deck is very concerned about hitting the board hard early, and I don't want to be drawing cards that are dead outside of comboing. If I was going to expand into a second combo, I'd most likely extend into Splinter Twin and Felidar Guardian due to how Twin interacts with the Titans. In place of redundant combos, I've chosen to slot more hate pieces and more beater pieces. I've tried to add only the most efficient beater pieces that have utility or are just hyper efficient in terms of effectiveness. For example, Luminarch Ascension will singlehandedly win games on stalled out boards by turning creatures right. Inferno Titan swinging removes all kinds of dorks and opposing hatebears that are common in the format, as well as draw pieces and combo creatures. It also swings for a minimum of 9 when there aren't targets on the board. Loyal Apprentice is free tokens for doing nothing every round, speeding up the beatdown clock but it also has great synergy with Goblin Welder Smokestack Rankle, Master of Pranks Elesh Norn, Grand Cenobite and Daretti, Ingenious Iconoclast. The beatdown pieces have been chosen because they are a fast clock even in when staring down 120 life instead of the regular 20, or they offer strong synergy towards other parts of the deck. Extending into beatdown as the secondary option also lets me run harder "no" pieces, which is why I have Cursed Totem even though I'm running Kiki, and why I'm running Stony Silence even though I have 10 cards turned off by it. Having these pieces that turn each other off in our deck raises the mulligan % and requires higher pilot skill to play, but this is the trade off for how strong they are.

Banewhip Punisher is an interesting card and certainly better than Chupacabra, but also pretty inefficient. Especially after the banning of Flash, the format has slowed and become grindier. I've been looking for group sacrifice effects or repeat removal to achieve greater board control. Necroplasm would practically be an auto-include if it was only 2 CMC. Removing Alesha on its final tick is a turn off for me. If I was really interested in this effect, I'd slot Blast Zone, to tutor it with Wayfarer and recur with Crucible. Similarly, I'd be looking to slot Wrath of God or Toxic Deluge before another single target option, even if it is reusable.

I am aware of how recurring Kiki with Alesha requires another rotation to get a combat step. Once again, I'm not very worried about it. I'm not running many discard effects here, and I'm also not running Entomb to try and get Kiki that way. Kiki won't likely end up in the yard unless an opponent forces you to discard it, or you managed to stick Sire Of Insanity (with the Buried Alive line probably). I have considered more reanimation spells, but I'd probably start with good old Reanimate just for speed purposes. As the budget has raised, I've moved away from the Thrill of Possibility + friends that play extremely well with reanimator strategies.

Thanks for taking a peek. I have a 100% no budget list brewed up as well, which is the eventual goal for this deck.

StefanKaminski on Dragon's Eye Sanctuary | Dragonlord Ojutai EDH

4 weeks ago

Hey Olde_English,

Thanks again answering my questions. Your insight and experience are of huge value for someone like me who tries to get a grip of the deck :)

My thoughts on the equipment package came from the (I guess now outdated) Caw Blade decks that were played in legacy some time ago. The sword was mostly used as disruptive control piece along with the jitte. The whole idea came up when I saw Serra Ascendant in your list :D But you are definitely right that auras are a lot faster then equipments, as long as we have Ojutai out. I don’t want to be too blunt but if Ojutai is mainly a card advantage creating distraction, why use so many resources on him at all?

Thanks for your feedback on all the stax pieces I’ve mentioned. Most of them came up when I went through an old mono-white Stax list I played in legacy. Wild times :P You’re right, as long as dramatic scepter is in the deck one-spell-per-turn enchantments harm as as much as an opponent. I oversaw that one :D Linvala, Keeper of Silence is a meta decision I believe. I encounter Najeela, Thrasios, Urza, Tasigur and Heliod lists a lot. Most of them run excessive amounts of mana dorks and all of them are shut down by Linvala or similar effects so I want to have as many of them as possible.

Yes I played the helm combo in miracles when it was still viable. I guess you made the point against this combo in your statement about Approach of the Second Sun: in your scenario it’s an eight mana combo that doesn’t win on the spot. Luminarch Ascension is quite interesting though I’m not a big fan of combat based wincons but as you already said: we don’t have many options...

Yes I forgot that you’re running Land Tax. Actually that was one of my first cuts mostly because of my meta. I never found my opponents having more lands than me so it was always a dead card. I tried out As Foretold instead which works really good for me!

Thank you for all your time. I will also keep you updated on my further experience with this deck. I’m sure there will be more questions in the future and your knowledge is worth so much. Thank you!

Olde_English on Dragon's Eye Sanctuary | Dragonlord Ojutai EDH

1 month ago

StefanKaminski: Please excuse the essay XD

My main gripe with equipment is that they tend to be a lot more mana intensive than auras and you have to run extra pieces, like Sigarda's Aid or Stoneforge Mystic, to cheat those high costs, which takes away valuable spots that could be dedicated to better cards. I chose auras over equipment after extensive play-testing and although auras are more brittle than equipment, being able to attach them early and generate huge advantage is very powerful.

I do really like Umezawa's Jitte seeing as it pumps up Ojutai and can effectively eliminate opposing mana dorks and hate-bears, I'll test it out and see how it plays. This deck is shooting for optimization, while equipment like Sword of Feast and Famine are very solid pieces in high or mid-powered metas, in competitive games they take too long to set up or are disrupted before you can generate any value from them. Voltron is just one way to win with this deck, mostly Ojutai serves as a massive distraction piece who also generates card advantage.

Muddle the Mixture is very spicy, thanks for the suggestion! As far as specific stax pieces go, I really like Deafening Silence style effects their only downside is that they are a non-bo with combos I play like Dramatic Reversal + Isochron Scepter + Blind Obedience. I can run Disenchant effects to break parity with my own stax pieces, I just worry that I'll lock myself out of potential wins. You are right though, one spell per turn effects really hose quick combo decks and I should include one, it's just tough to identify exactly what I could swap for it.

Winter Orb and Back to Basics have been great "no untapping allowed" pieces so I haven't felt the need to have another. I'd like to play-test Static Orb and see if I prefer it over any of my other pieces.

I have play-tested both Sphere of Resistance and Thalia, Guardian of Thraben and didn't like how either performed. Usually they slowed me down as much as my opponents and didn't cause enough disruption to warrant including in the main board.

In this particular list, Cursed Totem functions as a better version of Linvala, Keeper of Silence and is easier to tutor up in Azorius colors. The Tabernacle at Pendrell Vale is similar to Timetwister, great cards and I'd run them if I had several thousand dollars to spend on them, unfortunately I don't have that kind of cash lying around.

I love Approach of the Second Sun and if I was ever powering down this list it would go right back in right alongside a ton of crazy equipment. Trying to optimize things though makes keeping a seven mana spell that doesn't win the game on the spot tough.

I imagine you already know but just in case, Helm of Obedience is meant to pair with Rest in Peace to kill off one person at a time, it isn't the most streamlined combo but Azorius in general suffers from a lack of ultra-efficient game winning combos. The best way to navigate it is to play Rest in Peace early on, then use something like Whir of Invention to put Helm of Obedience into play on the end-step before my turn begins, kill a player, start my next turn, untap and kill another player. I go back and forth a lot on whether or not to remove Helm and add effects like Luminarch Ascension (which can also win with Dramatic Scepter combo), extra mana rocks or hate pieces. It's a never ending tinkering process.

Scroll Rack pairs incredibly well with Land Tax and is a solid way to get out of dead hands. I can also use it to put two or three dead cards on top of my library, deal damage with Ojutai, filter the top three and set myself up for fresh draws. It might not be an optimal card choice but it always performs well when I need it too and is a versatile tool to have at my disposal.

And yes Blind Obedience does need a white or black producing mana rock in order to stack infinite extort triggers. Six out of my ten mana rocks can produce white mana, seven if you count Copy Artifact. It's not perfect but sometimes when you're trying to make a fringe strategy work you've got to bank on a bit of luck.

Thank you for all your feedback, I appreciate it!

WUBRG87 on The Glorious Azorius

1 month ago

Grind , Luminarch Ascension is a perfect fit for this deck,I just need to get one first. Same goes for Magus of the Moat. Hes about the only non-flier I could justify having in here. Sacred Mesa fortunately is already in the deck. Thanks for compliment and upvote!

Grind on The Glorious Azorius

1 month ago

cool deck!
thoughts about Luminarch Ascension over Sacred Mesa?
also i know it doesnt have flying but really Magus of the Moat seems like an mvp here

Vash13 on Sen triplets [first deck build]

1 month ago

Hello how's it going, I love commander and always like seeing what people come up with, since this is your first deck let me throw out a couple observations from having built many different decks over the years. First thing I notice is 31 lands is pretty low for not rocking some outrageous ramp/mana shoot closer to 36-38 if you dont have a ton of ramp but even my ramp decks dont go under 34. Next is the large amount of instants, since commander is designed to take longer and involve more ppl a classic instant packed deck doesn't have the same value as in modern, the 1 for 1 logic doesn't apply since you got 4 other guys to worry about ideally. Instants work best in commander as support for an over arching strategy of a deck, to many and you leave yourself cardless quickly unless your goal is to drop a Rise from the Tides while running telrand other than that you should make them more online with your theme, the stronger you can support your main them the better value for values sake will dilute a commander deck. that said some cards I think would run well with your deck are Bribery/Acquire would be funny, Azor's Elocutors/Mechanized Production/Approach of the Second Sun are all great alternate win cons for control decks. Dance of the Manse is a great card for this many enchants and artifacts and a Rise from the Tides or Luminarch Ascension would allow you to drop some creatures in favor of some more classic controll like Winter Orb,Stasis, Static Orb, Propaganda, and with this many enchantments Sphere of Safety. And lastly who wouldnt want to order the top of their deck as they see fit? Well Soothsaying is here to do just that. I hope this helps in any way if you have any question about anything I said feel free to ask, good luck and welcome to commander.(sorry 'bout being so long winded lol)

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