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
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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

Archon_Bel on Epharan High Culture (Ephara, God of the Polis)

2 days ago

MapPsycho Thanks for the comment and the upvote! While I do like your suggestions as cards, I don't think they'll be as efficient in this deck since I've found that I'm often using up a lot of my mana during my turns to cast creature spells. If I do end up running counterspells, they would have to be 2 CMC or "free" (i.e Pact of Negation, Force of Negation, and Force of Will) for me to best use my mana.

Too bad those counters I mentioned cost too much, though :(.

I'll probably still consider Foundry of the Consuls, though. It'd be a one time use, but I haven't really been using Castle Ardenvale or Kjeldoran Outpost to generate tokens much. I mostly put them in the deck as "just in case" cards.

FrogBoy95 And another thanks to you for the nice comment and upvote! I'm glad you guys have been liking what I've made; gives me a bit more confidence that the deck won't be a complete dud once I actually buy it in paper lol.

I recently edited the decklist to show some changes I made over the past week or so. Instead of Vedalken Orrery, I'm using Leyline of Anticipation since it basically has the same effect, and more importantly, is waaayyy cheaper than Vedalken Orrery.

On the subject of counterspells, I've also been thinking that better cards for me to use would probably be redirecting effects such as Narset's Reversal, Redirect, and Commandeer. While I don't think counterspells are a complete waste in EDH, I do think they're tougher to use efficiently since you're dealing with more than one person and ultimately end up losing some card advantage. Those redirect spells can help turn opponent's cards completely in your favor and will more or less replace themselves in doing so.

I haven't put those cards in the maindeck, however; currently those "flex slots" are being taken up by Phyrexian Metamorph and Stunt Double, which will ideally let me get more mileage out of my own deck by acting as extra copies of my EtB creatures.

Luminarch Ascension is a cool card, but my issue with it is that it will quickly put a target on your head, and my deck doesn't really have a lot of ways to completely dissuade people from attacking me. Dawn of Hope is much more lowkey and comes with an added bonus of potentially drawing cards, but that mana cost to make one token is a bit too high for my liking, and I don't really have a lot of ways to reliably gain life other than Cloudblazer, Elite Guardmage, and Charming Prince.

FrogBoy95 on Epharan High Culture (Ephara, God of the Polis)

2 days ago

I really love what you have going on with this deck! When the new Secret Lair got released, I decided it was time to give a bit of EDH control a try. I used to have a casual deck built around Venser, the Sojourner and the splicers to generate creatures and figured the flicker mechanic might make for a fun deck.

Right now my decklist is running a moderate amount of counterspells, but after seeing yours, I'm thinking of cutting them in favor for more powerful ETB effects and to help cut down on the card count.

Not sure if you considered it and already cut it or not, but Vedalken Orrery is a great card for the "play on other people's turns" strategy. In addition to Nadir Kraken to reliably hit your Ephara triggers on everyone's turns, you could also look at Dawn of Hope and Luminarch Ascension. You can get some good mana ramp, especially with the flicker theme, with Knight of the White Orchid, which can pull Hallowed Fountain and Prairie Stream for mana fixing if needed.

Hope some of the suggestions help!

multimedia on Ghired, Conclave Exile (Token; Populate)

2 days ago

Hey, nice upgrades of the Tutors and Smothering :)

What the precon needs is to cut a lot of the fat. The avg. CMC of the precon is 3.9 which is too high. You have reduced that number to 3.7, but that's still too high. Instead of adding lots of other high mana cost cards, 4 CMC or higher, cut some of what's already here for more low mana cost ramp. More ramp is good with Ghired and the precon lacks early game ramp:

Cards to consider cutting for these:

  • Blossoming Sands
  • Kazandu Refuge
  • Desolation Twin
  • Emmara Tandris
  • Soul of Zendikar
  • Heart-Piercer Manticore
  • Scaretiller

Other low mana cost cards to consider adding:

Cards to consider cutting for these:

  • Valor
  • Soul Foundry
  • Growing Ranks
  • Doomed Artisan
  • Full Flowering

Good luck with your deck.

irish_trunks on Trostani, Selesnya's Voice

5 days ago

Even with the ramp you're getting, still running fairly low number of lands. I would get that up to maybe around 35ish.

I would change out the Coldsteel Heart for Arcane Signet as well as find a way to work in that classic Sol Ring.

Explosive Vegetation can work but is often fairly expensive to cast for ramp unless really necessary but given your average CMC, I find Cultivate works just as well and costs less to cast, making it a little faster.

Maybe consider some more token generators like Luminarch Ascension and Entreat the Angels. Absolutely consider Angelic Accord with the life gain you're aiming to generate with your creatures.

GhostChieftain on Pillowfort Win

1 week ago

I need to ask, how do you feel about tutors or infinite combos because I have more suggestions if you are okay with either. As far as token producers though, Brudiclad, Telchor Engineer, Dragonmaster Outcast, Elspeth, Sun's Champion, Followed Footsteps, Goblin Assault, Goblin Rabblemaster, Helm of the Host, Legion Warboss, Loyal Apprentice, Luminarch Ascension, Mechanized Production * , Mirrodin Besieged * , Outlaws' Merriment, Regna, the Redeemer, The Locust God, Thopter Spy Network. These are all things that make tokens every turn. The ones noted with * are also alternate win cons.

multimedia on Pillowfort Win

1 week ago

Luminarch Ascension is a very good card for pillowfort. Making an army of 4/4 Angels when you're protected can be a win condition. Ascension is a good card in multiplayer Commander because it looks at each opponents end step. It can activate fast only needing four counters and then you don't have to if you don't want to ever tap out again on your turn instead make 4/4 Angels at instant speed.

multimedia on Naya Commander

1 week ago

Hey, good start and budget version.

If you want to be quicker than consider reducing the avg. CMC? It's currently too high at 3.6. Reducing the avg. CMC makes it so you can play cards faster. In the case here getting more creatures onto the battlefield before Marisi. Consider more one/two/three drops creatures? One drop mana dorks are good with Marisi because they make ramp to help to cast him faster and they can also be attackers with or without cards that give evasion.

Creatures who are just attackers and don't do anything else are less good then others that can attack while also doing something else. In Commander you want the creatures you play to give you more value then just being a creature who can attack. The manabase can be much faster since all the dual lands you're playing always ETB tapped.

Some budget cards ($5 or less each) to consider adding:

Lands

One drops

Two drops

Three drops

More creatures with evasion and effects that can improve combat/attacking are cards to consider because you need to do combat damage to a player to goad that player. More creatures with flying and creatures with shadow is evasion to consider adding. Drawing cards with creatures who do combat damage to a player can be helpful to stay ahead. Double strike is a good ability for an attacking creature.

Shadow is a unique creature ability that makes the creature unblockable because your opponents are not going to have any creatures with shadow. Spirit en-Dal has shadow, but the reason to play it is to repeatedly reveal it from your hand at your upkeep to give a target creature shadow until end of turn. For two mana it can give Marisi shadow making him unblockable.

The manabase can be improved because there's a lot of subpar lands which will always ETB tapped. Dual lands that can ETB untapped can speed up game play letting you cast spells faster. Command Tower is a staple land for multicolored decks. There's a lot of basic lands in the manabase therefore consider adding others lands that have good interaction with basic lands?

Good luck with your deck.

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