Serra Ascendant


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

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
2011 Core Set (M11) Rare

Combos Browse all

Serra Ascendant

Creature — Human Monk

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.

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Recent Decks

Serra Ascendant Discussion

SynergyBuild on It Really Adds Up - budget

2 days ago

I apologize, but the video says "This video is unavailable." and won't play! The deck still looks fun as a lifegain deck though, have you considered Serra Ascendant or Resplendent Angel?

Their price tags are high, but they are a lot of fun to play!

Bulldawg1310 on In the Sky

1 week ago

Serra Ascendant and Martyr of Sands these will accelerate your life gain plan faster than anything your deck is currently doing.

BallZniffer on +1/+1 Atraxa, Prators' Voice 1.11

1 week ago

Perhaps Serra Ascendant doesn't really fit in deck like this. Therefor I have replaced Serra Ascendant with Pir, Imaginative Rascal. And by testing the deck I also come to the conclusion that this deck could use one more source of card draw. Therefor would Toothy, Imaginary Friend be a nice addition to this deck. I am just having trouble finding a card to replace him with.

I also would agree that Managorger Hydra would in most cases be a better pick than Ishai, Ojutai Dragonspeaker. But the reason I am playing Ishai rather than Managorger, is that my meta is particulate found of flyers, and i need some sort of defense for attackers in the air.

I also do agree that Walking Ballista, is a great addition to a deck focusing on +1/+1 counters, just like this one. Will try to find a card to replace it to.

ThallionDarkshine on +1/+1 Atraxa, Prators' Voice 1.11

1 week ago

Oh sweet, I always group the cards in my decklists by role, but I pretty much never see other people doing that. I agree that Toothy could be a bit slow, but Pir is incredibly good, so I think that Toothy could even just be good enough as another way to find Pir, that can also hit people very hard or draw some cards.

I think Serra Ascendant and Ishai, Ojutai Dragonspeaker are some of the worse cards in the current list. The ascendant is a great creature early on, but as the game goes on, a vanilla 6/6 beater gets worse and worse. Where many of your other creatures can scale well into the late game with proliferate, it just remains a 6/6. Ishai, on the other hand, can grow very big very fast. However, it only grows with your opponent's spells, conflicts with your commander because it also costs 4 mana, and can easily be chumped by a random thopter or something. I feel like Managorger Hydra would be much better in its place, since it comes down earlier, has trample to help against chump blocking, and grows off of your spells as well (can be relevant when it comes down to two players).

ecmmyers on Krav and Regna:Together Forever

1 week ago

City of Brass is good mana fixing and has decent synergy with Sun Droplet, much like the other pain lands you have here.

Thanks to all the life gain, Necropotence might be good to add, if not a big challenging to cast on this mana base. As for Draw, I also like Erebos, God of the Dead as a pseudo-hatebear, a way to spend the life you gain, and additional draw.

Circle of Despair is useful against Voltron, Burn, and some go-tall style aggro.

Serra Ascendant is a broken turn 1 play off of a white source.

Tainted Field is decent mana fixing in BW

SynergyBuild on The Abzan Enchanter's Essential Style Collection

2 weeks ago

Sorry it took me so long, I suck at math and typing.


Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)


Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)



Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer


All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

clayperce on martyr

2 weeks ago

I like the way you categorize the two subarchetypes here. With the HEAVY caveat that I don't have that many reps with the deck yet, here are a few thoughts:

  • Something to keep in mind when deckbuilding is that each non-White card we add to the 75 reduces the value of Martyr of Sands by 3 life, which in turn reduces the value of Serra Ascendant.
  • For this reason, Rule of Law might be worth looking at vs. Damping Sphere, and Runed Halo (thought it's super-pricey) or additional Nevermores vs. Sorcerous Spyglass. There are obviously other tradeoffs in the cards too, so I'm not sure what would be best for your playstyle/meta/75. But it's maybe something to think about :-)
  • I was running 3x Surgical Extraction in the side for a while and it saved my bacon a number of times. But I recently switched to Rest in Peace ... partly because it's a White card, but also because it barely hurts us post-board (since opponents almost always bring in Gravehate against us, making Proclamation of Rebirth dead in hand anyways). Here too, I'm not really recommending RIP over Extraction (especially since Extraction vs. Tron is sooooooo good); just throwing out some more thoughts ...
  • A few other points on the Gideon package: The Gideons are very strong vs. Wrath effects and Planeswalkers (which can be a struggle otherwise). Also, Gideon of the Trials' Emblem can help vs. some Combo decks.
  • Speaking of 'Walkers: I've tried Hex Parasite and it's very strong, but it suffers sometimes as a non-White card too. I'm on Flash-flyers lately, and Restoration Angel is my current favorite ... Archangel Avacyn  Flip was good but a little too cute, and though I love Aven Mindcensor's effect I like Resto's bigger size.

Draw well!

PookandPie on Rhys the Redeemed Commander

3 weeks ago

I think you could remove Mitotic Slime for Eldrazi Monument- Mitotic Slime is really only good with either sac outlets or as a "At least I still have something" in the event of someone casting a sweeper spell. Eldrazi Monument basically will serve that purpose, but better, since you'll just keep all of your stuff in the face of destruction spells.

I'm not huge on Tarmogoyf. Goyf is a house in Modern because efficient 4/5 beaters for 1G are incredible in a 20 life format. In a 40 life format with multiple opponents (upwards of 120+ life to chew through), Tarmogoyf is especially less valuable compared to things like Illusionist's Bracers, which helps your main game plan substantially, or even Serra Ascendant who is a 6/6 flying lifelink for W in Commander (I'd pick Illusionist's Bracers, but I mentioned Serra Ascendant to highlight the differences between Modern and Commander). So Goyf -> Bracers seems fair to me.

To fit in Teeg, I would drop one of your higher cost noncreature spells since those lack synergy with him while he's out protecting your from Wraths. Mwonvuli Acid Moss may need to become the more flexible (but non-ramping) Beast Within, as you can still remove things while that's out.

Cathars' Crusade could go in over Vorinclex or Thragtusk. Tusk is great outside of Commander or in Blink decks (like Roon of the Hidden Realm or something running Deadeye Navigator), but he only makes one 3/3 token here, which isn't really a big deal until Rhys multiplies it, so he takes a long time to get going in comparison to something like Imperious Perfect or any of your Planeswalkers.

Those're just my suggestions for cuts though. If you like some of those cards too much to cut them I could probably suggest others. Maybe. lol.

One additional suggestion: Maybe swap in Slate of Ancestry or Mentor of the Meek over Mind's Eye. Slate can draw you more cards than Mind's Eye if you control as few as 4 creatures, but the real power is in drawing 8-10+ and keeping the beatdown going. It's one of my more favored cards in token decks. Alternatively, Mentor of the Meek is a solid option since, if you're making babies, you have a higher ceiling of being able to abuse the card rather than waiting for your opponents to do something (and with only 6 instants in the deck, many of your Mind's Eye draws won't be reactive, while Mentor could let you draw your protection spells on your own turn, etc.).

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