Temur Ascendancy


Creatures you control have haste.

Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.

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Temur Ascendancy Discussion

LeBeerCat on Yidris Cascading

1 week ago

Depends on what you want to do with the deck. I like Berserkers' Onslaught as a second Blood Mist and Temur Ascendancy to have yidris come out hasty and drawing you a card everytime you end up casting him.

RyugaKuroyami62 on Kydele & Smasher, Johnnies Unite!

2 weeks ago

Laserbeam The deck wants to just ramp, and do aggressive things or bone my opponent in one way or another. Also, I am running several permanents that draw me cards, like Kozilek, Butcher of Truth and Temur Ascendancy. Also, I envy you, because I've been either with the perfect amount of mana or completely Mana Screwed. My deck is loosely based on Josh Lee Kwai from the Command Zone's Bruce Tarl & Kydele ramp deck, as well. It's more so just to win on accident if I can't swing.

CoryDean on Peekaboo!

2 weeks ago

Alrighty, so from the top.

To Iron_Cube: Restoration Angel and Cloudstone Curio seem like pretty solid options that I'm still considering, but I'm not sure yet what to cut. If I had to choose between the two I would go with just Cloudstone Curio. The land recommendations are good, but not my style. I can't bear to hurt myself to gain that mana, because I hate when I have all the colors I need and I'm still hurting myself late game. I also feel that you might bed horrified to learn that I just took Chromatic Lantern out. I did this because the mana has been really smooth lately. No one in my playgroup plays hate, but if they did no ETB would help. Ixidron can flip Hushwing Gryff and Merciless Eviction can remove whatever else. Reclamation Sage is a solid choice, but I already have 6 different (but spendier) ways to remove artifacts\ enchantments.

To JaceTheSwagSculptor: You're right, my mana curve is unfortunately very high. I rarely run into color problems, but I need to have a lot of mana to be able to do the things I need to do. Somewhere around 10-13 mana is when I get my elbow room. Regarding board wipes, in the early game I keep my hand full by playing things that help me and blinking/bouncing them, rather than playing more cards. When board wipes come up, I don't have a lot to lose, and/or I can frequently save them with Crystal Shard, Eerie Interlude, Flickerwisp, Ghostway, Mistmeadow Witch, Otherworldly Journey, Roon of the Hidden Realm, and Turn to Mist. This has frequently caused board wipes to backfire on opponents. And with Eternal Witness or Archaeomancer, the instants are retrieved. And the card advantage options I have work well for me, if I draw them of course. But I can easily topdeck a Temur Ascendancy, Cloudblazer, Coiling Oracle, or Eternal Witness and get 2-6 cards into my hand. As for the win-con, it's pretty unfocused. My strategy is rather drawn out, maybe painful. Opponents usually run out of cards, lose their permanents, and then I'll kill with Cromat or Magister Sphinx. I play a strategy that is perhaps frowned upon, where I just try to leave them with nothing. No hand, no permanents. Unfocused. However, I do win fairly often against a competitive playgroup, and it is very rewarding for me. Do you have any win-con suggestions? I haven't really seen anything that feels that conclusive. although Rite of Replication can sometimes be very conclusive.

To Alkadron: I'm glad you think it looks fun! As for the ramp suggestions you posted, Kor Cartographer appeals to me. I had forgotten about him because I only recently got the last 2 shocklands, both containing white. I already have 2 ways to fetch my forests, and it hurts me inside when I draw one of those after all my forests are out. So I don't want to overdo it. And Knight of the White Orchid is uncomfortably conditional. And those cheap dual-type lands are good suggestions, but I have the shocklands for that purpose already, and I've worked on avoiding lands that enter tapped, since originally all my lands did that. I know that this isn't ramp, but for the purposes of consistently hitting land drops, what do you think of Shard Convergence? Does anyone have experience with this? And I appreciate the advice about critically evaluating cards. Mindclaw Shaman is an example of a hit-or-miss card that sometimes has little value, sometimes is crucial. I'll keep my eye on those cards. Thank you for that advice.

To Snickles@EDH_only: Horde of Notions looks like a very fun commander with plenty of potential, but I consider that to be a very different deck, because I don't want to be limited to elementals. The deck is just too different.

I love the responses, and you've helped me to remember forgotten cards, narrow down some problem areas, and reevaluate wincons. Please keep it coming!

CrowdedMantis96 on Dragon Control Deck

3 weeks ago

Davidmon99 I appreciate the ideas, but I'm not going to use Haven of the Spirit Dragon because if you look in my sideboard I have Crucible of the Spirit Dragon which I would prefer and I think that your right about putting in Dragonlord's Servant and also with Temur Ascendancy. Thank you for the ideas!

Davidmon99 on Dragon Control Deck

3 weeks ago

Haven of the Spirit Dragon instead of Shivan Reef or Yavimaya Coast for insta multicolored mana for dragons. And Dragonlord's Servant instead of Elvish Mystic to have mana cost reduced or another option would be Birds of Paradise. maybe also you might play some Temur Ascendancy

TheDuggernaught on Temur Dragons (Help please!)

3 weeks ago

The best advice I can give in regards to ramp is to use what I call land enchants and untappers. Land enchants are things like Utopia Sprawl, Trace of Abundance, and Overgrowth. Untappers are Arbor Elf, Voyaging Satyr, and Kiora's Follower. By themselves, they are nothing special. Arbor Elf essentially taps for 1 mana. Utopia Sprawl will ramp 1 mana. The ridiculous stuff happens when to play them together. If you have Arbor Elf and Trace of Abundance in play, you tap the enchanted land for 2 mana, untap it with Arbor Elf, and then tap it again for another 2 mana. The ridiculousness only grows in intensity with the more copies of untappers and land enchants you have in play. Here is a list I made for another user about 2 months ago :Dragon Deck Here. It is capable of 9 mana on turn 3! After that, I would suggest using dragons enter the battle field abilities. Things like Bogardan Hellkite and Dragonlord Atarka are great for this. Not only are they bug bulky fliers, but they kill your opponent's creatures when they enter play -- something which is especially important given you are not doing much aside from durdling and ramping the first few turns while your opponent plays threats. Balefire Dragon is good for similar reasons -- especially if you are using Temur Ascendancy to give it haste.

HOPMONSTER on I cast this copying this getting to respond to t..

3 weeks ago

Nice Deck, here are some other cards to consider. In my opinion, you need to add some more complimentary cards to help Yidris out even more. He's so fun when he's broken.

Creatures: Courser of Kruphix, Kederekt Leviathan, Peregrine Drake, Torrent Elemental.

Artifacts: Fireshrieker, Mask of Riddles, Prowler's Helm, Trailblazer's Boots.

Enchantments: Bear Umbra, Mark of Fury, Nature's Will, Temur Ascendancy.

Spells: Snap, Rude Awakening, Tendrils of Agony, Artful Dodge.

Lands: Hanweir Battlements, Rogue's Passage

Check out my Yidris deck if you want Pouring like an Avalanche coming down the Mt

Davidmon99 on The union of the dragonclaws

4 weeks ago

I would accept Lightning Bolt and im not sure about Den Protector as he is green,and im tryng to reduce green here, but certainly not Monastery Swiftspear she belongs to aggro deck with sorceries and instants which are barely 12 here. Also any creature would activate Temur Ascendancy

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