Temur Ascendancy

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare

Combos Browse all

Temur Ascendancy

Enchantment

Creatures you control have haste.

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

Temur Ascendancy Discussion

TheBloopKing on Morophon Dragon Tribal EDH

18 hours ago

Fist of Suns doesn't cheat out creatures for 0. Fist of Suns replaces what you can pay, not the CMC. Morophos effects the CMC.

28 land is way too little. Bane of Progress , Planar Cleansing and cards that remove artifacts destroy your game. Reliquary Tower , Ash Barrens , Unclaimed Territory , Haven of the Spirit Dragon , Path of Ancestry are all land that should be in the deck.

Goreclaw, Terror of Qal Sisma fits the theme, and gives all the dragons that don't have it trample

Sarkhan Unbroken , Sarkhan, Dragonsoul , Sarkhan, Fireblood , and Sarkhan the Masterless to protect them are some planeswalkers who help dragons.

Hypersonic Dragon ... if you had any sorceries like Wrath of God , and Crux of Fate instants and adds a haste creature

You need removal. Vindicate removes the Propaganda that destroys your swinging. Crackling Doom removes the opponents biggest creature. Assassin's Trophy and/or Putrefy removes a endless-combo piece. Swords to Plowshares removes indestructible. Removal is crucial to advancing your own game.

Crosis, the Purger , and Ramos, Dragon Engine are 2 dragons I play

Temur Ascendancy is a card that helps you draw more, and the haste on dragons is amazing

Taigam, Ojutai Master is my last consideration. Makes sure your dragons hit the battlefield.

schulle on Ur Dragon

6 days ago

Well... I would definetly try to tinker a Little around,to be honest I don't think the deck will work out like this,you have way to few lands as most decks run around 35-37 normally and with a manaintensive tribe like Dragons it could also go up to 39.

so I will give some cut suggestions:

Coordinated Assault +Thunderstrike not really neccesary you almost always have the biggest creatures on board so attacking/blocking shouldn't be that much of a problem

Dragon Fodder + Krenko's Command the early blocker aren't worth that much,most of the time,I would advice to get additional ramp to get your Dragons out faster so maybe try out Cultivate + Kodama's Reach with some added basiclands

Now to the heartbraking part to cut some Dragons(40+ creatures is already extreme) if you want to keep some for your flavour it isn't wrong I just want to help to improve your expirience with the deck.

Dragon Hatchling + Dragon Egg + Furnace Whelp these cards have really low Impact on the game so it would be better to cast any kind of ramp to these cards to get your big bad Dragons out earlier.

Freejam Regent not enough artifact's to utilize the improvise mechanic so kinda overcosted

Knollspine Dragon drawing Cards is nice but if I'm not wrong Kindred Discovery was in this precon and it will probably help more then this,as you would Need a boardpresence before casting it to deal dmg

Progenitus it's really hard to cast and not even a Dragon...

Shivan Dragon one of the most iconic cards of magic...but it's kinda bad in this time,where creatures can be way more powerful then this

Tyrant of Valakut just seems underwhelming it's an average Body for a Dragon but if you want additional removal maybe something like Swords to Plowshares would simply be better

Vampiric Dragon overcosted and not that strong in itself

Volcanic Dragon underwhelming…

I know that it seems harsh to Judge some of your decisions but bear with me.

What would I add:

Many lands already said what was normal for most EDH decks also rampspells to get your big beaters out a couple of turns earlier

Removal would also help greatly.

Protection like Lightning Greaves and Swiftfoot Boots to get through with your best creatures.

Last but not least Urza's Incubator , Temur Ascendancy are both cards that i really enjoy to draw with my Ur-Dragon deck.

Hope my critique helped a Little to let the lizards fly higher then ever befor

Madmethis on Heroic Tribal

1 week ago

I like the idea, but this deck lacks ramp and carddraw. I know haste ist nice, but does Temur Ascendancy perform that well?

How did it perform so far,since it's an old list?

Vlasiax on The Ur-Dragon

3 weeks ago

I also forgot to mention that I won the game thanks to Sarkhan the Mad 's ult. With 7/7 Dromoka and 10/10 commander took down opponent from 10 to -7 life and then smashed another to -2. However, that game was close as every time I had 2-3 Dragons boardwipes landed and my Sylvan Library along with Temur Ascendancy just got exiled.

On the other hand on T4 I've played my 4th land and casted Sarkhan, Fireblood , which gave me mana to cast Dromoka, the Eternal but still got wasted the turn after. So is it better to just cast dragons normally and use this slot for Night's Whisper instead?

NeonEndymion on The Ur-Dragon

4 weeks ago

-I haven't had a chance to test yet without Dragonlord Kolaghan , but I did play 2-3x games where I ended up not even casting her b/c I already had either/both Rhythm of the Wild and/or Temur Ascendancy in play, as the latter especially is a prime tutor target. I felt like with increased consistency in terms of landing specific enchantment pieces that grant haste, I wanted a utility dragon vs another haste enabler.

-I've never not been impressed with Urza's Incubator . Worst case it is incredibly helpful in ramping into casting the commander, and it can discount some/most dragons down to 2-3CMC. With an ETB draw engine like Temur Ascendancy in play, this can lead to some very busted turns/sequencing. With Goreclaw, Terror of Qal Sisma out, suddenly our commander costs only WUBRG, which is flippin' sweet.

-Where my mana splits/curve landed, it is now primarily a Gruul deck with a secondary Black Splash and tertiary Blue and White splashes. As such, a primary fetch target is usually Stomping Ground or Sheltered Thicket , meaning that the other RG duals all then come into play untapped. It is actually harder to guarantee that Cinder Glade will meet its ETB untapped condition than Rootbound Crag in this build/with most lines and with which opening hands you'd want to keep.

-Incidental scry and 5c color fixing from Path of Ancestry has always felt worth it to me, but if anything I could see that slot going back to Exotic Orchard or Forbidden Orchard if I'm ever in a situation where it feels like I'm stumbling. So far, I have been able to find turns for situational ETB tap lands that haven't led to taking a turn off or going off curve, as usually we're going 1 into 3; 2 or 3 into 4 or 5; or 4 or 5 into 7 or 8, so there is an opportunity to deal with limited ETB tapped lands by turns 4-5.

- Urborg, Tomb of Yawgmoth is strictly there to have fetchlands tap for mana if need be/if shut off by effects that prevent their use. It also gives global black fixing so black doesn't have to be prioritized and helps later with double-black requirements in some of our higher curve spells like Patriarch's Bidding and Crux of Fate . It also unlocks our two conditional/creature lands to tap for black ( Cavern of Souls and Haven of the Spirit Dragon . This also helps de-prioritize swamps as a target for fetches/land ramp spells. Basically a lot of upsides to situations/problems that are only fully resolved by Chromatic Lantern , but for the "free" cost of a land slot. I haven't been disappointed by it so far.

I may try your land suite and see how it feels; why are you running 1x Forest and 1x Snow-covered Forest vs 2x Snow-covered Forests, however?

NeonEndymion on The Ur-Dragon

1 month ago

If anything, with the tutor package beefed up and Temur Ascendancy and/or Rhythm of the Wild being primary tutor targets that 3x tutors can snag, I've been questioning the 3x vs 2x redundancy on haste enablers to the point of wondering whether/not Dragonlord Kolaghan might be swapped for something else. During more than a few games I'd already had one of the haste-enabling enchantments tutor'd/on the field and him in hand, wanting something with a different/unique effect instead.

Maybe that slot can go back to Hellkite Tyrant ? What do you think?

Again, for at least the next few months, I'm going to be avoiding walkers entirely, and Samut is too narrow and fragile for the 4CMC investment.

Tomer Abramovici at MTG Goldfish wrote up a nice summary that went up today about the White/Blue cards in WotS, but also had a good list of evaluative criteria as to whether/not it is worth it to run planeswalkers at all in your EDH decks. I'm not sure, based on where our build is headed/its need to swing out to get Dragon abilities online, that we clear any/many of them?

"You should play planeswalkers if ...

-You are okay with them being targeted and hated no matter what. Your opponents will be gunning for your planeswalkers the moment you cast them. Planeswalkers are long-term value engines and provide clear, visible threats to your opponents, especially the ones with powerful ultimate abilities. Even the lowly Tibalt, the Fiend-Blooded will draw hate at the table for fear of his Insurrection ultimate ability. Since killing planeswalkers is as easy as attacking them with creatures, if your opponents can safely do that, they will. You have to acknowledge this and be okay with it. If you tilt easily or feel it's "unfair" that people are killing your planeswalkers instead of attacking Jimmy who is clearly ahead, then save yourself the headache and don't play them.

-You can protect them from attacks. Casting an unprotected planeswalker while your opponents have creatures means that 'walker is all but guaranteed to be dead before your next turn. Creature-heavy decks with lots of potential blockers, Pillowfort decks that can prevent attacks ( Sphere of Safety ), decks loaded with creature hate ( Wrath of God ), and Stax decks ( Jokulhaups ) are your best bet for keeping your planeswalkers around.

-You can use their abilities more than once per turn. Cards like Oath of Teferi and The Chain Veil activate loyalty abilities more than once. Rings of Brighthearth doubles your ability. Extra turn spells like Savor the Moment let you activate them an extra time before going to an opponent's turn.

-You can add counters to them. Proliferate cards ( Atraxa, Praetors' Voice ), cards that double the counters on permanents ( Doubling Season ) let you use planeswalker's minus abilities more often, most notably the game-winning "ultimate" abilities ( Nicol Bolas, Dragon-God ).

The more of the listed attributes you can check off, the more powerful the planeswalker becomes in your deck. That's not saying your deck must have all these attributes for planeswalker cards to be good. I'll run Tezzeret the Seeker in decks for the sole purpose of using his minus ability a single time. But if your deck offers zero support for walkers and/or you get upset at opponents hating out your walkers no matter what, then planeswalkers cards might end up being worse in your deck than a non-'walker card with a similar function."

Vlasiax on The Ur-Dragon

1 month ago

Well, for me Elemental Bond isn't bad but it just... faces too hardcore competition. Let's compare draw:

So... weaker copy of Temur Ascendancy isn't something I'd like to have but how about swapping it for another copy of all the above spells? Enlightened Tutor can be that or Chromatic Lantern for some extra fixing and responce to someone casting Blood Moon for only 1 mana.

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Temur Ascendancy occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

RUG (Temur): 2.07%