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.

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Temur Ascendancy Discussion

TheBloopKing on The Further Proliferation of Terrible Ideas

4 weeks ago

I think you are missing the crucial card draw. I don't see many cards that add you card advantage in the early game. Also, I feel a couple extra turn cards wouldn't hurt with the ramp you possess in this deck.

Brainstorm, Ponder, Harmonize, Night's Whisper are some real efficient draw. Temur Ascendancy is also a utility draw piece I add if the deck has the colours and could draw me atleast 3 cards through out the game.

Time Warp, Temporal Trespass and Part the Waterveil.

Also Ring of Three Wishes is a very good card in proliferate decks

I personally have a problem running less than 8 mana rocks as Armageddon is very much a played card in commander. Worn Powerstone, Commander's Sphere, Hedron Archive, Darksteel Ingot and Palladium Myr are guys I run any chance I have (granted most of these aren't that competitive, just great ramp)

Signets are also great mana fix that ramp you also.

Sylvan Scrying lets you look for any land card in your deck which I think is powerful considering some of the land in magic

YaminoNakani on Animar

1 month ago

Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.

Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.

Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:

  1. Ramp up to Animar.

  2. Protect Animar.

  3. Place counters on Animar.

  4. Cast game ending creatures for cheap or free.

  5. Draw cards to allow us to do 1 through 4.

Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.

Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.

Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.

Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)

Unnecessary on a computer, very helpful on a phone.

This section will be all ramp, and protection to get Animar out quickly and make sure he is secure.

- The land base should be arranged to where there is more emphasis on , then , then since can color fix and can offer protection.

- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.

- Birds of Paradise creature ramp & color fix. $$$

- Carpet of Flowers could be a dud or amazing ramp with two main phases. $$$

- Shrieking Drake easy continuous counters. $

- Sol Ring Always. $$

- Voyaging Satyr creature ramp & color fix. $

- Zhur-Taa Druid creature ramp & burn. $

- Bloom Tender creature ramp. !$!

- Coiling Oracle ramp or card draw. $

- Cyclonic Rift removal or 1-sided board wipe. $$$$

- Explore ramp and card Draw. $

- Den Protector cast for free with morph and surprise Regrowth. $

- Sakura-Tribe Elder creature ramp and color fix. $$

- Sylvan Caryatid creature ramp and color fix. $$

- Beastcaller Savant creature ramp and color fix. $$

- Kiora's Follower creature ramp or vigilance on a stick. $

- Rattleclaw Mystic creature ramp and color fix. $

- Walking Atlas potentially free creature ramp. $

- Ainok Survivalist cast for free with morph, surprise Naturalize. $

- Dream Stalker Cast a Boomerang for . $

- Elvish Visionary a better, creature version of Aggressive Urge for this deck.

- Stratus Dancer an almost Negate. $

- Willbender basically Redirect. $

- Simic Charm so versatile. $

- Hooded Hydra Normally, not a good card. However in this deck. It can become massive and a dangerous thing to see a Wrath of God. $

- Lightning Greaves Protection and quick haste for a large creature. $$

- Spellskite For those , & removals. $$$

- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $

This section will be about setting up our board state to win. All cards from this point onwards will be casted after Animar has been casted.

- Fierce Empath Tutor for something big. $

- Man-o'-War Another Shrieking Drake. $

- Sage of Fables Emergency card draw. $$

- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $

- Guided Passage One of the best card draw and pick your poison spells ever. $$

- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$

- Sylvok Replica A quick Naturalize. $

- Cloudstone Curio An auto include if you can afford it. $$$$

- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $

- Ancestral Statue The best Shrieking Drake for this deck. $

- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$

- Purphoros, God of the Forge Ends the game with one of the Shrieking Drakes. $$$$

- Solemn Simulacrum Free ramp, chump blocker and card draw. $$

- Faerie Artisans It doesn't look like much, this is card can get crazy. $$

- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$

- Altered Ego with lots of counters on Animar, Soul of Elements and depending on the board, this card could be a massive threat. $

- Herald of Secret Streams Let Animar, Soul of Elements go nuts. $

- Spike Weaver When you need to buy yourself some time. $$$ - Forgotten Ancient Let your opponents ramp you fast. $

- Silent Arbiter Protection against swarm decks. $$

- Mulldrifter Cheap card draw and flying blocker. $$

- Peregrine Drake Budget Palinchron. $

- Xenagos, God of Revels Game ender. $$

- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $

- Zealous Conscripts Your friend just played Darksteel Colossus and you only have left, what do you do? $

- Deepglow Skate Potential huge ramp for just . $$$

- Draining Whelk A different kind of Mana Drain. $$

- Duplicant Free Mind Control. $$

- Soul of the Harvest Huge card draw with a Shrieking Drake. $

- Primordial Sage Huge card draw with a Shrieking Drake. $

- Deadeye Navigator and Peregrine Drake or Great Whale = infinite mana. $$

- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$

- Consecrated Sphinx All the card draw. $$$

- Deadwood Treefolk Repeatable creature recusion. $

- Steel Hellkite Situational, but very deadily against token decks. $

- Great Oak Guardian Great, quick surprise block when tapped out. $

- Pathbreaker Ibex Quick, game ender. $$

- Thunderfoot Baloth Setup for getting past defenses. $$

- Scourge of the Throne Depending on the situation, can be deadly. !$!

- Great Whale Another budget Palinchron - Stalking Vengeance Please don't use Wrath of God. $

- Hamletback Goliath Good setup for a game ending creature. $

- Palinchron So expensive, yet so infinite mana. !$!

- Balefire Dragon Destroy all the creatures. $$$$

This section will be about ending the game with giant behemoths.

- Stormtide Leviathan Swing in with impunity. $

- Platinum Emperion Deletes a win condition. $$$$

- Vorinclex, Voice of Hunger Can win the game on its own. $$$$

- Stonehoof Chieftain Win through commander damage. $$$$

- Nullstone Gargoyle Nothing but creatures from here on. $

- Void Winnower Turns the game into an odd match. $$

- Kozilek, Butcher of Truth Card Draw, Mill Protection and Devastating power. !$!

- Jin-Gitaxias, Core Augur Look ma, no hands! $$$

- Darksteel Colossus Not something people want to see cast for 0 or worse, cloned. $$$$

- Ulamog, the Infinite Gyre Vindicate, Mill Protection and Devastating power. !$!

- Blightsteel Colossus Not something people want to see cast for 0 or worse, cloned. !$!

- It That Betrays Now clone it. $$

- Emrakul, the Promised End Take out the combo or sacrifice player easily. $$$$

Gleeock on Dragunz

1 month ago

Temur Ascendancy was rockin when I cast it in my dragons deck

Xenephrim on Here Be Too Many Dragons

2 months ago

Maybe it's just me, but I've always felt that Scion of the Ur-Dragon made a much better dragon commander than The Ur-Dragon. Four less mana, an ability that doesn't care how many dragons are in play, and shapeshifting. I just don't feel the Eminence matches up as well.

I would recommend two cards however. Worldgorger Dragon and Flameshadow Conjuring. Between these two cards you can get infinite ETB triggers, infinite damage with Scourge of Valkas and Dragon Tempest, and infinite card draw with Temur Ascendancy.

chadsansing on Ramos Dragon Engine

3 months ago

I love dragon decks.

I think you can drop the curses here. Early turns are best spent ramping or playing set-up cards for your dragons. Maybe add a Thran Dynamo, Mana Vault, and, say, a Rattleclaw Mystic or other dork instead. Chromatic Lantern should also be in this deck one day. Maybe a Thought Vessel and a Darksteel Ingot if Dynamo and Vault are hard to find.

You also need to fix your mana. If you look at the wheel at the top right of this page, you'll see that your costs and available sources are out of balance. You want the inner pie to match the outer border so that your are more likely to draw the mana you need to cast the spells you are also most likely to draw (by color). If you can drop 3-4 W sources and add 4 R sources (by my estimate), you'll be in better shape. Don't be afraid to run basics.

Here are some of my favorite cards to play in dragon decks that aren't yet in this list (including everything from budget to pricey):

The big idea is to tune everything so you have, say, 4-6 broad answers like Chaos Warp, Comeuppance, Cyclonic Rift, and Vandalblast, a decent number of high-impact dragons (say, 20 or so), some support creatures, and then a bunch of enchantments and other spells that support cheating as many dragons into play as possible with cost reduction, free casts, and put-permanents-into-play effects. The dragons will win you the game. Play into them.

All that being said, you have a strong commander, good synergies, and lots of dragons. I've lost to this deck plenty of times. If you want to stay closer to your list, you will do fine, and I would recommend spending the most time on tightening your mana base.

Here is my Temur list in case it's of any help.

Happy brewing!

Crav96 on Morph Hysteria EDH

4 months ago

So I like the idea. For a few key improvements I suggest the following:

  1. Lower your CMC on ramp spells. For example replace Explosive Vegetation with Nature's Lore and Kodama's reach with Farseek and maybe add Rampant Growth. As described in the Command Zone primer, you want to get Animar out as soon as possible, so low cost ramp means you get to spend it mostly on turns 2-3.

  2. Replace evacuation with Cyclonic Rift. It is universally better.

  3. Instead of Fires of Yavimaya you can use Temur Ascendancy for the slight chance that you hard cast something without morph, in which case you get to draw cards. But this is really up to you

  4. Icefeather Aven is really good cause you can bounce creatures to re-use them or opponents creatures for protection

  5. Willbender and Stratus Dancer are really good for protection against your board

  6. Den Protector to get stuff from the grave! So good.

  7. Primordial Sage and Soul of the Harvest just turn all your morph creatures into free draw once Animar has 3 counters

Also I think your land count is too high. I'd drop at least 35 personally, cause even if you're drawing cards later in the game, lands are dead in your hand, especially since Animar psuedo-ramps you.

That is it for now and I hope I have been helpful! If you need more ideas you can also check my list in my page, "Its all natural"

multimedia on dragon tribal

4 months ago

Hey, I recommend more ramp, more draw and more land.

Cards to consider adding:

Cards to consider cutting:

  • Aid from the Cowl
  • Awaken the Sky Tyrant
  • Blood Mist
  • Dragon Roost
  • Elephant Guide
  • Sight of the Scalelords
  • Day of the Dragons
  • Durable Handicraft
  • Spiteful Motives
  • Vessel of Volatility
  • Heroes' Podium
  • Hero's Blade
  • Stoneforge Masterwork
  • Acrobatic Maneuver
  • Crash Through
  • Dramatic Reversal
  • Inspiring Roar
  • Death by Dragons
  • Rolling Thunder
  • Splendid Reclamation
  • Kolaghan Monument
  • Bloodfell Caves
  • Scoured Barrens
  • Thornwood Falls
  • Wind-Scarred Crag


Dragons are already big enough with lots of power you don't need to play a lot of cards that increase Dragons power and toughness. Crucible of Fire is fine because this is a huge boost for all Dragons for only one four mana card, but other than this card you can cut all the others. Temur Ascendancy and Elemental Bond are budget three mana enchantments that can give you a ton of card advantage with Dragons. Drawing a card whenever a Dragon you cast enters the battlefield(ETB) is very good. Ascendancy also gives Dragons haste which is a nice added bonus.


I suggest adding more ramp because Dragons and your Commander, The Ur-Dragon have very high converted mana costs(CMC). Ramp can help to pay for these costs and play Dragons faster in a game than waiting until turn six or seven plus to play a Dragon. Dragonspeaker Shaman and Dragonlord's Servant only effect your Dragons, by reducing the CMC.

Land ramp is another way to ramp as well as help you find lands of the right colors to match the cards in your hand. Cultivate and Farseek are early game cards that can land ramp. Cultivate can only tutor for two Basic lands putting one of them directly into play and the other into your hand.

Farseek is two drop land ramp and it works with the Battle lands since they're two different type of lands, for instance Cinder Glade counts as a Forest and a Mountain. Farseek can tutor for any one of these Battle lands put it into play giving you more color choices.

Battle lands work well with Basic lands for a budget manabase you only need two Basic lands in your control to have any Battle land ETB untapped. This means you can use the mana from the land the turn you play it.


Sol Ring is a staple of Commander. Just about all decks play the card because it's amazing for one mana. Fellwar Stone is two drop ramp that depending on what colors your opponents are playing can make a color of mana. It can make mana no matter what, usually one of any of the five colors.

31x total lands is not enough land I suggest adding more land, 38-40x total lands. Playing a five color budget manabase means you need more land and Dragons have high CMCs. Adding Tri lands, lands that can make one of three different colors of mana help a lot for five color manabases.

Command Tower is a staple Commander card. It's a rainbow land it can make any color of mana because your Commander is all five colors. Exotic Orchard is like Fellwar Stone whatever colors of lands your opponents have in play it can make a mana of one of those colors. Like Tower it's a great budget land for a five color manabase.

Good luck with your deck.


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