Luminarch Ascension

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

Anatak on Defender Lifegain... Lets get political

2 weeks ago

Hello, thank you for listing this very interesting deck. I've been thinking about a similar idea, combining Defenders and Lifegain.

I really like the Angelic theme with Angelic Accord, Luminarch Ascension and Angelic Wall. Very flavourful! I see Seraph Sanctuary in your Maybeboard and think it would only add to this strong flavour.

The Pride Guardian and Wall of Essence haven't turned out to be strong cards in my experience, because they rely on your opponent attacking you to proc the lifegain. Although I suppose that does work very well with Luminarch Ascension, since it discourages your foes to attack you.
Perimeter Captain is a strong enough card on its own and is exempt from this, and may even encourage you to run other good defenders which don't gain life, such as: Wall of Omens and Jeskai Barricade, the later of which by the way is a much needed combat trick, which the deck is currently light on.

A card you may wish to consider is Archangel of Thune, although its expensive! Another is Dawn of Hope.

In any case I wish you luck with the deck and thank you for inspiring some changes in my own build.

Azoth2099 on [KFC] Kaalia Friended Chickens

7 months ago

jameswarlord

Just followed you on Moxfield. To add me as a co-brewer go into the deck settings and select "Change Author", my username is "Azoth"!

As far as pet cards go, over the years I've learned that it's always best to find appropriate Commanders for them that fully synergize with them than to shoehorn them in where they don't necessarily belong, but it looks like most of your keepers are bangers anyway I wouldn't worry about it too much. Definitely a few cards that I'd opt to cut but things like Necropotence & Smothering Tithe are not on that list, more like Anger & Luminarch Ascension.

jameswarlord on [KFC] Kaalia Friended Chickens

7 months ago

Azoth2099 I've never tried Moxfield! I pre-emptively imported the deck in there (www.moxfield.com/decks/_LTrrj5RfUKsBLkk0pXm4g) just in case but no idea how to go about co-brewing it :)

For a list of cards I wouldn't really like to part with from playing as I enjoy them quite a lot and always play I made this little list:

jameswarlord on [KFC] Kaalia Friended Chickens

7 months ago

Hi there! Thank you both Azoth2099 and lhetrick13 so much for the feedback! I agree that this deck right now isn't going many places as its trying to do too many things at once so your conversation is very insightful for me!

To clarify on lhetrick13 first comment (which I really appreciate!), Liliana's Contract is really there just for the card draw as I don't like her win con. I should probably replace it with something else as you point out. Maybe some of the ramp cards Azoth2099 suggested.

If anything, one of my goals with the deck was to be as versatile as I could to be able to exist in most games. The reasoning for my lifegain additions were that sometimes the demons (and other cards) giving me card draw outright leave with single digit health (looking at you Diabolic Intent) so I wanted things to soak damage and allow me to cancel out the life drain I was having. I do find fun however to gain a lot of life, but I have seen in many decks focused on lifegain that they go for wincons with Aetherflux Reservoir and I don't feel that's fun for me, so not sure how would I go about that rooute.

On the other side, I'm also very hesitant to go the aristocrat/reanimator route as all I feel all it takes is a cheap instant with graveyard hate to ruin the whole thing. I might be wrong here, but that's what I've seen from friends playing with half their deck in the graveyard. I've seen a lot of Kaalia of the Vast lists, however, that use just 2-3 cards that bring things back from the graveyard and I think that might be okay? But I might just be increasing the amount of things the deck can do without giving it more direction. What cards would you cut for more graveyard play?

As an aside, cards like Luminarch Ascension and Valkyrie Harbinger I've found to enjoy quite a lot as they give me more board presence over time and serve as a backup plan in case Kaalia is costing me 12 mana. I have no idea what type of deck that would lean into (probably army/tokens) but then I don't think I would be using Kaalia properly.

All that to just say, I'm very happy that you both are willing to share knowledge and help me here :D I would really like to add Azoth2099's suggestions, such as the Saw in Half combo but I am very lost with what cards should I cut as I would like to keep synergies with Dragon Tempest and synergies with Aurelia, the Warleader. I would assume that my intention with the deck is to go ful aggro? Honestly no idea, I welcome any thoughts.

lhetrick13 on [KFC] Kaalia Friended Chickens

7 months ago

jameswarlord - I like the build! You have some interesting cards in there that I did not know existed like Liliana's Contract which leads me to my constructive criticism - I feel like the deck is lacking unity in terms of what you are trying to do with it. For example, you have Liliana's Contract but then only have a handful of demons in the deck so the likelihood of that being helpful is very low. You are also running Dragon Tempest but only have a total of 9 dragons in the deck again severely limiting its potential. I also see you have a bit of a lifegain theme with additions like Sunscorch Regent, Luminarch Ascension, and Valkyrie Harbinger but you have just as many if not more demons that have abilities that cost life so the probability of the lifegain part working is again very low.

For my version of a Kaalia deck, I went primarily dragons over the demons and angels as I wanted to include the heavy treasure sub-theme and then I focused on trying to build around Kaalia's ability by trying to trigger that multiple times per turn and keeping cards in my hand. The treasure tokens have a couple wincons but then also add in extra utility with card draw, tutoring, removal, etc but generally everthing is built around getting Kaalia out early, getting out primarily dragons and treasure tokens, and protecting my boardstate.

DreadKhan on Zur the Enchanter

8 months ago

Zur has access to a lot of ways to lock people, and some of them are fairly cheap. If you want a fairly slow but inexorable way to win games with Zur, you could try Court of Cunning and Solitary Confinement. Court will give you Monarch, and Solitary Confinement makes you pretty safe while you mill opponent's for 10 each upkeep. There are things like Greater Auramancy (which is getting reprinted I understand, it's a niche card that went a very long time without a reprint so who knows where the price will settle), and you can use any copy enchantment effect to speed up the mill plan, or to copy stuff like Phyrexian Arena to draw more cards. Those Copy Enchantment effects are also very good with stuff like Second Chance (which also loves Necropotence obviously), it's possible to set up infinite extra turns where you juggle Estrid's Invocation and another Copy Enchantment, both copying Estrid's Invocation. It's weird but extra turns are cool enough to be worth a bit of work I think.

If your deck can set up a strong pillowfort scenario then you might like Luminarch Ascension, getting a 4/4 flyer for 1W is really good value IMHO, and if nobody can target or attack you it's pretty hard to damage you, so it'll be online very quickly, at which point you have better creatures than most Green decks.

If you use Stasis, you might keep an eye on Black Market Connections, the two are very good together, especially if you use something like Brave the Sands as your Vigilance source, BMC both pays for Stasis, can draw a card each turn and can make you a 3/2, it's a huge amount of value on a Stasis board.

If you use All That Glitters it is pretty easy to make Zur big with Copy Enchantment effects duplicating All That Glitters. I find it's a surprisingly fast aggro option, and Zur can quickly end up a 1-shot. Ethereal Armor is another useful option.

This is just a personal preference, but I would either run more lands or run more 2 mana mana rocks (you could even do both, Zur is hard to get out early). If you run very few artifacts you should definitely run Energy Flux. If you run more lands you could have enough Basic lands that Back to Basics is worth a look. I had a deck that used both of them and Rule of Law as a way to oppress the board.

Hope you're having some fun games!

DreadKhan on Zurza's Saga

10 months ago

I love Urza's Saga in my Zur deck, but I don't really max out it's value, it's just another good card and a way for Zur to ramp me. It's nice to see someone take the time to lean into this! I have a few ideas for you, but most of them don't really use sagas, but I am a big fan of Zur decks and studied up on them a bit, most of the ideas are to increase the power level/offer backup plans that I think are thematically similar. If you're totally happy with this as is feel free to ignore, it's easy to make a Zur deck too strong and end up the archenemey

If you're going to be running Sensei's Divining Top, you might like Counterbalance, which Zur can find. Similarly, I feel like if you use Out Of Time you should consider Vanishing, this lets Zur wipe the board of creatures with safety, it also gives him useful protection. If you don't need Zur to keep swinging you can use some copy enchantments to lock creatures off the board, I think if you used Mirrormade (which I'm pretty sure you should run either way) and Estrid's Invocation, have Estrid's copy Out Of Time, then use Vanishing to protect Zur so you can swing next turn and get Mirrormade, copying the Estrid's Out Of Time, now you can just lock creatures off the board indefinitely, not sure if this is worth it or not, but I think all of the cards are good includes. I think since you can always choose to not return the Out Of Time creatures and then advance your board state with Zur it's probably worth a look vs pretty aggressive metas. There is also Copy Enchantment, I found in my competitive Zur list that having all 3 wasn't a problem very often, they're great to draw if someone has a Rhystic Study/Tithe, there are lots of splashy enchantments out there that are worth grabbing. If you do run a bunch of copy enchantment effects they are really good with All That Glitters as a fall back plan, ATG and a copy is sometimes enough to 1 shot people with Commander damage, I liked it because I already wanted the copy effects and I gained access to impressively large voltron at the cost of including only 1 card.

If Urza's Saga gets exiled somehow (or vs Proliferate maybe?), Luminarch Ascension can generate a ton of bodies, and while they'll be smaller they have flying, be 1 mana cheaper, and dodge Vandalblast. The Ascension is pretty easy to make work if you get it out early, and once it's online it's often the best thing you can do with your mana. If your meta is pretty harsh, you might toss in Solitary Confinement as a way to delay your demise, and if you're worried about sustaining Confinement all you need to add is Court of Cunning, this will pay for Confinement until you deck yourself, meaning you can use spare mana to make tokens while your opponent's can't do anything to you, they get swarmed by super cheap 4/4 Flyers.

Do you need to target your artifacts themselves for any of your interactions? I ask because I'm not sure if Hanna's Custody would be useful, it also protects your opponent's stuff, but when I play Zur I loved facing an artifact deck because you can just dig out Energy Flux and they either remove it or pretty much scoop. Flux can be a dead card, but when you run into a busted artifact deck this will punish them quite effectively, and Zur can dig it out whenever it's going to be relevant.

It's a pretty spicy card, but have you considered Hall of the Bandit Lord for Haste? Zur really wants Haste in my experience, but I built for cEDH and needed to move fast.

It's potentially pretty unfun, but if your Zur deck isn't often casting multiple spells you should consider Rule of Law/Arcane Laboratory if your opponents won't revolt, Zur already cheats out an enchantment and you can make tokens with mana, how many spells do you really end up casting compared to people playing more traditional decks? Lots of people like to run really low curve decks these days, Rule of Law effects (I'd also consider Archon of Emeria maybe, since those decks also love untapped lands) really make life hard for those decks. If your area has players that like small draw spells then Rule of Law is going to feel pretty good.

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