Temur Ascendancy

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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Set Rarity
Khans of Tarkir (KTK) Rare

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Legality

Format Legality
Pioneer Legal
Modern Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
Penny Dreadful Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Temur Ascendancy occurrence in decks from the last year

Commander / EDH:

All decks: 0.73%

Temur Ascendancy Discussion

griffstick on Good cheap staples to pick ...

3 weeks ago

This are the staple cards you need to get.

Creatures

Instants

Sorceries

Artifacts

Enchantments

Planswalkers

I hope this helps because it took forever to type out.

multimedia on Dragonstorm Rainbow

1 month ago

Hey, nice version of Ur-Dragon except the Gates.

I don't think the Gates strategy is worth it unless you're playing a main dedicated strategy of getting Gates and getting more out of them then just lands for Maze's End. What the Gates are doing here is making the manabase terribly slow for not enough benefit. Golos is a good card without Gates.

My advice for a budget manabase is replace the Gates with some Tri lands (Savage Lands), Battle lands (Cinder Glade) and the less expensive Check lands (Sulfur Falls). Add Exotic Orchard in place of Maze and add more basic lands. Of course this would be for a budget manabase. If you can spend more than there's many other better manabase configurations to use.


Temur Ascendancy and Elemental Bond are very good repeatable draw with Dragons because they also trigger when Dragon tokens are created such as from the Sarkhans, Utvara, Lathliss, Dragonmaster Outcast, Skyline Despot. Wasitora will trigger Bond each time a 3/3 Cat Dragon is created. When creature tokens are created they enter the battlefield (ETB). Ascendancy is another haste enabler. Whenever you put a Dragon onto the battlefield it ETB such as with Ur-Dragon, Teneb, the Harvester, Bladewing, Quicksilver Amulet triggers Ascendancy and Bond to draw.

Dark Ritual, Seething Song and Mana Geyser are three of the better rituals in Magic especially Geyser in multiplayer Commander since it looks at all your opponents tapped lands which can equal a lot of red mana on your turn.


Budget manabase example (38 lands with 26 red sources, 20 green, 16 white, 15 black, 15 blue):

Good luck with your deck.

Narrash on Storming Legends - The Ur-Dragon

1 month ago

BLK-Swordsman ok, as far as I understand, PMs are an upgraded feature, so I'll try to reply here in the most efficient way. I'm going to assume you've bought the 2017 Dragon precon like I did, which is a good start. Scion decks play combo. You put dragons in the graveyard to one-shot your opponent. The Ur-Dragon is spawning dragons, as a result it's a casual deck. First things first would be upgrading the mana base. If your budget allows you to, grab 5 fetches (10 really isn't necessary). I guess the enemy fetches are better but I run the allied for budget reasons. Play the 5 triomes. Even without fetches I'm sure they're good enough but since I run the triomes with fetches I find them spectacular. I used to run 10 shock lands but someone did the math for me and if you play the triomes, 5 allied check lands + 5 enemy shocks are just as good. The only dragon which is also budget that is mandatory is Atarka. Scourge of the Throne is incredible too. You can do pretty much what you want when it comes to the rest. I recommend Lathliss, Utvara Hellkite, Silumgar. Terror of the Peaks is the new M21 dragon and it's huge. Ones I do run for personal affiliation but don't recommend playing are Dromoka, Kolaghan and Ojutai. I think the dragon package is where your personality shines so do what you want with it! I'd recommend having around 25 dragons, not 30+. Ramping is a priority, consider that with The Ur-Dragon ability, dragons start coming at 4CMC, potentially turn 3 with some ramp. Instead of mana rock, prioritize spells between 2 and 4CMC that lets you fetch a specific land type (to grab triomes or shocks). Mirari's Wake is incredible. I'm not a fan of ramp on bodies except for some exceptions like Faeburrow Elder (2 mana at worst),Goreclaw and obviously Morophon which makes our commander 4 mana. For a first version of the deck, Dragonlord's Servant and Dragonspeaker Shaman are good alternatives. Fill the slots with cheap mana rocks, around 2-3CMC, no more (except for Prismatic Geoscope which is incredible with the right mana base). All star artifacts are Herald's Horn, Chromatic Lantern, Dragon's Hoard for obvious reason and The Great Henge, the latter which can enter on turn 4 at the earliest thanks to our beefy dragons. Since they're heavy on CMC, haste-enablers are great. Check out the ones I run, they're all cheap I'm pretty sure, like the two boots (Dragon Tempest is the best card). You mustn't run out of gas so drawing cards is good, especially attached on ramp spells like Kiora. Again, most of my draw spells are cheap and either ramp or grant haste so take those too (like Temur Ascendancy). Rhystic Study is going to be reprinted, better that than Painful Truths for example. Depending on your meta you can choose the number of removals to run. Since we play big spells and rarely have open mana I'd recommend using pseudo-removals with synergy instead of hard removal like Utter End. As in removal on bodies, like Glorybringer, Sarkhan's Unsealing, Silumgar, Atarka. I run very few board wipes but they're one-sided and cheap (Crux of Fate and Earthquake). That should be it. In short, choose your dragon package. Play A LOT of ramp. Fill the rest with haste-enablers and card draws, even better when a card fulfill two roles.

Vlasiax on

2 months ago

Hello, how are you man?
I've recently seen an amazing Dragon and I'd love to hear your thoughts about it.
Gadrak, the Crown-Scourge - basically for 5/4 Flyer (triggers Temur Ascendancy) that can block and it's drawback with Smothering Tithe or artifact ramp on the field won't be a problem. My thought process also is - when it comes early it probably will bait out removal and later it can provide Dragon body to trigger cards like Lathliss, Dragon Queen.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

multimedia on Morophon Eldrazi

3 months ago

Hey, you asked for my help.

I'm not a fan of Eldrazi or five color therefore my advice will be in one area you could improve your deck. Consider more repeatable draw sources? Sources of draw that you don't have to pay any mana to draw cards. Creatures are a big part of your deck therefore consider enchantments that draw when a creature you control ETB?

Ascendancy can also give big Eldrazi as well as Morophon haste which makes them more of threats especially with annihilator. Skullclamp is good with 0/1 Eldrazi tokens since equipping one kills it or sac the spawn for mana drawing two cards. These are less expensive price repeatable draw sources, but there's more powerful sources if you're willing to spend more.

Willing to spend even more:


Cards to consider cutting:

Good luck with your deck.

Orsett on Xyris, the Writhing Storm

3 months ago

So, nearly a week since I last updated. I feel like enough of the substitutions have aggregated to warrant a new commentary.

First up, more Haste providers. Ogre Battledriver and In the Web of War now join the ranks of the already present Temur Ascendancy and Cavalier of Flame. Upping the chances of Haste feels like the right call to help close out games. After playing even just one Windfall-like card, you'll suddenly have up to 21 new snake friends to play with and Haste makes them immediately viable beyond ETB and Sacrifice effects. Whether it be for the swing or making mad Mana with Cryptolith Rite, it'll be sure to make an impression (especially if you keep your Haste a secret until the turn of).

Next a few odds and ends. Following my own advice, I ended up dropping Expropriate and Tooth and Nail, alongside others whose names are already forgotten. In exchange, a couple of new faces: Ohran Frostfang, Teferi's Puzzle Box, Steely Resolve, and Riptide Shapeshifter. Plus Sylvan Library for funsies, since I remembered that I already own a copy!

You could say that the Riptide Shapeshifter is my budget option replacing Tooth and Nail. On the plus side, I like that you can activate its ability at any time, which can make for a neat Combat Trick if you choose "Beast". "God" is also a good choice, as Purphoros, God of the Forge and The Locust God both really hum in this deck.

Thanks for reading this far, by the way! There hasn't been much outside interaction to date (it feels like I'm talking to the wind). But maybe I'm wrong, since there's no way of knowing how many folks take the time to navigate my admittedly chonky stream of consciousness.

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