This set seems extremely lackluster overall but this is one of the few bright spots. It's going to activate on turn 5 or 6 in any deck that runs this thing and it's pretty much game over from there.
Designer_Genes
☆☆☆☆☆ (0.0/5.0)
Green weenie deck FTW? Has wonderful synergy with Cobra trap!
True_Mumin
★☆☆☆☆ (2.0/5.0)(11 votes)
Wow, Timmies really flock to this card. If you attacked with 7 creatures already, your opponent should be dead. If he's not, you're doing it wrong. And that's why this card is just another useless, "win-more" Timmy fodder. *a-sshole Spike mode off* Okay, guys, seriously, I don't think this card is worth your time. Just use another strong creature in that slot and your deck should do just fine without relying on this enchantment. It takes way too long to get it online and it's such a dead draw late game, I think you should stay away. Peace!
Arachibutyrophobia
★★★★☆ (4.1/5.0)(4 votes)
This is my personal favorite of the ascension cycle. I want one for my saproling deck.
Nighthawk42
☆☆☆☆☆ (0.0/5.0)
By the time this gets into play then gets the counters the game should be just about over.
7x3=21 so with an average damage of 3 per attack it would be. Even 7x2=14 and add in a little damage from spells or creatures cast before putting it into play. Would have been very strong if that 7 counters was a bit lower.
Donovan_Fabian
★★★☆☆ (3.2/5.0)(3 votes)
Wow, thats pretty awesome.. I mean.. tokens.. + this card.. = 6/6 tokens. What more do you want?
@designer genes, exactly! lotus cobras and cobra trap ftw, and an army of 4 scute mobs in your deck, for 9/9 scute mobs when you have 5 lands. So many possibilities.
@true mumin, ummm you need to re-read the card, it doesn't say attacking for 7 turns, its whenever a creature I have attacks, thats per creature. If you play it on turn 3, you probably have already have a few creatures to attack with, and get an immediate 2 right there. You don't even have to deal damage, you only need to attack with them. You can be throwing your creatures at fog banks and you still recieve a bonus. Thats by far one of the easiest, if not the easiest, of all the ascensions to activate. Can also pop a gilder bairn in there for added ascension madness if you want to speed things up.
Ruztyz
☆☆☆☆☆ (0.0/5.0)
I pulled a foil of this at the ZEN release.
ToidiDiPuts
☆☆☆☆☆ (0.0/5.0)
this is a useful card. keep in mind that your creatures only have to attack, not deal Damage to opponants. so it gives your smaller creatures the extra boost to get through over powered blockers.
Dingo777
★★★☆☆ (3.9/5.0)(4 votes)
ok, there seem to be 2 camps here,
camp A. (this card is useless camp) needs to re read it, you dont have to do dmg, swinging into walls and fog banks doesnt matter, as long as you swing
camp B. (this card is awesome camp) it is turn 5 at the least that you are getting this to trigger, unless you can make a fair number of tokens turn 1-3, and still play this, great if you have an army to bash past as the smallest your creatures will be is 5/6, and you should note, once the 7th one is on, it triggers, so 5th turn swing should be kill swing
havent seen it in play yet, but it could be good, especially if you think about how multiple ones stack, +10/+10, +15/+15
18scsc
☆☆☆☆☆ (0.5/5.0)(3 votes)
the only card from this set that is green or red that deserves to be in my green/red, goblin token/ devour deck (which happens to be the best in three Grades) and to all those who think it takes 7 turns i will put it in simple terms for you for each creature you attack with put a quest counter on the card, NOT just every time you attack so you attack with 3 creatures on turn 4 and attack with 4 creatures on turn five those 4 attacking creatures +5/+5 instantly.
Sorxores
★☆☆☆☆ (1.5/5.0)(3 votes)
Green for 3 mana, and you need to have 7 instances of 1 creature attacking
So let say the standard green deck: Turn1 forest + 1 bird of paradise (or llanowar elves) Turn 2 Forest + Beast master ascension Turn 3 drop creature A that cost 2 to cast creature and attack with your bird flying (few deck can actually block a flying creature turn 3) 1 token turn 4 drop a new creature attack with creature A and the bird (3 token) Turn 5 drop a new creature attack with the last 3 creature (6 token) Turn 6 drop a new creature attack with all 4 creatures (7 token) so they all gain a boost BEFORE dealing damage.
So turn 6 all your little green creature became huge creature. And don't forget this deck could be considered slow. you could get some dragon fodder that will give you 2 creature to attack with. You could use the new goblin lackey to get an extra creature for next turn, you could get one of those creature that come into play with token, to increase the number of creature you attack with.
DarthKithkin
★★★☆☆ (3.9/5.0)(12 votes)
"The courage of an eagle, the strength of a black tiger, and the power of a god!"
SocialExperiment
☆☆☆☆☆ (0.0/5.0)
I managed to activate it by attacking with a 2/2 into Wall of Reverance, and my opponent had very little enchantment removal (most of which was already used). Then I played Titannic Ultimatum.
liir007
★★★☆☆ (3.2/5.0)(13 votes)
Romance of the card VS Reality of the card
Romance -- Your aggressive creature deck easily handles the beastmaster quest criteria attaining ascension status and then decimate's your opponent with overwhelming forces. Game over!
Reality -- An Aggro deck that is running on all cylinders will probally kill your opponent before the quest is completed.
Reality -- Attacking into a hostile enviroment may create too much of an attrition rate on your creatures (or the retaliation by your opponent too much drain on your life) and you must stall your attacks, thereby stalling the quest.
Reality -- Your opponent will gladly Naturalize or Boomerang this enchantment, especially just before the quest is completed.
Balance of the card -- While completing the quest, this card is useless, after that it is dominate. And I do mean DOMINATE! Your opponent's main deck will struggle to deal with this enchantment and he will look to his sideboard to remove it.
Balance -- It is Wrath of God, Day of Judgement, and Damnation resistant. Sure you lose all your creatures but not your enchantment.
This card reminds me of -- Overrun -- Although you do not get the trample, and your opponent has been aware of the beastmasters presence, the resulting +5/+5 on all your creatures will result in a overwhelming Alpha attack to end the game.
This card reminds me of -- Glorious Anthem -- In stead of a wimpy +1/+1....
Faidite
☆☆☆☆☆ (0.5/5.0)(1 vote)
This works especially well with creatures with haste. You can charge it up more quickly and activate it unexpectedly. Good stuff.
Asic
☆☆☆☆☆ (0.0/5.0)
Aww, this card is great. Is attacking really that hard to do?
Pantheon
★★★★☆ (4.0/5.0)(3 votes)
Combo with Living Lands after this is activated. In a deck with all basic forests it is brutal.
theis999
☆☆☆☆☆ (0.0/5.0)
Is this usefull in elf deck? i mean 7 creatures attacking isn't hard. and it's a major win with it.
Xelopheris
☆☆☆☆☆ (0.0/5.0)
Works great with Mycoloth -- the creatures don't need to survive past Declare Attackers phase, just get the counters on Beastmaster Ascension and watch the 6/6 Saprolings destroy stuff.
U-caster
☆☆☆☆☆ (0.0/5.0)
Pwnage.
Reins
☆☆☆☆☆ (0.0/5.0)
I like the ridiculous number of tigers used in the art - but like others have pointed out, this quest will not provide you with a favourable return often enough for the investment.
.Fighter.
☆☆☆☆☆ (0.0/5.0)
Combine with Ant Queen and a LOT of mana.
Gomorrah
☆☆☆☆☆ (0.0/5.0)
Small question, which occurs first once you attack with 7 creatures, the +5/+5 or the damage?
getz19
☆☆☆☆☆ (0.0/5.0)
A good Timmy/Spike card. It can work well on a red/green aggro deck with creatures with haste for faster quest counters. For a fun, casual deck, I would use it on red/green weenie with haste creatures and a some Ornithopters, Phyrexian Walkers for faster creatures early in the game. Imagine casting a Raging Goblin and maybe 2 zero-to-cast creatures on a turn. You'll have plenty of attackers later. Just for fun!
HuntedWumpusMustDie
★☆☆☆☆ (1.7/5.0)(3 votes)
this card requires you to become too vulnerable in order to benefit from the reward. If your attacking steadily and safely enough to complete the quest, you won't need the +5/+5 in the first place.
Gaussgoat
★★★☆☆ (3.0/5.0)(3 votes)
lol, I'm trying to figure out why no one has mentioned Doubling Season with this card.... you could satisfy the quest in 1 or two turns with that thing out...
In a red/green deck, this card would be terrifying. Red/black would be amazing as well, send in something that regenerates like a Drudge Skeletons and watch it get hacked to pieces... counter!
Obviously a bit of a pipe dream card, but holy smokes, when it goes off life is pretty awesome :D
4/5
Bakyo
★★☆☆☆ (2.2/5.0)(2 votes)
@Gomorrah: Small question, which occurs first once you attack with 7 creatures, the +5/+5 or the damage?
I have the same question, but i guess that if you attack with 7 creatures at the same time, the 7 creatures gonna recieve the +5/+5 bonus first, since Beastmaster Ascension ability triggers when you declare the attacking creatures, so before your opponent declare the defending creatures, all your creatures will have the +5/+5 bonus.
Quang
★★★☆☆ (3.5/5.0)(1 vote)
What happens when you have 2 of these on the field?
+10/+10?
MrPink343
☆☆☆☆☆ (0.0/5.0)
As with most high commitment/high reward cards, this one is just made for multiplayer or better yet EDH. It's not at all difficult to get seven elf or goblin or what have you tokens out in such a format, and throwing this card out before an attack will provide enough damage for a killing blow even in 40-life EDH. Vulnerable to spot enchantment destruction, yes, but everything is vulnerable to something in Magic. Doesn't make the card useless.
skew
★★★★☆ (4.8/5.0)(5 votes)
Cast on turn 4. Play Life // Death (Life) in turn 5.That should do the trick, provided you have enough creatures and lands.
Sidek
★☆☆☆☆ (1.2/5.0)(5 votes)
Horrible card. How the hell do 7 creatures attacking not do the job? If this is close to activating then either: 1 - You're 90% likely going to win without it. 2 - Your creatures are dead, mostly.
RPGsr4me
★★★★☆ (4.5/5.0)(5 votes)
The +5/+5 comes first.
This card has won me several games. First drop avenger of zendikar or howl of the night pack, next turn drop the beastmaster, attack with everybody and in many cases game over.
mdakw576
☆☆☆☆☆ (0.0/5.0)
This MIGHT be fine in a token deck (if you swing with 7 tokens in one turn that already triggers the ascension), but you're probably better off just running old overrun.
In any other creature-heavy deck you should be winning or almost winning by the time you get your 7th attacker to swing in.
In a long game like EDH or something, this card has potential, but I don't play EDH so I don't know for sure. But in normal games, this won't do much.
Turn 3: Land, Beastmaster Ascension. Then, 1 mana for Raging Goblin. Attack with 4 creatures = 4 counters. Yes, you are vulnerable, but the point of aggro is to be aggressive.
Turn 4: Here, an awesome move would be a Goblin Assault (for 6/6 goblin tokens each turn), or a Bloodbraid Elf, with haste and cascade.
Creatures get +5/+5!!!! Yay!
Yes, there are better combos out there, but this still can put up a good fight.
Add in some Goblin Ruinblasters for board control (and haste) and you should be good.
ChaosInsanist
☆☆☆☆☆ (0.0/5.0)
One word. Haste. Bloodbraid Cascade is a dominant deck type, and my own variation of it will prove to be nonetheless devastating. Even if they kill a few creatures, some of my creatures like Rip clan crasher and Viashino spearhunter will still pass their attacks through as well as Deadly recluse, Toxic Iguanar and Ember Weaver. Attacking with Deathtouch, First Strike, and Haste is lethal with this card.
Creyn
★★★★☆ (4.6/5.0)(17 votes)
THUNDERCATS, HOOOOOO
Selez
☆☆☆☆☆ (0.0/5.0)
This could do something very cool in standard once Rise of the Eldrazi releases: The spawn tokens can help trigger the quest, and then become 5/6 dudes. ALSO: Khalni Garden helps trigger this. Hey, 0/1's don't have to be chump blockers.
philip297
☆☆☆☆☆ (0.0/5.0)
Plant tokens and eldrazi spawn go very nicely with this card. Even though they attack for 0 you still get your counter and can be generated quickley enough and are expendable enough to make this a viable stratergy. Also the look on someones face if you rush them with a load of 5/6 tokens should make it worthwhile.
This particular ascension is not as silly as the Red, Black, or White ones. I say so mostly because this one costs 3 mana. I would say, kind of on the more competitive side, going up in mana cost, 3 mana is the start of significant slots/plays for (most) decks. Two mana is something that a lot more often can be 'spared' but 3 mana is the point of a significant burden on one's mana base.
So this card is silly (not too much in a bad way). All of your creatures get +5/+5 (reminds me of when Door of Destinies came out), however you have to have had 7 creatures attack. That is a fair, doable, nice strategy and all. I sort of frown at the +5 bonus (as far as I'm concerned, +2 is pretty d@mn high) but that is perfectly fine with this card. During the initial, most crucial, turns of a game, a player would have to spend most of that turn getting Beastmaster Ascension on the board. And it comes just late enough to be countered. I am rather surprised this doesn't cost 2 mana, seeing how loosely the other ascensions were designed. Whatever.... this card is pretty fair... from a blue player's perspective. It's good for training someone aspiring to be a good control player.
Wizards has to come out with cards that newer players can evaluate and use, I know. The only hole in that plan I see is that with cards like this, LOTS of players (especially new ones) want them so they tend to cost a bit of money (perhaps not Beastmaster Ascension), and in going after cards like these (and planeswalkers) they don't truly improve at the game. By 'truly improve at the game' I mean building decks with a particular play in mind that has a slim chance of happening in reality. Sometimes it happens, they beat up an unwary opponent, all is cool. Then other times they don't put up a fight, and go on about how they didn't draw into their singleton copy of (insert broken card here). I don't frown on that kind of deck building (doing it myself a lot still) but a player should, in their Magic lifetime, be able to go beyond that. Cards like these tend to blindfold them on their journey.
Aun
☆☆☆☆☆ (0.0/5.0)
Just so good.
drunyon
☆☆☆☆☆ (0.0/5.0)
I love this card in my Saproling deck. Typically, I drop it when I have 7 creatures and get all the counters at once. A surprise +5/+5 to all 1/1 creatures is usually enough to win the game, since you're attacking with at least 42 power and the opponent probably only expected about 7 or 8 of it.
bijart_dauth
☆☆☆☆☆ (0.0/5.0)
18scsc actualy has a much better deck than he claims. the way i've seen him play it he usualy has all 7 quest counters on it the turn he plays it. and he is right about the instantainios +'s. you try to survive 10 6/6's in extended on turn 3.
Dingo777 putting all the conters on it on turn 3 is easy, any one who would not have it on at least turn 4 should not have it in there deck. turn 5 is 2 turns to deal with it, and when most enchantment removles cost 2 or 3, if the opponint runs them, there most likely going to be able to kill it. so if you assume its going to triger turn 5, you would be right, but it isnt, just get used to the idea of 60 or so damage and run fog.
Sidek, this card is not horrible, in a swarm deck, 7 creaturs almost never dose the job on there own. and the abillity trigers befor they can block, meaning the creaturs are most likely going to survive, as under most surcumstances your creaturs are going to have at least 6 tughness.
No guys, you dont drop this on T2 or T3. In standard You use Nest InvaderKozilek's PredatorKhalni Garden to have a mass of creatures. You wait until you have 7 or more that you can attack with before you drop this, and in the meantime just keep pumping out eldrazi spawns. That gives you tempo, and the element of surprise. There are some expections, but trust me ive played enough standard casual games to know this is making a big impact. it works just as good as Overrun and 2 less green.
Nicoch
☆☆☆☆☆ (0.0/5.0)
I've been using this in deck with a lot of Eldrazi Spawn generators, and it's worked out great. I've had matches where I had two of these out and went from 0 counters to 7 in one attack, dropping 80+ damage on their heads thanks to emrakul's hatcher and kozilek's predator. Even if they do a board wipe, with +10/+10 on anything I bring out it's hard to deal with.
achilleselbow
☆☆☆☆☆ (0.0/5.0)
I would've actually preferred this to be +3/+3 and trample, but can't really complain. This is definitely replacing Hellion Eruption in my spawn deck.
cdela12345
☆☆☆☆☆ (0.0/5.0)
This seems reaaaally easy to combo with an eldrazi token deck -- use kozilek's predator, emrakul's hatcher, nest invader, brood birthing, etc. Then, plop this down and boom, swing with 7+ 5/5s.
Zulp
☆☆☆☆☆ (0.0/5.0)
My personal favorite in the ascension cycle. I mean, come on. That's five tigers. Not a lot out there that can beat five tigers.
But seriously, there's a lot of utility here. And the price is about perfect; you can get it out early in the game to assure that you'll activate it before the game ends. And activation of this will probably end the game anyway.
Twinsuit
☆☆☆☆☆ (0.0/5.0)
"Death from above?" asks my nervous opponent, just before I cast this and swing with a herd of Eldrazi spawn and Plant tokens. Yes sir. Good game. For me, at least. :)
Trakanon
☆☆☆☆☆ (0.0/5.0)
Let's say this card is in play and I attack with seven 0/1 Eldrazi Spawn tokens. Will the +5/+5 effect immediately be applied to those tokens, effectively making me attack with seven 5/6 Eldrazi Spawn tokens, or does it not go into effect until the turn is over...?
anytwofactors
★★☆☆☆ (2.8/5.0)(2 votes)
I like to interpret this as each creature getting a five tiger squad.
Also yes, it does stack with other proc'd ones (+10/+10, +15/+15, etc).
Sironos
☆☆☆☆☆ (0.0/5.0)
If you cannot beat them, join them. I have made a B/G eldrazi spawn sacrifice deck, and I'm definitely gonna include this.
T1: Khalni garden T2: forest, nest invader T3: khanlni garden, nest invader
T4: kozilek's predatorT5: beastmaster ascension, swing with 6 creatures at 5/6, 2 at 7/7 and 1 at 8/8.
I'm kinda new to playing green, so this can probably be more efficient, post your beast master ascension play (preferably standard legal).
This is the only ascension that can activate on the turn it drops, and has the most dramatic effect imo. In the right deck It's kinda like a 3 CMC empowered overrun without trample that stays in play, so even if the opponent has some trick like fog, you're not completely fogged. Best of the ascensions imo.
HoboColin
☆☆☆☆☆ (0.0/5.0)
Heya! Dragon foder, you say? Nice enugh, but try casting Fists of Ironwood on your Chater of the Squirel token... hehehe, tokens Rule casual!h.
made4ipod
☆☆☆☆☆ (0.0/5.0)
Possibly the best of the Ascension enchantments, man I wish I had four, I only have one.
tcollins
★★★★☆ (4.5/5.0)(10 votes)
If you look carefully in the stripes of the tigers, you'll see that it cleverly spells out WINMORE.
jstorrie
★★★★☆ (4.0/5.0)(3 votes)
Hey, Beastmaster Ascension! Hero of Bladehold called. She wants to know if you'd like to hang out some time–say, around turn five?
OMG I only just discovered this card, and nearly wet my pants. Are you kidding me? So many decks this fits into Eldrazi, elf, token, living lands....etc. What a bomb, potential turn 3 or 4 win?
I use this card in a fast aggro green deck in standard. Admittedly, Overwhelming Stampede is my preferred buff, but Beastmaster is the next best thing. It helps fill nearly the same role, almost like having 8 Stampedes in the deck. While it's vulnerable to removal, it's also less easily counterspelled than Stampede since it usually gets thrown down turn 3-4 as opposed to turn 5-7, and won't be hosed if my lone 3- or 4-power creature is killed (or never made it onto the field in the first place).
Ultimately, I'd love to have one of each in my hand - throw down a Beastmaster turn 4 and load it up with a few counters, and they're hard pressed to remove it. If they do, though, you have a better chance of being able to pull a Stampede turn 5.
GrehFox
★★★☆☆ (3.3/5.0)(3 votes)
Some of my favorite Magic artwork of all time.
iSlapTrees
★★★☆☆ (3.8/5.0)(3 votes)
Beast master ascension, apply directly into elf deck Beast master ascension, apply directly into elf deck Beast master ascension, apply directly into elf deck Beast master ascension, apply directly into elf deck Beast master ascension, apply directly into elf deck
I think you got the point ;)
Jokergius
★★☆☆☆ (2.8/5.0)(2 votes)
Awakening Zone+Fresh Meat+Eldrazi Tokens attacking then saccing them on for blockers/End of opponents turn+ Next turn Triumph of the Hordes= Win more???...Or surprise infect??? do.ob
endersblade
★★★★★ (5.0/5.0)(1 vote)
I think I put this card in every green deck I make lol. It's just so useful.
In my sap 60- and EDH deck, this card is brutal. Sure, Overrun / Overwhelming Stampede are great for game finishers, especially since they give trample. But Beastmaster Ascension lets you turn your saps into 6/6 beaters pretty much permanently. Continually swinging at your opponent, forcing him to block a horde of creatures or die is a great way to apply some pressure to the board.
In my EDH deck, I usually end up with this, Verdeloth the Ancient, Eldrazi Monument, and a few other pump abilities. Massive saps. Also really helps with Doomgape in play... I can sac a 10/10 sap for 10 life every upkeep :-)
Huffytreefolkman
★★☆☆☆ (2.8/5.0)(2 votes)
nactl pride mage any one
Magic-Master
★★★★★ (5.0/5.0)(1 vote)
Nice how the effect will take place directly after the declare attackers step. It will resolve before combat damage is dealt. Therefore if you can play this and attack with 7 creatures that turn, they will all get +5/+5 - you have 7x 5/6 or greater attackers. So unless opponent held on to his Naturalize, he'll be in some trouble. Overrun for added fun!
orisiti
★★★★★ (5.0/5.0)(1 vote)
To the people who feel that seven creatures should kill the opponent already... I have yet to see seven un-aided saprolings kill an opponent from full health. Drop this just before your attack, and suddenly, when you attack, your 7 saps are capable of doing 42 damage.
I agree that overwhelming stampede or overrun can be better kill spells, but they can easily be thwarted by WoG or fog. with beastmaster, those just becomes delays.
Stinga
☆☆☆☆☆ (0.0/5.0)
I love this card. It can turn one one chumps into 6/6 beasts for 3 green! Alone! FOREVER!. Won me sooo many games.
Luke_BPC
☆☆☆☆☆ (0.0/5.0)
In Commander this is BFFs with Ghave...
Paolino
☆☆☆☆☆ (0.0/5.0)
When weenies become badass beaters...
Bouv10
☆☆☆☆☆ (0.0/5.0)
Nothing like turning those 0/1's into 5/6's!
Zokorad
☆☆☆☆☆ (0.0/5.0)
Won me a Coc*katrice Draft Game.
Zoltantf
☆☆☆☆☆ (0.0/5.0)
They should redo the Beastmaster movies.
Good card by the way. Hulk smash! Go green power.
TheWallinator74
☆☆☆☆☆ (0.0/5.0)
I love it when a card rewards me for attacking more, especially since the reward is an additional +5/+5. I imagine with some good reanimation in a G/B deck, this guy could get ugly when dropped.
MightySqueeth
☆☆☆☆☆ (0.0/5.0)
I think i just found a use for Spawnwrithe =D
nelsonngyn0
☆☆☆☆☆ (0.0/5.0)
Ha! I Love this card for the reason that I can attack with 7 1/1 elves with this on the battlefield,then suddenly they become 6/6 elves that can deal 42 points of damage!
Aquillion
★★★★★ (5.0/5.0)(3 votes)
This is one of those cards where referencing Doubling Season actually does make sense; in a token creature deck, Doubling Season will double both your creature production and the counters put on this card, usually letting you trigger it in one attack. (Remember, when a given attack triggers it, it applies to that attack, so you can often just attack once for game.)
Just combine those two cards with any other token creature producer -- Squirrel Nest, Awakening Zone (0 attack attackers still trigger this), etc.
Arachnos
☆☆☆☆☆ (0.0/5.0)
Congratulations! Your ELRAZI SPAWN evolved into OH GOD WTF IS THAT
Continue
☆☆☆☆☆ (0.0/5.0)
EDH all-star. Absolutely no reason not to run this if you have enough creatures.
Kashi70
☆☆☆☆☆ (0.0/5.0)
Seven quest counters is usually just enough for my newly summoned Prossh and his army of Kobolds to hastily trigger this enchantment to just the amount I need it to be at. Ogre Battledriver doesn't mind giving them all that extra push, either.
BlazeB75
☆☆☆☆☆ (0.0/5.0)
Let's have an enchantment that gives you 5 anthems for the cost of 1! I use this in my Gahiji, Honored One EDH deck with True Conviction.
RobotOwl
☆☆☆☆☆ (0.0/5.0)
One of the funniest things I have ever seen in a casual game of Magic involved this card...
It was a 3-player free-for-all game and the first player plays a forest and Birds of Paradise first turn, then another forest and this second turn, and a second Birds the third turn. The game naturally stalemated out as free-for-alls tend to do.
However, since there was always at least one other player without any fliers to block the relentless assault of 0/1s, the player slowly initiated Beastmaster Ascension and won the game with his one mana 5/6 fliers as well as some other buffed creatures.
Comments (85)
*a-sshole Spike mode off*
Okay, guys, seriously, I don't think this card is worth your time. Just use another strong creature in that slot and your deck should do just fine without relying on this enchantment. It takes way too long to get it online and it's such a dead draw late game, I think you should stay away. Peace!
7x3=21 so with an average damage of 3 per attack it would be. Even 7x2=14 and add in a little damage from spells or creatures cast before putting it into play. Would have been very strong if that 7 counters was a bit lower.
@designer genes, exactly! lotus cobras and cobra trap ftw, and an army of 4 scute mobs in your deck, for 9/9 scute mobs when you have 5 lands. So many possibilities.
@true mumin, ummm you need to re-read the card, it doesn't say attacking for 7 turns, its whenever a creature I have attacks, thats per creature. If you play it on turn 3, you probably have already have a few creatures to attack with, and get an immediate 2 right there. You don't even have to deal damage, you only need to attack with them. You can be throwing your creatures at fog banks and you still recieve a bonus. Thats by far one of the easiest, if not the easiest, of all the ascensions to activate. Can also pop a gilder bairn in there for added ascension madness if you want to speed things up.
camp A. (this card is useless camp) needs to re read it, you dont have to do dmg, swinging into walls and fog banks doesnt matter, as long as you swing
camp B. (this card is awesome camp) it is turn 5 at the least that you are getting this to trigger, unless you can make a fair number of tokens turn 1-3, and still play this, great if you have an army to bash past as the smallest your creatures will be is 5/6, and you should note, once the 7th one is on, it triggers, so 5th turn swing should be kill swing
havent seen it in play yet, but it could be good, especially if you think about how multiple ones stack, +10/+10, +15/+15
So let say the standard green deck:
Turn1 forest + 1 bird of paradise (or llanowar elves)
Turn 2 Forest + Beast master ascension
Turn 3 drop creature A that cost 2 to cast creature and attack with your bird flying (few deck can actually block a flying creature turn 3) 1 token
turn 4 drop a new creature attack with creature A and the bird (3 token)
Turn 5 drop a new creature attack with the last 3 creature (6 token)
Turn 6 drop a new creature attack with all 4 creatures (7 token) so they all gain a boost BEFORE dealing damage.
So turn 6 all your little green creature became huge creature. And don't forget this deck could be considered slow. you could get some dragon fodder that will give you 2 creature to attack with. You could use the new goblin lackey to get an extra creature for next turn, you could get one of those creature that come into play with token, to increase the number of creature you attack with.
Romance -- Your aggressive creature deck easily handles the beastmaster quest criteria attaining ascension status and then decimate's your opponent with overwhelming forces. Game over!
Reality -- An Aggro deck that is running on all cylinders will probally kill your opponent before the quest is completed.
Reality -- Attacking into a hostile enviroment may create too much of an attrition rate on your creatures (or the retaliation by your opponent too much drain on your life) and you must stall your attacks, thereby stalling the quest.
Reality -- Your opponent will gladly Naturalize or Boomerang this enchantment, especially just before the quest is completed.
Balance of the card -- While completing the quest, this card is useless, after that it is dominate. And I do mean DOMINATE! Your opponent's main deck will struggle to deal with this enchantment and he will look to his sideboard to remove it.
Balance -- It is Wrath of God, Day of Judgement, and Damnation resistant. Sure you lose all your creatures but not your enchantment.
This card reminds me of -- Overrun -- Although you do not get the trample, and your opponent has been aware of the beastmasters presence, the resulting +5/+5 on all your creatures will result in a overwhelming Alpha attack to end the game.
This card reminds me of -- Glorious Anthem -- In stead of a wimpy +1/+1....
In a red/green deck, this card would be terrifying. Red/black would be amazing as well, send in something that regenerates like a Drudge Skeletons and watch it get hacked to pieces... counter!
Obviously a bit of a pipe dream card, but holy smokes, when it goes off life is pretty awesome :D
4/5
I have the same question, but i guess that if you attack with 7 creatures at the same time, the 7 creatures gonna recieve the +5/+5 bonus first, since Beastmaster Ascension ability triggers when you declare the attacking creatures, so before your opponent declare the defending creatures, all your creatures will have the +5/+5 bonus.
+10/+10?
1 - You're 90% likely going to win without it.
2 - Your creatures are dead, mostly.
This card has won me several games. First drop avenger of zendikar or howl of the night pack, next turn drop the beastmaster, attack with everybody and in many cases game over.
In any other creature-heavy deck you should be winning or almost winning by the time you get your 7th attacker to swing in.
In a long game like EDH or something, this card has potential, but I don't play EDH so I don't know for sure. But in normal games, this won't do much.
Turn 1: Forest, Llanowar Elves.
Turn 2: Mountain, Harrow (two mountains), then Dragon Fodder. (3 creatures)
Turn 3: Land, Beastmaster Ascension. Then, 1 mana for Raging Goblin. Attack with 4 creatures = 4 counters. Yes, you are vulnerable, but the point of aggro is to be aggressive.
Turn 4: Here, an awesome move would be a Goblin Assault (for 6/6 goblin tokens each turn), or a Bloodbraid Elf, with haste and cascade.
Creatures get +5/+5!!!! Yay!
Yes, there are better combos out there, but this still can put up a good fight.
Add in some Goblin Ruinblasters for board control (and haste) and you should be good.
This particular ascension is not as silly as the Red, Black, or White ones. I say so mostly because this one costs 3 mana. I would say, kind of on the more competitive side, going up in mana cost, 3 mana is the start of significant slots/plays for (most) decks. Two mana is something that a lot more often can be 'spared' but 3 mana is the point of a significant burden on one's mana base.
So this card is silly (not too much in a bad way). All of your creatures get +5/+5 (reminds me of when Door of Destinies came out), however you have to have had 7 creatures attack. That is a fair, doable, nice strategy and all. I sort of frown at the +5 bonus (as far as I'm concerned, +2 is pretty d@mn high) but that is perfectly fine with this card. During the initial, most crucial, turns of a game, a player would have to spend most of that turn getting Beastmaster Ascension on the board. And it comes just late enough to be countered. I am rather surprised this doesn't cost 2 mana, seeing how loosely the other ascensions were designed. Whatever.... this card is pretty fair... from a blue player's perspective. It's good for training someone aspiring to be a good control player.
Wizards has to come out with cards that newer players can evaluate and use, I know. The only hole in that plan I see is that with cards like this, LOTS of players (especially new ones) want them so they tend to cost a bit of money (perhaps not Beastmaster Ascension), and in going after cards like these (and planeswalkers) they don't truly improve at the game. By 'truly improve at the game' I mean building decks with a particular play in mind that has a slim chance of happening in reality. Sometimes it happens, they beat up an unwary opponent, all is cool. Then other times they don't put up a fight, and go on about how they didn't draw into their singleton copy of (insert broken card here). I don't frown on that kind of deck building (doing it myself a lot still) but a player should, in their Magic lifetime, be able to go beyond that. Cards like these tend to blindfold them on their journey.
Dingo777 putting all the conters on it on turn 3 is easy, any one who would not have it on at least turn 4 should not have it in there deck. turn 5 is 2 turns to deal with it, and when most enchantment removles cost 2 or 3, if the opponint runs them, there most likely going to be able to kill it. so if you assume its going to triger turn 5, you would be right, but it isnt, just get used to the idea of 60 or so damage and run fog.
Sidek, this card is not horrible, in a swarm deck, 7 creaturs almost never dose the job on there own. and the abillity trigers befor they can block, meaning the creaturs are most likely going to survive, as under most surcumstances your creaturs are going to have at least 6 tughness.
But seriously, there's a lot of utility here. And the price is about perfect; you can get it out early in the game to assure that you'll activate it before the game ends. And activation of this will probably end the game anyway.
Also yes, it does stack with other proc'd ones (+10/+10, +15/+15, etc).
T1: Khalni garden
T2: forest, nest invader
T3: khanlni garden, nest invader
T4: kozilek's predatorT5: beastmaster ascension, swing with 6 creatures at 5/6, 2 at 7/7 and 1 at 8/8.
I'm kinda new to playing green, so this can probably be more efficient, post your beast master ascension play (preferably standard legal).
This is the only ascension that can activate on the turn it drops, and has the most dramatic effect imo. In the right deck It's kinda like a 3 CMC empowered overrun without trample that stays in play, so even if the opponent has some trick like fog, you're not completely fogged. Best of the ascensions imo.
Dragon foder, you say? Nice enugh, but try casting Fists of Ironwood on your Chater of the Squirel token...
hehehe, tokens Rule casual!h.
Ultimately, I'd love to have one of each in my hand - throw down a Beastmaster turn 4 and load it up with a few counters, and they're hard pressed to remove it. If they do, though, you have a better chance of being able to pull a Stampede turn 5.
Beast master ascension, apply directly into elf deck
Beast master ascension, apply directly into elf deck
Beast master ascension, apply directly into elf deck
Beast master ascension, apply directly into elf deck
I think you got the point ;)
do.ob
In my sap 60- and EDH deck, this card is brutal. Sure, Overrun / Overwhelming Stampede are great for game finishers, especially since they give trample. But Beastmaster Ascension lets you turn your saps into 6/6 beaters pretty much permanently. Continually swinging at your opponent, forcing him to block a horde of creatures or die is a great way to apply some pressure to the board.
In my EDH deck, I usually end up with this, Verdeloth the Ancient, Eldrazi Monument, and a few other pump abilities. Massive saps. Also really helps with Doomgape in play... I can sac a 10/10 sap for 10 life every upkeep :-)
I agree that overwhelming stampede or overrun can be better kill spells, but they can easily be thwarted by WoG or fog. with beastmaster, those just becomes delays.
Good card by the way. Hulk smash! Go green power.
I Love this card for the reason that I can attack with 7 1/1 elves with this on the battlefield,then suddenly they become 6/6 elves that can deal 42 points of damage!
Just combine those two cards with any other token creature producer -- Squirrel Nest, Awakening Zone (0 attack attackers still trigger this), etc.
I use this in my Gahiji, Honored One EDH deck with True Conviction.
It was a 3-player free-for-all game and the first player plays a forest and Birds of Paradise first turn, then another forest and this second turn, and a second Birds the third turn. The game naturally stalemated out as free-for-alls tend to do.
However, since there was always at least one other player without any fliers to block the relentless assault of 0/1s, the player slowly initiated Beastmaster Ascension and won the game with his one mana 5/6 fliers as well as some other buffed creatures.
I will never forget that day...