A quest that activates other copies of it. It easy to activate. It's trigger is devastating. Low cost.
DarkTowerEX
★★★☆☆ (3.7/5.0)(3 votes)
Megrim on steroids, with this card out, Mergim can now rest and head out to the underated Hall of fame cards.
PeterRabit
★☆☆☆☆ (1.9/5.0)(4 votes)
You mean megrim can now rest and head out to the overrated pile of shit cards. Maybe I'm being too harsh, It's kick ass in casual but not worth the cardboard its printed on in tourneys And holy shit you can build decks around this bloodchief ascension
Saha
★★★☆☆ (3.5/5.0)(2 votes)
IMO the Ascensions would be more flavourful if they were legendary.
ZioKai
★★☆☆☆ (2.2/5.0)(2 votes)
Another card that combos well with Sanguine Bond. I believe that this will be an new archtype of decks with all the life shifting you can do in the this set. 5/5
Designer_Genes
★★★★☆ (4.0/5.0)(3 votes)
This card is great. I expect to see it get play. And no, Sanguine Bond will not make this better. Sanguine Bond is a wasted slot in nearly any competitive deck.
Donovan_Fabian
★★★★☆ (4.8/5.0)(2 votes)
Pretty crazy card, can potentially kill a player off in only a few turns with a few discarding spells or etc. If your already playing megrim or underworld dreams.. well.. then its really over.
Grimn777
★★★★☆ (4.8/5.0)(3 votes)
no need to combo with this card. once it turns on with 3 counters, the opponent is paying 2 life and giving you life every time they play a noncreature spell. could even get to the point where they could win with an end game bomb like overrun, but it would literally kill them to play it. just drop this turn 1, and watch it work wonders.
While a low cost and a powerful effect the weakness lies in that it has to sit there for 3 turns before it does anything. That's three turns for an opponent to find an answer. That said for B your probably going to be up mana if they do and even then most people don't main deck enchantment destruction. Scary card.
Nighthawk42
★★★☆☆ (3.3/5.0)(3 votes)
Insanely low casting cost, quest object which is what almost every deck needs to do to win anyway, and a strong effect that is nearly impossible to avoid make this a strong card. Once active it combos well with global creature destruction, or milling, is an instant kill with Archive Trap or 10 damage with Tome Scour, and 6 damage on Landfall with Hedron Crab. It also shuts down search functions that include discarding (ex Bazaar of Baghdad)
Utterly broken in multiplayer formats unless we get errata to make it target one opponent.
Adren
★★★☆☆ (3.0/5.0)(1 vote)
Best of the Ascensions
TheHappyReaper
☆☆☆☆☆ (0.0/5.0)
Simply awesome. Very good in aggro decks that can play it on turn 1 or 2 before a creature attack. Then when the cards for the aggro deck are over, this will just have three counters and you get a dominating board position for the rest of the game... game which you probably are going to win.
bram-s-wallace
★★★★☆ (4.3/5.0)(3 votes)
@sorxores The ascension would still activate. It doesn't count the difference of life between the beginning and the end of the turn. It counts if they lost life this turn, at any point, and if so how much.
Wraggles
☆☆☆☆☆ (0.0/5.0)
Well it has to sit there for 3 turns, per say, but it can be active the turn after you play it. t1) goblin guide/lacerator t2) bloodchief, swing for 2 t2 - opponents turn,burn opponent for 2+ t3) find some way to deal 2+ end turn, tadaa active t4) Mind funeral?? for 8+ life drain (in fact if it mills 3 more you should win )
Also Bloodchief's Ascension + Memory Erosion make for an interesting combo, every spell they play becomes 4-6 life drain for you, that can be hard going for an opponent plus it works in multiplayer formats.
favorite thing about this card is that an active one will active others.
MrPink343
★★★★☆ (4.4/5.0)(7 votes)
You'd better hope you're packing some enchanment destruction, serious lifegain or an iron clad defense when this activates. I don't think I've won a single game against an unanswered Bloodchief Ascension, which is unfortunate because it can activate by turn frickin' four.
DarthKithkin
☆☆☆☆☆ (0.0/5.0)
OMGZZZZ!!!!! Its like a Megrim on the Bloodchief's steroids!!!! Even better because it counts any card like when you mill them, discard them, or even clear the board (or just kill some of there guysz) LOLZZZZZ
djpraiseadelik
☆☆☆☆☆ (0.0/5.0)
I'd say Megrim is officially 'pimped'...I like this in my red/black with Lightning Bolt, Blightning, and the Hippie Brothers (Hippie, Guul Draz Hippie and Sedraxis Hippie if playing three color R/B/U or B/U).
richter25
☆☆☆☆☆ (0.0/5.0)
This card is amazing. Im running it with manabarbs and Blightning. The manabarbs will charge it on ur oppenents turn if he taps two land and these two cards alone will annihilate ur opponent if he doesnt concede or remove them plus it turns a blightning into two card discard and 7 points of dmg!!! This card can get nutty in a hurry. Love it.
ReturnToSender
☆☆☆☆☆ (0.0/5.0)
Maybe it can cause massive damage if there's a Sanguine Bond on your side then casting Mind Funeral, or Tome Scour
selamaleth
☆☆☆☆☆ (0.0/5.0)
dont even need to activate it, playing this even late game puts my opponent on tilt so much he loses the game in his head almost istantly
jetzine
☆☆☆☆☆ (0.0/5.0)
Man. *** Megrim. THIS is my new jawn.
CatsAreCthala
☆☆☆☆☆ (0.0/5.0)
This kills Megrim. Discard is looking better to me because of this card. Also, an Extractor Demon's other effect has some use in a non-mill deck.
signok79
☆☆☆☆☆ (0.0/5.0)
playing a standard two-headed giant game soon thinking of running red/black burn and partner running blue/black mill
KeepSexyLadies
☆☆☆☆☆ (0.0/5.0)
For the record it doesnt work very well with Sanguine Bond because S.B. takes so much to cast its too late in the game to really impact.
And this, ladies and gents, is why I'm a proud owner of many Naturalizes. This begs to be removed. Fast.
meatwadultrapro
★★★★☆ (4.1/5.0)(5 votes)
I threw this into a u/b unblockable - based counterspell deck with Inkfathom Infiltrator, should be interesting, it's based around passive damage, and with this card, all my counterspells, cryptic commands, and undermines are doing two damage a piece once activated, gaining me two health also, horrendously overpowered imo, certainly made my deck! 5/5
Good Black card. You'd want to pack as many as you can into your deck to really get the fully benifits.
4.0
mdakw576
☆☆☆☆☆ (0.0/5.0)
2 life * 3 turns which is already 6 life of your opponent's 20 gone already. Then you aren't doing just 2 life damage per turn, you're probably doing it in bigger chunks (bolt is 3 damage, blightning is 3 damage, if you're running vampires and have nocturnus then you're definitely hitting for more than 3, etc). Your opponent might already be under 10 life by the time this activates. And that's assuming this hit the table early, which results in early tempo loss.
Like the other ascensions though, this is probably good in a longer game, or multiplayer game, where you can really milk out that 2 life drain effect.
Ventrisor
☆☆☆☆☆ (0.0/5.0)
Awesome card. play this in a black-blue deck and you can win in a couple of turns. Once you have the three counters, play Archive trap and you reduce your opponent down to 0 life fast
StriderHiryu
☆☆☆☆☆ (0.0/5.0)
Great card...but not so great in standard. The rating on this card is wayyyy overrated. Top decking this is almost worthless late game and I would honestly rather top deck a land. Having one-of in EDH is great tho. 4/5.
With my opponent down to 14 life, one Mind Funeral is almost always enough to end the game. At one game, I was even lucky enough to cast a free Archive Trap with an online Bloodchief Ascension!! Devastating!!
BioPrince
☆☆☆☆☆ (0.0/5.0)
Traumatize the end if you can't deal 2 damage 3 turns stop playing magic
theis999
☆☆☆☆☆ (0.8/5.0)(2 votes)
The stupid thing about this card is quite simple.
To activate it you need to deal damage to the opponent, so you are already on the road to victory. When it is active it can win you the game, but it wins you the game for not winning the game. since you were already on the road to win, but then it gets active and you have to focus on board control or milling. so this card distract you from the real goal.
So this card is to slow for aggro. an awful combo card, since you could either focus on winning via damage or milling, now you have to do both. and it doesn't really help control decks, since it doesn't give board control and it isn't finisher since it can win the game alone (at least not before it is active).
I only find use for it in draft.
otherwise it is either a win-more card. or a wasted slot. but it is cool anyway, just not a good card.
FugimSky
★★★☆☆ (3.0/5.0)(4 votes)
honestly, three turns isnt long enough. dealing 2 damage in 3 turns is easy. and then this enchantment jsut goes crazy. it wins games on its own. and all it is, is 1 mana? im sorry but they fucked up. this is near broken. should of at least been more mana or more counters. for a card this good, its definitely undercosted.
From the wording of the rulings, they don't actually mean "Card", its just the only word they could use. In reality its "if ANYTHING goes to the graveyard from anywhere". So not only does this cover milling, discard, spells, and creature death.... but it also covers token death. An important aspect to note.
mkniffen
★★★★☆ (4.2/5.0)(3 votes)
this is cool with contaminated ground
Enchantment_Removal
★★★☆☆ (3.5/5.0)(3 votes)
I am pleased with all of you. Your posts.... ever so slightly put me at ease.
This is the second dumbest ascension next to Pyromancer. Although, on a side note, I think it is the best in terms of helping to win a game (or even winning a game). Back to my main point,
"Hey guys this card is nice put 4 in your decks don't forget black mana"
Some cards I look at and think "would it be too bad (good) if it cost less" or "had one more point of power/toughness?" There is hardly a spirit creature with even the capability to survive a Grizzly Bears in combat and that costs less than 4 mana. With this card, the opposite thought process occurs: Would this card be too bad (not good) if it costed 2 or 3 mana? How about if it drained opponents for one life? Or if it just damaged them and you didn't gain life?
I know that there has to be not-good cards in order for there to be good cards, but it baffles me how they design a card like this while fixing (like a dog or cat) other cards that could otherwise be good but not brake the game.(exple: Mysteries o.t. Deep, Bull Rush as opposed to Vampire's Bite) Yes, they are making cards for different formats, however I think that cards like this and planeswalkers are creating too large a gap in between the different players (casual, tourney, poor, infrequent, aesthetically driven) who live in the same neighborhood, building, or room/apt. So as not to own some and not be owned by others I have to maintain a wide variety of decks.
I know Wizards needs to make a living, but the concept of "chase rares" is really annoying.
P.S. Most people I play Book Burning against (I have a flying goblins deck with four of them) oddly enough readily take the 6 damage. I would rather mill them but.... oh well.
Ladnarud
☆☆☆☆☆ (0.5/5.0)(1 vote)
What a horribly broken and overpowered card.
One mana. Three counters. 2 damage by EACH end step. Even if this were something beyond a mythic rare, it would still be *** ridiculous and incredibly broken.
Cards like this just squeeze all the fun out of the game.
shinhawk
☆☆☆☆☆ (0.0/5.0)
I love this card. My vintage deck based around this card can handle itself in both single and chaos games. More often than not, I defeat all of my opponents simultaneously when I have this charged and play the oh so wonderful Pox.
Dampen Thought works great with this. Also could work with Jund quite well.
Faust-The-Desolate
★★★☆☆ (3.0/5.0)(1 vote)
yeah traumatize with this
Whitman
★★★★☆ (4.1/5.0)(5 votes)
From the comprehensive rules:
216.2. A token is subject to anything that affects permanents in general or that affects the token’s type or subtype. A token isn’t considered a card (even if represented by cards from other games or Unglued cards) and isn’t subject to any effect that specifically uses the word “card”.
maniek20cm
★★★★☆ (4.5/5.0)(3 votes)
this + quest for the nihil stone and discard anyone?
Falgorn
★★★☆☆ (3.9/5.0)(4 votes)
People, stop complaining about its powerlessness and load it with a few counters! In a vampire deck, this can be frustratingly easy. Then, even your opponent's counterspells will feel like you just Syphon Lifed him. For free. In Magic, free stuff is good. Seriously.
Shinigami2099
★★★★★ (5.0/5.0)(1 vote)
I was thinking originally thinking memory erosion, or keening stone
but then it came to me that, YES this would work great with the discard deck I was going for
the only issue I have with it is that it makes an opponent "lose" life, it's not dealing damage
I point this out because I'm gonna run a fire servant megrim/underworld dreams combo
dragonking987
★★★★★ (5.0/5.0)(1 vote)
wow I just realized how broken this card is when ever a card is put into a graveyard from anywhere... mill decks have a treat.
iSlapTrees
★★★★★ (5.0/5.0)(2 votes)
don't play this on the first turn in multi-player. :)
NecroticNobody
★★★★★ (5.0/5.0)(1 vote)
This paints a very noticable target on your head in multiplayer. Three counters aren't very hard to get, if you know how to get them. Blue-Black-Red for the win!
I don't know if this has been said yet, but what about Tome Scour? It's cheaper than Traumatize, Mind Funeral, and Glimpse the Unthinkable, and in addition to the small amount of mill, they lose ten life and you gain ten life? That seems pretty good for U...
Diab0l0
★★★☆☆ (3.5/5.0)(3 votes)
Nice card there :)
There are lots of combos to actually charge it and then to use it.
To use it, I prefer Archive Trap over Traumatize because of its instant speed and the chances to cast it for . The Sword of Body and Mind can also do the trick.
Oh and also, this guy can also help you to finish charging it or to use it. It's good to fetch the combo because, you know, theoretical perfect hands that kill in 3-4 turns don't happen that often ;p
Universalis
★★★☆☆ (3.5/5.0)(2 votes)
This + Mind Crank (New Phyrexia)= InstaWin
Chamale
★★★☆☆ (3.9/5.0)(4 votes)
Combo with Mindcrank. Whenever a card goes into an opponent's graveyard from anywhere, that players loses all of their life and you gain that much life.
klieb
★★★★☆ (4.5/5.0)(2 votes)
Player 1 Turn 1I play blood chief ascension
Player 2 I Mental Misstep it
Player 1 I Mental Misstep your Mental Misstep, Blood chief resolves
End of turn, Puts counter on bloodchief
Player 2 "hey why are you putting a counter on… oh wait darn."
Player 2's turn draws and plays a land
Player 1 turn 2 I lightning bolt you
Player 2 No spell pierce it
Player 1 I mental misstep your spell pierce
Player 2 Okay I mental misstep your Mental misstep with the mental misstep that I just drew
.. O wait darn it
Player 1 High fives self
Player 2's second turn I play a fetch land and sac for island
Player 1 I lightning bolt you and at the end of turn after the counter was put on the ascension I archive trap you
turn 2 win
That is what happened to me and my friend when we were Proxing the new cards
Shows the power of this with Pyrexian mana
friendtoall17
☆☆☆☆☆ (0.0/5.0)
....this would be particularly fun in chaos.
ClintoCooksey
★★★★★ (5.0/5.0)(1 vote)
So this card active plus the new mindcrank?? Insta-win!
phylo
☆☆☆☆☆ (0.5/5.0)(2 votes)
The card states "At the beginning of each end step"... Now, to my knowledge, and the "The Dynamics of a Turn order", there are 5 phases. within each phase, there are multiple "end steps". And if opponent has taken 2 or more damage at the beginning of the turn (say gets lightning bolted at the untap step), then goes on to the combat phase, second main phase, then end phase. It would go to reason that there have been 2 - 5 "steps" ending within that one turn. SO, at the end of each "step", is it getting a counter? The language of the card certainly reads like it would. Thanks for any help clarifying!
reapersaurus
★★★★★ (5.0/5.0)(1 vote)
*rolls eyes* And here I thought Luminarch Ascension was too over-dominating to the game for only TWO mana...
lightball20
★★★★★ (5.0/5.0)(1 vote)
@Phylo there is only one end step a turn, its at the end of the turn, each phase does not get its own end step the reason it reads "each end step" is because it can activate on your own or your opponents end step, rather than just at your end step, or at the end of your opponents end step
stille_nacht
☆☆☆☆☆ (0.5/5.0)(1 vote)
glimse the unthinkable
Cheza
☆☆☆☆☆ (0.0/5.0)
This card gets a 5/5. Just add a lot of counterspells in your deck and a few destruction spells with a loss of life / damaging side-effect and this card get's you slowly, but unstoppable to an easy win. Add a few Tectonic Edge copies or the u/b manland and everything comes to an end even faster.
Quick question, do destroyed creature tokens count as 'cards' entering the graveyard ?
sonorhC
☆☆☆☆☆ (0.0/5.0)
Tokens (and copies of spells) do enter the graveyard (and then are immediately destroyed once there), but they are not considered cards, so they won't trigger this.
infernox10
☆☆☆☆☆ (0.0/5.0)
I never really understood why this didn't see Standard so much. It just seems far too solid to ignore. Well, I guess that's why you'll find me at the Draft table, and not FNM.
Undead Alchemist. Once you get the alchemist running, perhaps with an extra Trepanation Blade, this drops your opponent QUICKLY. Very potent.
raptorman333
☆☆☆☆☆ (0.0/5.0)
The best response against this: Echoing Truth. I know from experience.
Glitcha
★★★★★ (5.0/5.0)(1 vote)
So when playing a Multiplayer match, yes it works well with Mindcrank... but what about with Leechridden Swamp as well. or something similar, then its gg for everyone :D
Elenodul
★★★★★ (5.0/5.0)(1 vote)
Combo with Mindcrank = win game, lose ALL the friends
Zokorad
★★★☆☆ (3.5/5.0)(1 vote)
Unlike the other Ascensions: Archmage, Luminarch, Beastmaster, Pyromancer, it fails to Change to Board -- Worst of the 5. Also Sexy Vampire?
Negated
★★★★☆ (4.0/5.0)(1 vote)
Nicely cranks right into t2 shock+Gravecrawler, then t3 Mindcrank, just find a burn spell on their turn, and it's game over on t4.
j_mindfingerpainter
★★★☆☆ (3.0/5.0)(1 vote)
@ sonorhC: Tokens do enter the graveyard but they cease to exist once go there. That may have been what you meant but to me it wasn't clear.
Dankirk
★★★★☆ (4.0/5.0)(1 vote)
Gee, these "conditional" triggers are a joke. You can basicly completely forget about it, play like it didn't exist, and still have the requirements within two turns. Works in just about any black deck. I'd prefer if they made you do something more unique or just harder to achieve stuff.
That aside, a powerful card alone and also infinite comboable.
Sky8Palefur
★★★★☆ (4.0/5.0)(1 vote)
I forgot to add Duskmantle Guildmage
Emcee117
★★☆☆☆ (2.5/5.0)(2 votes)
Turn 4 too slow for you? Activate this friendly enchantment a turn earlier by showing a Chancellor of the Dross from your opening hand!
Degeh
★★★★☆ (4.2/5.0)(2 votes)
Turn 5, Bloodchief Ascension had counters on it. Will O' The Wisp and Drudge Skeletons kept me alive. I cast Traumatize.
LOLOLOLOOLLOOLOLLOLOLOLOOLLOLO PWNED
igniteice
★★★★☆ (4.0/5.0)(1 vote)
Stupidly powerful enchantment that takes almost no effort to activate and even less to utilize. Almost as 'easy' to play as Underworld Dreams in punishing opponents for playing the game.
you think it's good and you rate it high, but in play this in Commander and watch who loses 1st. Personally i wanted to card so bad in my B/U Edh deck. but the politics this card plays is everyone trying to take you down to keep counters off. in a grixis where possible red burn effects could help. end result i'd rather not play cards that basically say. all attacking creatures must attack me. so i took it out
Acorntail
☆☆☆☆☆ (0.0/5.0)
I run this in my Oona Mill EDH deck, and played it turn 1 in a casual six player game. Everyone was too distracted by a Purphoros, God of the Forge swarm deck very quickly dealing commander damage to everyone to worry about me, and thanks to that deck my counters were going up almost on everyone's turn.
Turn 7 I dropped Traumatize onto the Purphorous player, making them mill 42 cards, lose 84 life and making me gain 84 life. Suddenly, I'm the target.
Turn 8, I cast Mind Grind for 6, killing all but one player, who eventually succumbs to life lost after casting a spell and me countering with Psychic Strike.
I never expect to win like this again, but boy was it amazing.
Buderus
☆☆☆☆☆ (0.0/5.0)
This can work wonders in a pox deck; not only does it hurt your opponent more but fills up your life back to full.
Awesome card
Sorxores
☆☆☆☆☆ (0.0/5.0)
turn one Vampire lacerator Turn 2 Bloodchief ascension (and a second lacerator maybe)? If your lacerator connect you gain 1 counter Turn 3 attack with both lacerator (if at least one connect you gain 1 counter Opponent turn 3 Hideous End or any burn spell that deals 2 damage: counter 3, Bloodchief activated
OlvynChuru
☆☆☆☆☆ (0.0/5.0)
@Zokorad
No, Bloodchief Ascension does not have any immediate effect on the board, but neither do any of the other cards in the cycle. That's what the rest of the cards in your deck are for. Honestly, this one is easily the best card in the cycle. It doesn't matter if it doesn't give you any creatures or whatever because you don't need them! Just use kill spells like Hideous End to get rid of your opponent's creatures and use Undermine to counter their spells (Undermine earns special notice because it can counter a removal spell aimed at your Bloodchief Ascension AND put a counter on it). Even if your opponent has a decent board of creatures and you have no creatures, it is stupidly easily to outrace your opponent if you have this card out. The other ascensions will win the game if activated and left alone for long enough; this one can VERY easily make you win the game on your turn after you get the third counter on. Just cast Glimpse the Unthinkable and win automatically, or cast Mindcrank and win automatically. Not to mention that Bloodchief Ascension only costs ONE MANA. This card is insane.
Comments (106)
Maybe I'm being too harsh, It's kick ass in casual but not worth the cardboard its printed on in tourneys
And holy shit you can build decks around this bloodchief ascension
Utterly broken in multiplayer formats unless we get errata to make it target one opponent.
The ascension would still activate. It doesn't count the difference of life between the beginning and the end of the turn. It counts if they lost life this turn, at any point, and if so how much.
t1) goblin guide/lacerator
t2) bloodchief, swing for 2
t2 - opponents turn,burn opponent for 2+
t3) find some way to deal 2+ end turn, tadaa active
t4) Mind funeral?? for 8+ life drain (in fact if it mills 3 more you should win )
Also Bloodchief's Ascension + Memory Erosion make for an interesting combo, every spell they play becomes 4-6 life drain for you, that can be hard going for an opponent plus it works in multiplayer formats.
very good in black/red control/discard with lightning bolt and blightning and such
4.0
Like the other ascensions though, this is probably good in a longer game, or multiplayer game, where you can really milk out that 2 life drain effect.
With my opponent down to 14 life, one Mind Funeral is almost always enough to end the game. At one game, I was even lucky enough to cast a free Archive Trap with an online Bloodchief Ascension!! Devastating!!
if you can't deal 2 damage 3 turns stop playing magic
To activate it you need to deal damage to the opponent, so you are already on the road to victory.
When it is active it can win you the game, but it wins you the game for not winning the game.
since you were already on the road to win, but then it gets active and you have to focus on board control or milling. so this card distract you from the real goal.
So this card is to slow for aggro.
an awful combo card, since you could either focus on winning via damage or milling, now you have to do both.
and it doesn't really help control decks, since it doesn't give board control and it isn't finisher since it can win the game alone (at least not before it is active).
I only find use for it in draft.
otherwise it is either a win-more card. or a wasted slot. but it is cool anyway, just not a good card.
In reality its "if ANYTHING goes to the graveyard from anywhere".
So not only does this cover milling, discard, spells, and creature death.... but it also covers token death. An important aspect to note.
This is the second dumbest ascension next to Pyromancer. Although, on a side note, I think it is the best in terms of helping to win a game (or even winning a game). Back to my main point,
"Hey guys this card is nice put 4 in your decks don't forget black mana"
Some cards I look at and think "would it be too bad (good) if it cost
I know that there has to be not-good cards in order for there to be good cards, but it baffles me how they design a card like this while fixing (like a dog or cat) other cards that could otherwise be good but not brake the game.(exple: Mysteries o.t. Deep, Bull Rush as opposed to Vampire's Bite) Yes, they are making cards for different formats, however I think that cards like this and planeswalkers are creating too large a gap in between the different players (casual, tourney, poor, infrequent, aesthetically driven) who live in the same neighborhood, building, or room/apt. So as not to own some and not be owned by others I have to maintain a wide variety of decks.
I know Wizards needs to make a living, but the concept of "chase rares" is really annoying.
P.S. Most people I play Book Burning against (I have a flying goblins deck with four of them) oddly enough readily take the 6 damage. I would rather mill them but.... oh well.
One mana. Three counters. 2 damage by EACH end step. Even if this were something beyond a mythic rare, it would still be *** ridiculous and incredibly broken.
Cards like this just squeeze all the fun out of the game.
216.2. A token is subject to anything that affects permanents in general or that affects the token’s type or subtype. A token isn’t considered a card (even if represented by cards from other games or Unglued cards) and isn’t subject to any effect that specifically uses the word “card”.
but then it came to me that, YES this would work great with the discard deck I was going for
the only issue I have with it is that it makes an opponent "lose" life, it's not dealing damage
I point this out because I'm gonna run a fire servant megrim/underworld dreams combo
anywhere!?!?!
Oh look i powered it up. Tramatize, i win.
I mean good god why is this a one drop!?
Ugh... either way, that thing has the potential to make a game seriously ugly.
I'm thinking 4x Bloodchief Ascension, 4x Black Vise, 4x Lightning Bolt, Howling Mines, and lots of land destruction.
Well, unless it's MY field of course...
There are lots of combos to actually charge it and then to use it.
To charge it quickly, Staggershock comes to mind as well as a combination of Necrogen Censer and Throne of Geth. You should run this with Hideous End as removal. You could even make your opponent Sign in Blood if you're desperate!
To use it, I prefer Archive Trap over Traumatize because of its instant speed and the chances to cast it for
Oh and also, this guy can also help you to finish charging it or to use it. It's good to fetch the combo because, you know, theoretical perfect hands that kill in 3-4 turns don't happen that often ;p
Player 2 I Mental Misstep it
Player 1 I Mental Misstep your Mental Misstep, Blood chief resolves
End of turn, Puts counter on bloodchief
Player 2 "hey why are you putting a counter on… oh wait darn."
Player 2's turn draws and plays a land
Player 1 turn 2 I lightning bolt you
Player 2 No spell pierce it
Player 1 I mental misstep your spell pierce
Player 2 Okay I mental misstep your Mental misstep with the mental misstep that I just drew
.. O wait darn it
Player 1 High fives self
Player 2's second turn I play a fetch land and sac for island
Player 1 I lightning bolt you and at the end of turn after the counter was put on the ascension I archive trap you
turn 2 win
That is what happened to me and my friend when we were Proxing the new cards
Shows the power of this with Pyrexian mana
Thanks for any help clarifying!
And here I thought Luminarch Ascension was too over-dominating to the game for only TWO mana...
there is only one end step a turn, its at the end of the turn, each phase does not get its own end step
the reason it reads "each end step" is because it can activate on your own or your opponents end step, rather than just at your end step, or at the end of your opponents end step
It just seems far too solid to ignore.
Well, I guess that's why you'll find me at the Draft table, and not FNM.
That aside, a powerful card alone and also infinite comboable.
Will O' The Wisp and Drudge Skeletons kept me alive.
I cast Traumatize.
LOLOLOLOOLLOOLOLLOLOLOLOOLLOLO PWNED
Would this be viable with Guttersnipe?
Turn 7 I dropped Traumatize onto the Purphorous player, making them mill 42 cards, lose 84 life and making me gain 84 life. Suddenly, I'm the target.
Turn 8, I cast Mind Grind for 6, killing all but one player, who eventually succumbs to life lost after casting a spell and me countering with Psychic Strike.
I never expect to win like this again, but boy was it amazing.
Awesome card
Turn 2 Bloodchief ascension (and a second lacerator maybe)? If your lacerator connect you gain 1 counter
Turn 3 attack with both lacerator (if at least one connect you gain 1 counter
Opponent turn 3 Hideous End or any burn spell that deals 2 damage: counter 3, Bloodchief activated
No, Bloodchief Ascension does not have any immediate effect on the board, but neither do any of the other cards in the cycle. That's what the rest of the cards in your deck are for. Honestly, this one is easily the best card in the cycle. It doesn't matter if it doesn't give you any creatures or whatever because you don't need them! Just use kill spells like Hideous End to get rid of your opponent's creatures and use Undermine to counter their spells (Undermine earns special notice because it can counter a removal spell aimed at your Bloodchief Ascension AND put a counter on it). Even if your opponent has a decent board of creatures and you have no creatures, it is stupidly easily to outrace your opponent if you have this card out. The other ascensions will win the game if activated and left alone for long enough; this one can VERY easily make you win the game on your turn after you get the third counter on. Just cast Glimpse the Unthinkable and win automatically, or cast Mindcrank and win automatically. Not to mention that Bloodchief Ascension only costs ONE MANA. This card is insane.
5/5
Zur's Weirding.