Card
Bloodchief Ascension
Mana cost {B}
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.) Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Part of 5 known combos, 3 of them two-card. 5 official rulings.
- Commander
- Legal
- Printing
- Rare · ZEN · #82
- Cheapest printing
- €15.29
- EDHREC salt
- 1.14
- Color identity
- Black
Bracket
- B1 Exhibition — Not in the same deck as its two-card combo partners: Mindcrank, The Master of Lake-town, Zur's Weirding
- B2 Core — Not in the same deck as its two-card combo partners: Mindcrank, The Master of Lake-town, Zur's Weirding
- B3 Upgraded — Not in the same deck as its early two-card combo partners: Mindcrank, The Master of Lake-town, Zur's Weirding
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- Two-card combo with Mindcrank, The Master of Lake-town, Zur's Weirding (early with Mindcrank, The Master of Lake-town, Zur's Weirding)
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
5 known combos, 3 of them two-card.
- Bloodchief Ascension + Mindcrank
Produces: Infinite mill, Near-infinite lifegain, Near-infinite lifegain triggers
View on Commander Spellbook - Bloodchief Ascension + The Master of Lake-town
Produces: Infinite mill, Near-infinite lifegain, Near-infinite lifegain triggers
View on Commander Spellbook - Zur's Weirding + Bloodchief Ascension
Produces: Your opponents mill cards instead of drawing them, Lock
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2009-10-01 · Wizards of the Coast
Bloodchief Ascension's second ability doesn't behave like a leaves-the-battlefield triggered ability, since the card put into an opponent's graveyard may come from anywhere. If a Bloodchief Ascension with three quest counters on it and a permanent an opponent owns are destroyed at the same time, for example, the game will not "look back in time" at the game state, and Bloodchief Ascension's second ability won't trigger. - 2009-10-01 · Wizards of the Coast
Bloodchief Ascension's first ability checks only whether life was lost. It doesn't care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Bloodchief Ascension's first ability will still trigger. - 2009-10-01 · Wizards of the Coast
For the first ability to trigger, a single opponent must have lost 2 life. Two opponents each losing 1 life won't cause it to trigger. It will trigger a maximum of once per turn, no matter how many opponents have lost 2 or more life. - 2009-10-01 · Wizards of the Coast
Bloodchief Ascension's first ability has an "intervening 'if' clause." It won't trigger at all unless an opponent has already lost 2 or more life by the time the end step begins. - 2009-10-01 · Wizards of the Coast
Bloodchief Ascension's first ability checks how much life was lost by each opponent over the course of the entire turn, even if Bloodchief Ascension wasn't on the battlefield the whole time.
Rulings: Scryfall · Wizards of the Coast