Duh! What a miss of the BG planeswalker with LftL...
Tapping lands and watching the sky falling since 1995.
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Elen Síla Lúmenn Ommentielvo!
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The problem with Archmage ascension is, that you will obviously win anyways if only you draw two cards for six turns. I guess they are aiming at Howling mine with the card. It could be pretty broken in T2 howling mine/time sieve decks.
TS Crew
Does Enchantress like this card?
http://forums.mtgsalvation.com/attac...1&d=1252382561
Luminarch Ascension -![]()
Enchantment
At the beginning of each of your opponent's end steps, if you took no damage this turn, you may put a quest counter on ~.
: Put a 4/4 Angel token with flying onto the battlefield. Activate this ability only if there are 4 quest counters on ~.
Notice no sacrifice on this one. Seems good, when are you taking damage in Enchantress?
But as always there is Mesa :0
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I think its great in multiplayer if but else its just too slow.
This card looks really awesome. I guess it could be a good addition to Enchantress.
Seems bad in Enchantress, at least just not as good as Sigil. Ascension is too slow. Instead of dropping it early, which is the only time it would be good because it needs to build up counters, you need to be setting up board position. With Sigil you can drop it when you want to win and have instant 4/4's.
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I realize that this is a T2 play, but Ranger of Eos for Scythe Tiger x2 in a deck with Knight of the Reliquary seems pretty powerful.
LED, LED, Announce my intention to play Yawgmoth's Bargain...
Luminarch Ascension is pretty sick in a format with so many good removal spells.
If the thing is active you can spam 4/4 flyers formultiple times a turn at instant speed! Its more or less an instant win from there because you can spam angels in his end step after the last quest counter went on in.
Very good against control decks and with white for Ascension 4-8 Swords/Path aren't far fetched to even get it active against other non-red decks. The card even does something for you when cast as your opponent has to deal damage to you or find an answer hopefully overextending in a way you can profit from.
As for the Krosan Grip arguement: In a deck with Counter/Top or lots of other enchantments it doesn't matter.
TS Crew
Anyone have any opinions the the Archmage Ascension card?
Archmage Ascension 2U
Enchantment Rare
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.
I dunno if this was talked about yet or not.
I really like it as a concept -> doesn't it just seem slow though?
xTrainx, read the thread (or just the last couple pages) before you post, please!
The hardest part about fulfilling the Luminarch Ascension will be not using fetchlands, heh! I am super excited about this card. I have the feeling it might be the next EE or Chalice (cards that start off worth nothing, but later jump in price).
If it's "at the beginning of the end step" then you can fetch after putting the quest counter on the card. Honestly I don't see how it's going to be all that great in the eternal formats since you've got to wait through four of your opponent's turns before you get to use it.
Ascension is an interesting card...powerful effect, but wow does it suck if drawn a bit later in the game, so it would ask for some Brainstorms and Tops along with it to avoid that.
My first thought was to actually play it in Aggro and give it some mid- to lategame power, similar to Sylvan Library. Decks like Zoo often don't are attacked until later in the game because the opponent needs to stay on defense...
georgjorgeGeistreich sind schon die anderen.
Basically think of it as having Suspend 4 -- 1W, when an opponent damages you, add a time counter (and it can't have more than 4 time counters on it). The point is that it's nice to play it early when you might have 2 spare mana, and use it only later. If you have a deck with Plows, Paths, maybe Wraths, blockers, or planeswalkers that soak up a lot of attacks (helllooo, Elspeth!), you can reasonably expect to complete the quest, I think.
Actually I was misreading it, since you can just crack fetches on your own turn. That makes it even better.
EDIT: Also, did we really need ANOTHER version of Cancel? That's three versions just in Standard alone!
Sad to see Bloodghast is a rare. I don't even care about the haste, I just want to Buried Alive or Survival multiples of these away, then sacrifice them for profit (Bone Splinters, Attrition?).
Nissa Revane: wow, awkward to open in pack 3 of a draft, lol.
http://ww2.wizards.com/Magic/Orb/xq2oa0vfsa.aspx
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Just saying.
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