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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Bloodchief Ascension
Image from Wizards.com

Bloodchief Ascension

Reviewed November 25, 2009

Constructed: 3.25
Casual: 4.25
Limited: 3.75
Multiplayer: 4.67

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


Bloodchief Ascension

At first glance, it's a bit fiddly, since it doesn't do anything until you get three quest counters on it. But this is a bit of a subversion, since it only costs one mana (which means you can get it out plenty early enough to have it charged fairly soon) and the thing you have to do to make it fire is damage your opponent, which you probably wanted to do anyway. And the good news is, once you get it charged up, it'll damage the opponent a lot more and gain you life in the process.

Constructed- 3
Casual- 4
Limited- 4
Multiplayer- 4.75

David Fanany

Player since 1995

Bloodchief Ascension

I am a huge, huge fan of this card, which seems to fit so perfectly into so many different parts of the game. It even punishes your opponents for playing with Ravnica dual lands. Scrounge up your old copies of Dauthi Slayer, and while you are, ponder which is the best part about becoming a bloodchief: no longer having to attack to win the game, or the stylish outfits?

Happy Thanksgiving!

Constructed: 3/5
Casual: 4/5
Multiplayer: 4/5
Limited: 3/5

The Missing Linc

-Balding for just over 5 years
-Playing MTG for just over 10

Bloodchief Ascension
Man do I love this card. This card is a multiplayer's dream card. Unfortunately in multiplayer, when you play this, you are often putting a target on your head. So, plan to have some good defensive blockers ready as people will be hesitant to attack anyone but you for fear of this thing getting a counter on it. I have already toyed around with this in a few casual decks and love it. Mill them for 10 cards...gain 20 life, they lose 20 life. Simple as that. However, in a mill deck, it is a little difficult to get the counters on it as so much tends to be dedicated to mill. Thus, in a two player constructed deck, this is a secondary way to get some damage out there in the later game. This is one of my favorites. Not sure it will break much into competetive constructed, but I still love it.
Constructed: 3
Casual: 5
Limited: 4
Multiplayer: 5
Michael "Maikeruu" Pierno

Today's card of the day is Bloodchief Ascension another of Zendikar's quests that gains counters whenever an opponent loses two or more life.
The actual effect is fairly powerful as each time a card is put into an opponent's graveyard they lose two life and you gain two life. With this card almost any kind of deck destruction can lead to a very quick defeat for your opponent and at a single mana the threat can be on the board and dealing damage early in the game.

In Constructed and Casual this can see some serious play as a new archetype or simply as an alternate faster win condition for deck destruction. Some sort of enchantment removal may wind up becoming standard sidedeck material if this takes off.

With Limited the power is drastically reduced, but still noticeable.
Three turns of two damage each can be a tall order and fewer cards are available to take advantage of for a combo. Generally not a top pick in Booster unless you plan on drafting Hedron Crabs and reliable sources for the two damage. In Sealed it is even more difficult to assemble a viable deck, but if Black seems to be a playable color Ascension only needs to deal damage once to be more than worth the mana cost.

In Multiplayer this is a truly impressive card as it can gain a counter for every turn during which any opponent lost at least two life. With the counters in place the life gain and damage are an excellent advantage which leaves opponents little recourse aside from actually removing the enchantment itself. This is lessened somewhat as actual deck destruction is weaker in the format, so without the quest the rest of the deck is underpowered. Even with that weakness few cards can dominate the format as efficiently as this and it is worth playing four of in an appropriately designed build. (Also, note that it can only add one counter each turn even if all opponents receive two or more damage.)

Constructed: 4.0
Casual: 4.0
Limited: 3.0
Multiplayer: 4.5

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