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

Image from Wizards.com

Top 10 Cards of 2009:
Bloodchief Ascension


Reviewed January 5, 2009

Constructed: 3.50
Casual: 4.00
Limited: 3.33
Multiplayer: 3.90

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

Click here to see all our 
Card of the Day Reviews 


Bloodchief Ascension

Of all the Ascensions, this one is the easiest to charge up since it gets counters for something you'd want to do anyway. That and Beastmaster Ascension, but that takes seven counters whereas this one takes three. Once you have it charged, life will leak out of your opponent like water from a sponge, as you gain it just as quickly. All you have to do at that point to drain your opponent to death is put cards into their graveyard, either by destroying their creatures, making them discard cards, or milling them-- all things black is quite good at doing! Okay, milling is more blue, but still.

Constructed- 3.5
Casual- 4
Limited- 4
Multiplayer- 4.25

David Fanany

Player since 1995

Bloodchief Ascension

So far, this card has been a little underused in constructed, but its day may be coming. For black decks without red, it offers almost the (un)Holy Grail: every Doom Blade and Duress that would have been a little underwhelming past the fourth turn or so turn into direct damage. Try it with Traumatize!

Constructed: 3/5
Casual: 4/5
Limited: 3/5
Multiplayer: 2/5

Michael "Maikeruu" Pierno

Today's number nine card on the countdown is Bloodchief Ascension which
is a Zendikar quest 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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