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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

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Temur Ascendancy
- Khans of Tarkir

Reviewed Sep. 29, 2014

Constructed: 3.25
Casual: 3.62
Limited: 3.33
Multiplayer: 3.50

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


Deck Garage

Temur Ascendancy

Cards that grant other creatures haste have had a... volatile history. The best-known one, Fires of Yavimaya, defined an archetype. The rest... not so much. Plenty of creatures have been able to do it, but usually as an activated ability. Instants and sorceries that do it pretty much have to have extra effects on top of that, because if you're paying extra mana to give a creature haste, that means you're playing the creature at least one turn later than you could've (and thus not actually attacking with it any sooner than you could've). Static abilities like this are usually the most promising. That's how Fires of Yavimaya did it. I had high hopes for Emblem of the Warmind and Madrush Cyclops, but one of them had to attach to a creature that was presumably joining the fight, and the other one had to compete with Bloodbraid Elf at the four-mana slot.

The real power here though is the extra draw power. If you drop a 4-power creature, not only are you swinging with an extra 4, but you're also drawing a card. If that card is a creature, and you have mana left enough to play it, this card could enable alpha strikes out of nowhere, in much the way that Fires of Yavimaya once did. The three-color requirement means that decks built around it aren't likely to be as fast as Fires decks of old, but midrange and casual Timmy decks will get a big kick out of this.

Constructed- 3.5
Casual- 4.5
Limited- 3.75
Multiplayer- 4.5


Magic The Gathering Card of The Day: Temur Ascendancy
Welcome back readers todays card of the day is the power Temur enchantment. This card provides haste to each creature you control making every threat an immediate must deal with. In addition being able to draw a card every time you play a large powerful creature means you should be able to keep a constant stream of threats coming. In standard Temur colored decks I think have some of the most powerful cards, the huge green monsters available to decks provide the backbone for some really great agro and midrange decks. Outside of standard I don’t foresee this card having much of an impact competitively. In casual and multiplayer haste is a great mechanic and once again being able to refill your hand is also great three different colored mana may occasionally be a strain but its cheap mana cost wise. In limited it’s a solid card for aggressive decks in the colors. Overall a card with solid constructed and casual applications.

Constructed: 3.0
Casual: 3.0
Limited: 2.5
Multiplayer: 2.5

Michael "Maikeruu" Pierno

Today's card of the day is Temur Ascendancy which is a three mana Green, Blue, and Red enchantment that gives your creatures Haste and whenever one with power of 4 or greater enters play under your control you may draw a card.  Haste is nice to have, though other options exist for giving it to all of your creatures, and the card draw effect is beneficial if somewhat limited in scope.  In the right three color deck this can be an asset and may see play in Commander as support, though it is unlikely in any other format as the color requirements and fairly minor effects aren't enough to justify slots in a deck.
For Limited this can add some useful effects for a Temur clan and in a dedicated Sealed build is worth including, though only if already using those colors.  The three colors and situational effects are not worth the pick in Booster and it is safe to pass in most situations.
Constructed: 3.0
Casual: 3.0
Limited: 3.0
Multiplayer: 3.0


Deck Garage

Temur Ascendancy
Each of the different clans has their own three mana ascendancy enchantment. The Temur one fits its "attack with big creatures" theme. Giving all of your creatures haste and drawing a card when big ones enter is a pretty powerful effect. 
The haste can be really helpful not only for attacking, but for effectively making your mana-producing creatures cost one less, since they can tap when they enter the battlefield. This makes it easier to get the 4 power creatures out.
But is it reasonable to have a deck with enough 4 power creatures to take full advantage of the second effect? That is yet to be seen, but I think it's highly possible. Khans has given the Temur clan lots of big creatures with low cost. 
If you get this in limited, it's a great benefit - assuming your deck can manage the three colors.
Constructed: 3.5
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0

David Fanany
Temur Ascendancy
Oh my gosh it's Fires of Yavimaya! Except part-blue for some reason. Color identity worries aside, this card is an insane rush to play with and insanely frightening to play against. It's even more upside than Fires of Yavimaya (and Fires is already all upside), and addresses the fear of running out of creatures that Fires-style decks traditionally hold. Now all we need is a Saproling Burst analogue in Fate Reforged, and we can party like it's 2001 again.
Constructed: 4/5
Casual: 5/5
Limited: 4/5
Multiplayer: 4/5

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