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Bloodchief Ascension PLST

Other printings of "Bloodchief Ascension": PLST #ZEN-82 ZEN #82 CMM #139 CMM #504 CMM #636

Card

id71355
artistAdi Granov
artistIdscc30857e-acd0-494f-9598-8ec95cd452d9
asciiName
attractionLights
availabilitypaper
boosterTypesdefault
borderColorblack
colorIdentityB
colorIndicator
colorsB
defense
duelDeck
edhrecRank756
edhrecSaltiness0.99
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion2003
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{B}
manaValue1
nameBloodchief Ascension
numberZEN-82
originalPrintings
originalReleaseDate2021-11-19
originalText
otherFaceIds
power
printingsCMM, PLST, ZEN
promoTypes
rarityrare
rebalancedPrintings
relatedCards
securityStamp
setCodePLST
side
signature
sourceProducts{'nonfoil': ['71048738-4d74-5f1c-8dc2-5b16f996cbc6', '793cffee-a608-56fe-a2dc-feccb9af38c5', 'd41e5021-de07-569d-b133-c7e058c2f31b', 'f5f30fc8-0b27-5c44-b9b1-43250ae3ebf1']}
subsets
subtypes
supertypes
textAt 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.
toughness
typeEnchantment
typesEnchantment
uuid48f450aa-5f65-5492-8b9a-15aa82ddb87e
variations
watermark
setNameThe List

Identifiers

id71355
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId252779
cardsphereFoilId
cardsphereId83234
deckboxId61952
mcmId583919
mcmMetaId10876
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Ida5bd90a0-98e8-5cd1-9662-55bd5fcbd4bb
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId4f5e236a-b3ad-4174-995b-3cbeaaaa0e98
scryfallIllustrationIdab96c2a4-1653-4455-a9dd-b1e9f70eb768
scryfallOracleIdd5ea905b-4bb6-48d0-9082-c472703db550
tcgplayerEtchedProductId
tcgplayerProductId254551
uuid48f450aa-5f65-5492-8b9a-15aa82ddb87e

Legalities

id71355
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneer
predhLegal
premodern
standard
standardbrawl
timeless
uuid48f450aa-5f65-5492-8b9a-15aa82ddb87e
vintageLegal

Purchase URLs

id71355
cardKingdomhttps://mtgjson.com/links/42e596819f2765ac
cardKingdomEtched
cardKingdomFoil
cardmarkethttps://mtgjson.com/links/382187fbe6437e03
tcgplayerhttps://mtgjson.com/links/5e9c5d04104a47bd
tcgplayerEtched
uuid48f450aa-5f65-5492-8b9a-15aa82ddb87e

Foreign Data (per language)

No foreign data.

Rulings

datetext
2009-10-01Bloodchief 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.
2009-10-01Bloodchief 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.
2009-10-01Bloodchief 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.
2009-10-01Bloodchief 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.
2009-10-01For 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.

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