Ascend is a spell/static ability that can alter effects of spells and characteristics of permanents.
When a spell with Ascend resolves and you control ten or more permanents, you get the City's Blessing for the rest of the game. Following spells with Ascend can have additional boni. Also, permanents with Ascend already on the battlefield may get boni as soon as you get the City's Blessing -- although they were played in previous turns.
The City's Blessing is not a permanent, token or emblem and therefore can't be removed by any other effect once aquired. The image above simply acts as a reminder.
Expansion Info[]
Ascend was introduced into Magic Arena with Rivals of Ixalan (closed beta).
Video[]
Watch this explanatory video to see how this game concept works.
Comprehensive Rules[]
Comprehensive Rules (August 7, 2020)
- 702.130. Ascend
- 702.130a Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
- 702.130b Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
- 702.130c The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time.
- 702.130d After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.
Ascend Card List[]
25 results | ||
Arch of Orazca (0) Land Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) : Add . |
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Deadeye Brawler (4) Creature — Human Pirate (2/4) Deathtouch Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) |
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Dusk Charger (4) Creature — Horse (3/3) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Dusk Charger gets +2/+2 as long as you have the city's blessing. |
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Expel from Orazca (2) Instant Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead. |
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Golden Demise (3) Sorcery Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) All creatures get -2/-2 until end of turn. If you have the city's blessing, instead only creatures your opponents control get -2/-2 until end of turn. |
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Kumena's Awakening (4) Enchantment Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card. |
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Mausoleum Harpy (5) Creature — Harpy (3/3) Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) |
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Orazca Relic (3) Artifact Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) : Add . |
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Pride of Conquerors (2) Instant Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead. |
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Radiant Destiny (3) Enchantment Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As Radiant Destiny enters the battlefield, choose a creature type. |
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Resplendent Griffin (3) Creature — Griffin (2/2) Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) |
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Secrets of the Golden City (3) Sorcery Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead. |
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Serra Ascendant (1) Creature — Human Monk (1/1) Lifelink (Damage dealt by this creature also causes you to gain that much life.) As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying. |
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Simic Ascendancy (2) Enchantment : Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. |
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Skymarcher Aspirant (1) Creature — Vampire Soldier (2/1) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing. |
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Slippery Scoundrel (3) Creature — Human Pirate (2/2) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Slippery Scoundrel has hexproof and can't be blocked. |
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Snubhorn Sentry (1) Creature — Dinosaur (0/3) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Snubhorn Sentry gets +3/+0 as long as you have the city's blessing. |
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Spire Winder (4) Creature — Snake (2/3) Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) |
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Storm Fleet Swashbuckler (2) Creature — Human Pirate (2/2) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Storm Fleet Swashbuckler has double strike as long as you have the city's blessing. |
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Tendershoot Dryad (5) Creature — Dryad (2/2) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. |
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Tilonalli's Summoner (2) Creature — Human Shaman (1/1) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever Tilonalli's Summoner attacks, you may pay . If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing. |
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Timestream Navigator (2) Creature — Human Pirate Wizard (1/1) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) , , Put Timestream Navigator on the bottom of its owner's library: Take an extra turn after this one. Activate this ability only if you have the city's blessing. |
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Twilight Prophet (4) Creature — Vampire Cleric (2/4) Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) |
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Vona's Hunger (3) Instant Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Each opponent sacrifices a creature. If you have the city's blessing, instead each opponent sacrifices half the creatures they control, rounded up. |
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Wayward Swordtooth (3) Creature — Dinosaur (5/5) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. |
Abilities | Evergreen Abilities: Deathtouch • Defender • Double Strike • Enchant • Equip • First Strike • Flash • Flying • Haste • Hexproof • Indestructible • Lifelink • Menace • Prowess • Reach • Trample • Vigilance • Ward
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Other Keyword Abilities: Affinity • Afflict • Afterlife • Aftermath • Ascend • Blitz • Boast • Cascade • Casualty • Changeling • Cleave • Companion • Compleated • Convoke • Crew • Cycling • Decayed • Disturb • Embalm • Escape • Eternalize • Evoke • Evolve • Exalted • Exploit • Fabricate • Fear • Flashback • Foretell • Hideaway • Improvise • Jump-Start • Kicker • Landwalk • Living Weapon • Madness • Menace • Mentor • Modular • Mutate • Ninjutsu • Outlast • Overload • Persist • Protection • Prowess • Rebound • Reconfigure • Riot • Scavenge • Shroud • Spectacle • Split Second • Storm • Training • Transform • Undying • Unearth
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Ability Words | Addendum • Constellation • Enrage • Landfall • Magecraft • Raid • Revolt • Undergrowth | |
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Actions | Adapt • Amass • Connive • Exert • Explore • Investigate • Learn • Phase out • Proliferate • Surveil • Venture into the Dungeon |