COMMANDER MASTERS

Bloodchief Ascension

Bloodchief Ascension

血の長の昇天


エンチャント


各終了ステップの開始時に、このターンに対戦相手1人が2点以上のライフを失っていた場合、血の長の昇天の上に探索カウンター1個を置いてもよい。 カード1枚がいずこかから対戦相手の墓地に置かれるたび、血の長の昇天の上に3個以上の探索カウンターがある場合、「そのプレイヤーは2点のライフを失う。」を選んでもよい。そうしたなら、あなたは2点のライフを得る。


Illustrated by Warren Mahy

· Commander Masters (CMM)


Bloodchief Ascension


#636 · Rare · Japanese · Nonfoil/Foil


Legal Formats

Standard
Pioneer
Modern
Legacy
Vintage
Commander
Oathbreaker
Alchemy
Explorer
Historic
Timeless
Brawl
Pauper
Penny

Variants

Under Construction

Prints


Rulings


2009-10-01 : Bloodchief 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.

2009-10-01 : Bloodchief 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.

2009-10-01 : Bloodchief 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.

2009-10-01 : Bloodchief 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.

2009-10-01 : For 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.

Comments

Under Construction