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Bloodchief Ascension

cmmCommander Masters#139rare
{B}
Treatments
Foil
Market price · TCGplayer
updated 2026-06-21
Nonfoil$21.23
Low $18.00Mid $21.78Buylist
Foil$20.91
Low $19.70Mid $23.72Buylist
All finishes · 30d
updated 21h ago
Nonfoil$21.23 -1.7%
Foil$20.91 +0.3%
Card details
Artist
Adi Granov
Frame
2015
Language
EN
Border
black
Security stamp
oval
Format legality
AlchemyNot legal
BrawlLegal
CommanderLegal
DuelLegal
Future StandardNot legal
GladiatorLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
Old SchoolNot legal
PauperNot legal
Pauper CommanderNot legal
PennyLegal
PioneerNot legal
PreDHLegal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessLegal
Tiny LeadersLegal
VintageLegal
Oracle text

Enchantment

At 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.

Abilities
TriggeredAt 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.)
TriggeredWhenever 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.
Plays as
DrainMill Payoff
Flavor & art
Illustrated by
Adi Granov
Rulings
  • WotCOct 1, 2009

    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.

  • WotCOct 1, 2009

    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.

  • WotCOct 1, 2009

    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.

  • WotCOct 1, 2009

    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.

  • WotCOct 1, 2009

    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.