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Bloodchief Ascension
Also known as
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.
Rulings (5)
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.
Oct 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.
Oct 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.
Oct 1, 2009
Legality
Formats by platform
Commander
Competitive
Digital
Community & retro
Printings (6)
CMM#139$20.64
Commander Masters
TLE#23$14.31
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