Archmage Ascension
Enchantment
$4.69
Market price
$14.50
Foil
3
Public decks
Rules Text
Card Facts
Legality
Commander
LegalDuel Commander
LegalLegacy
LegalModern
LegalOathbreaker
LegalPenny Dreadful
LegalPreDH
LegalTLR
LegalVintage
LegalAlchemy
Not legalBrawl
Not legalCompetitive Brawl
Not legalFuture
Not legalGladiator
Not legalHistoric
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPioneer
Not legalPremodern
Not legalStandard
Not legalStandard Brawl
Not legalTimeless
Not legalRulings
- Oct 1, 2009 · Wizards of the Coast
Archmage Ascension’s first ability has an “intervening ‘if’ clause.” It won’t trigger at all unless you’ve already drawn two or more cards by the time the end step begins.
- Oct 1, 2009 · Wizards of the Coast
If an effect would cause you to draw multiple cards while Archmage Ascension has six or more quest counters on it, each individual draw may be replaced by Archmage Ascension’s effect. Process the draws one at a time. Even if you use the reasonable shortcut of finding all of the cards at once and only physically shuffling once, the game will consider you to have searched and shuffled once per card.
- Oct 1, 2009 · Wizards of the Coast
If a spell or ability causes you to put cards in your hand without specifically using the word “draw,” Archmage Ascension’s abilities ignore it.
- Oct 1, 2009 · Wizards of the Coast
If two or more replacement effects would apply to a card-drawing event, the player who’s drawing the card chooses what order to apply them. It’s possible that after applying one of them, the others will no longer be applicable because the player would no longer draw a card. For example, if you control more than one Archmage Ascension with six quest counters on it and you would draw a card, each Archmage Ascension’s replacement effect could apply. Once you use one, the rest are no longer applicable.
Every version
Each printing we have of this card; pick one to see its price and set.
Decks using this card
3 public decks run Archmage Ascension.


