Bloodchief Ascension (TLE #23)

Bloodchief Ascension — Avatar: The Last Airbender Eternal

Bloodchief Ascension is a mythic printing from Avatar: The Last Airbender Eternal (TLE #23), a Enchantment. Illustrated by Viacom.

Card text

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.

Details

Mana cost {B}
Type Enchantment
Rarity Mythic
Set Avatar: The Last Airbender Eternal (TLE)
Collector number 23
Artist Viacom
Released 2025-11-21

Current price

As of 2026-10-19, Scryfall listed this printing at non-foil $15.18, foil $15.58 (USD). Prices change constantly, so check the live price before buying.

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Legality

Standard Not legal
Future Standard Not legal
Historic Legal
Timeless Legal
Gladiator Legal
Pioneer Not legal
Modern Legal
Legacy Legal
Pauper Not legal
Vintage Legal
Penny Dreadful Legal
Commander Legal
Oathbreaker Legal
Standard Brawl Not legal
Brawl Legal
Competitive Brawl Legal
Alchemy Not legal
Pauper Commander Not legal
Duel Commander Legal
Old School Not legal
Premodern Not legal
PrEDH Legal
TLR Legal

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Rulings

  • October 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.
  • October 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.
  • October 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.
  • October 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.
  • October 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.