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Mechanics | Skeleton | The Copperspine | Fall Of The Grandfather |
CardName: Divine Ascension Cost: W Type: Enchant - Aura Pow/Tgh: / Rules Text: At the beginning of your upkeep put a Destiny counter on Divine Ascension. If Divine Ascension has 5 or more Destiny counters on it, Enchanted creature gets +5/+5 Lifelink and flying, and becomes indestructible. If a spell or ability an opponent controls causes you to discard Divine Ascension, put it onto the battlefield with three destiny counters on it instead of putting it into your graveyard. Flavour Text: Set/Rarity: Flames of Ardor Rare At the beginning of your upkeep put a Destiny counter on Divine Ascension.
If Divine Ascension has 5 or more Destiny counters on it, Enchanted creature gets +5/+5 Lifelink and flying, and becomes indestructible. If a spell or ability an opponent controls causes you to discard Divine Ascension, put it onto the battlefield with three destiny counters on it instead of putting it into your graveyard. |
Code: RW04 History: [-] Add your comments: |
So Putrid Imp + this = turn 1 6/6 indestructible lifelink flyer? Or Tireless Tribe, Aquamoeba, or Wild Mongrel? No, you can't do that. You could use the terminology from Wilt-Leaf Liege:
> If a spell or ability an opponent controls causes you to discard ~, put it onto the battlefield with five destiny counters on it instead of putting it into your graveyard.
Even that would be crazily swingy compared to Metrognome, Guerilla Tactics, Dodecapod and Wilt-Leaf Liege, though. Let it arrive with two or three destiny counters and that might be fairer.
Yes. sounds like a better idea.