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Temur Elevator

Land

Card text

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

tap this permanent: Add one green mana, one blue mana, or one red mana. If you don't have the city's blessing, you lose 1 life.

Showing Mystery Booster 2#619

Price

0.27 $

1 printing

Daily estimate from Scryfall, not a shop quote.

Temur Elevator rulings

  • Temur Elevator’s last ability is a mana ability. It doesn’t use the stack and can’t be responded to.

  • Once you have the city’s blessing, you have it for the rest of the game, even if you lose control of some or all your permanents. The city’s blessing isn’t a permanent itself and can’t be removed by any effect (well, except by Naturalize 2).

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren’t permanents.

  • If you control ten permanents but don’t control a permanent or resolving spell with ascend, you don’t get the city’s blessing. For example, if you control ten permanents, lose control of two, then play Temur Elevator, you won’t have the city’s blessing.

  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterward (most likely due to the “legend rule” or due to being a creature with 0 toughness), you get the city’s blessing before it leaves the battlefield.

  • Ascend on a permanent isn’t a triggered ability and doesn’t use the stack. Players can respond to a spell that will give you your tenth permanent, but they can’t respond to you getting the city’s blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can’t respond before you get the city’s blessing.

  • Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

  • Playtest cards use a modified version of game symbols, such as tap this permanent and one white mana. These modified symbols should be treated as the standard symbols during play.

  • For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

Temur Elevator keyword rules

Ascend Rule 702.131

Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”

Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”

The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time.

After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.

Temur Elevator format legality

Constructed

  • StandardNot legal
  • PioneerNot legal
  • ModernNot legal
  • Future StandardNot legal

Eternal

  • LegacyNot legal
  • VintageNot legal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulNot legal

Commander

  • CommanderNot legal
  • OathbreakerNot legal
  • Pauper CommanderNot legal
  • Duel CommanderNot legal
  • PreDHNot legal

Arena & online

  • HistoricNot legal
  • TimelessNot legal
  • AlchemyNot legal
  • GladiatorNot legal
  • BrawlNot legal
  • Standard BrawlNot legal
  • Competitive BrawlNot legal

Other

  • TLRNot legal

All printings of Temur Elevator 1

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Card data

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