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Card Info
Temur Ascendancy
Enchantment
Creatures you control have haste.
Whenever a creature you control with power 4 or greater enters, you may draw a card.
Illustrated by: Jaime Jones
Watermark: Temur
Legal Formats
Alchemy
Brawl
Commander
Duel
Explorer
Future
Gladiator
Historic
Legacy
Modern
Oathbreaker
Oldschool
Pauper
Paupercommander
Penny
Pioneer
Predh
Premodern
Standard
Standardbrawl
Timeless
Vintage
Khans of Tarkir (KTK)
#207 - rare - en
Sets & Prices
Prints | USD | USD Foil | TIX |
Khans of Tarkir | $7.00 | $14.53 | 0.02 |
Tarkir: Dragonstorm Commander | $4.29 | - | 0.18 |
Time Spiral Remastered | $7.49 | $23.34 | 0.06 |
Khans of Tarkir Promos | $10.35 | $16.39 | - |
Khans of Tarkir Promos | - | $22.17 | - |





Rulings
If a creature is entering the battlefield under your control, consider static abilities to determine whether its power is 4 or greater. Spells, activated abilities, and triggered abilities can't be used to raise the creature's power in time to have Temur Ascendancy's last ability trigger or to lower it in time to stop it from triggering.
(2021-03-19)
Once the last ability of Temur Ascendancy has triggered, lowering the power of the creature won't stop you from drawing a card.
(2021-03-19)
If Temur Ascendancy leaves the battlefield, creatures you control lose haste. If they haven't been under your control since the turn began and don't otherwise have haste, they can't attack this turn. If they've already attacked, they remain attacking creatures.
(2021-03-19)