
Airbender Ascension
Enchantment$1.63
When this enchantment enters, airbend up to one target creature. Whenever a creature you control enters, put a quest counter on this enchantment. At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Legal in Commander
Is
Does
Rewards
Combos 48
Airbender Ascension + The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Sakashima of a Thousand Faces using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Sakashima of a Thousand Faces. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Airbender Ascension + The Legend of Kuruk // Avatar Kuruk + Doubling Season
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Doubling Season. The Legend of Kuruk's first and second chapter abilities trigger, causing you to scry 2, draw a card, scry 2 and draw another card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting two lore counters on it. Its third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.
Airbender Ascension + The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Chameleon using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Airbender Ascension + The Legend of Kuruk // Avatar Kuruk + Spark Double
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Airbender Ascension + The Legend of Kuruk // Avatar Kuruk + Sakashima the Impostor
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Sakashima the Impostor using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Sakashima the Impostor. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Airbender Ascension + Niko, Light of Hope + Timestream Navigator
- Infinite turns
Commander Spellbook ↗How it works
Before you start
You control a Shard that doesn't have summoning sickness. You have the city's blessing.
Steps
Activate Niko by paying {2} and tapping it, exiling Timestream Navigator and causing Shards you control to become a copy of Timestream Navigator until the end step. Activate a Shard by paying {2}{U}{U}, tapping it and putting it from the battlefield onto the bottom of your library, causing you to take an extra turn after this one. At the beginning of the next end step, Timestream Navigator is returned from exile to the battlefield. Airbender Ascension then triggers, blinking Niko. When Niko enters, it triggers, creating two Shard tokens. Repeat each turn.
Airbender Ascension + Astral Dragon + Heliod, the Radiant Dawn // Heliod, the Warped Eclipse
- Infinite creature tokens
Commander Spellbook ↗How it works
Before you start
Opponents have drawn at least two cards this turn.
Steps
Cast Astral Dragon by paying at most {4}{U}{U} due to Heliod When Astral Dragon enters, it triggers, creating two copies of Airbender Ascension that are 3/3 Dragon creatures in addition to their other types. When the Airbender Ascension tokens enter, they trigger, airbending Astral Dragon and up to one other creature. Cast Astral Dragon from exile by paying {0} due to Heliod Repeat from step 2.
Airbender Ascension + Astral Dragon + Semblance Anvil
- Infinite creature tokens
Commander Spellbook ↗How it works
Before you start
There is a creature card exiled with Semblance Anvil.
Steps
Cast Astral Dragon by paying {4}{U}{U} due to Semblance Anvil. When Astral Dragon enters, it triggers, creating two copies of Airbender Ascension that are 3/3 Dragon creatures in addition to their other types. When the Airbender Ascension tokens enter, they trigger, airbending Astral Dragon and up to one other creature. Cast Astral Dragon from exile by paying {0} due to Semblance Anvil. Repeat from step 2.
Airbender Ascension + The Legend of Kuruk // Avatar Kuruk + Innkeeper's Talent
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Innkeeper's Talent is level 3.
Steps
Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Innkeeper's Talent. The Legend of Kuruk's first and second chapter abilities trigger, causing you to scry 2, draw a card, scry 2 and draw another card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting two lore counters on it. Its third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.
Airbender Ascension + The Legend of Kuruk // Avatar Kuruk + Auton Soldier
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Auton Soldier using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Airbender Ascension triggers, blinking Auton Soldier. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.
Best commanders
Commanders whose abilities work with this card and share its colors, from what the cards do.
- Emiel the BlessedEmiel the Blessed blinks / re-enters your creatures, which Airbender Ascension can use because it triggers when your creatures enter.
- Terra, Magical Adept // Esper TerraAirbender Ascension blinks / re-enters your creatures, which Terra, Magical Adept // Esper Terra can use because it has an enter-the-battlefield trigger.
- Noctis, Heir ApparentAirbender Ascension blinks / re-enters your creatures, which Noctis, Heir Apparent can use because it triggers when your creatures enter.
- Oji, the Exquisite BladeAirbender Ascension blinks / re-enters your creatures, which Oji, the Exquisite Blade can use because it has an enter-the-battlefield trigger.
- Ennis, Debate ModeratorAirbender Ascension blinks / re-enters your creatures, which Ennis, Debate Moderator can use because it has an enter-the-battlefield trigger.
- Elesh Norn, Mother of MachinesElesh Norn, Mother of Machines copies your triggered abilities, which Airbender Ascension can use because it has an enter-the-battlefield trigger.
- Kirol, Attentive First-YearKirol, Attentive First-Year copies your triggered abilities, which Airbender Ascension can use because it has an enter-the-battlefield trigger.
- Mister FantasticMister Fantastic copies your triggered abilities, which Airbender Ascension can use because it has an enter-the-battlefield trigger.
- Joshua, Phoenix's Dominant // Phoenix, Warden of FireAirbender Ascension blinks / re-enters your creatures, which Joshua, Phoenix's Dominant // Phoenix, Warden of Fire can use because it has an enter-the-battlefield trigger.
- Ghost Council of OrzhovaAirbender Ascension blinks / re-enters your creatures, which Ghost Council of Orzhova can use because it has an enter-the-battlefield trigger.