Ascent of the Worthy MTG Card


Gives the advantage by returning creatures from the graveyard, essentially drawing from an alternate source. Enables resource acceleration and triggers synergies through its sacrifice option, fostering complex strategic plays. Provides instant speed protection, improving flexibility and board presence without premature commitment of resources.
Ascent of the Worthy - Kaldheim
Mana cost
Converted mana cost3
RarityUncommon
TypeEnchantment — Saga
Released2021-02-05
Set symbol
Set nameKaldheim
Set codeKHM
Number202
Frame2015
LayoutSaga
BorderBlack
Illustred byJames Arnold

Text of card

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.


Cards like Ascent of the Worthy

Ascent of the Worthy stands out in the pantheon of saga cards within Magic: The Gathering. It bears resemblance to saga cards like Triumph of Gerrard, which buffs creatures over time and culminates in a powerful final effect. Ascent of the Worthy follows a similar pattern, focusing on creature protection and resurrection themes. Where it distinguishes itself is in the recurring protection each turn and the choice to return a creature card with its third lore counter.

Examining further, The Birth of Meletis offers a look at another saga with a protection theme. It fortifies your defenses with a Wall token and helps smooth out land draws but lacks the creature revival aspect of Ascent of the Worthy. In contrast, Song of Freyalise, another saga entry, empowers your creatures but centers on ramping and team buffs without targeting individual creature protection or return from the graveyard.

To sum up, Ascent of the Worthy creates a unique niche for itself among MTG sagas with its individual creature focus and resilience, offering players strategic choice and potentially game-swinging resurrection abilities.

Triumph of Gerrard - MTG Card versions
The Birth of Meletis - MTG Card versions
Song of Freyalise - MTG Card versions
Triumph of Gerrard - MTG Card versions
The Birth of Meletis - MTG Card versions
Song of Freyalise - MTG Card versions

Cards similar to Ascent of the Worthy by color, type and mana cost

Circle of Despair - MTG Card versions
Righteous War - MTG Card versions
Soul Link - MTG Card versions
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Athreos, God of Passage - MTG Card versions
Behind the Scenes - MTG Card versions
Profane Procession // Tomb of the Dusk Rose - MTG Card versions
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Knights' Charge - MTG Card versions
Circle of Despair - MTG Card versions
Righteous War - MTG Card versions
Soul Link - MTG Card versions
Etchings of the Chosen - MTG Card versions
Pillory of the Sleepless - MTG Card versions
Gift of Orzhova - MTG Card versions
Athreos, God of Passage - MTG Card versions
Behind the Scenes - MTG Card versions
Profane Procession // Tomb of the Dusk Rose - MTG Card versions
Oath of Kaya - MTG Card versions
Knights' Charge - MTG Card versions

Card Pros

Card Advantage: When talking about Ascent of the Worthy, one of its main strengths lies in the card advantage it provides. Specifically, this saga allows the player to return a creature card from their graveyard to the battlefield, essentially drawing from the graveyard rather than the deck, thereby circumventing the loss of card resources.

Resource Acceleration: This enchantment shines in its second chapter by providing the player a choice to sacrifice a creature. While initially, it might not seem like acceleration, this can trigger synergistic effects in a deck that benefits from sacrifice mechanics, effectively providing an indirect form of resource acceleration by enabling other powerful plays.

Instant Speed: The final chapter of Ascent of the Worthy offers a potent protective ability at instant speed. This flexibility allows the player to make strategic decisions on the fly, preserving key creatures in critical moments and maintaining a strong board presence without having to commit resources until absolutely necessary.


Card Cons

Discard Requirement: Ascent of the Worthy compels players to discard a card periodically to maintain its effect—a potential setback if your hand is already strained.

Specific Mana Cost: With a precise necessity for white mana in its casting cost, Ascent of the Worthy might not effortlessly fit into multi-color decks that rely on a diverse mana base.

Comparatively High Mana Cost: For a sorcery that requires three stages of commitment, Ascent of the Worthy’s investment might not align with its delayed gratification, especially when faster and more immediate impact cards are available.


Reasons to Include in Your Collection

Versatility: Ascent of the Worthy is adaptable, finding a home in strategies that leverage its unique ability to return creatures from the graveyard. This not only synergizes with self-sacrifice themes but also benefits decks that capitalize on creature death triggers.

Combo Potential: What sets Ascent of the Worthy apart is its capability to set up combos that revolve around creatures dying and resurrecting. Pair it with permanents that have ‘enters the battlefield’ effects or ‘dies’ effects to create powerful interactions, ensuring a consistent threat presence on the board.

Meta-Relevance: Given a meta that supports attrition strategies and long gameplays, this card can shine by continuously bringing back key creatures. In environments where board wipes or removal are prevalent, Ascent of the Worthy ensures your important creatures make a valiant return, maintaining your board presence and resilience.


How to beat

Ascent of the Worthy is a pivotal Saga card that can influence the battlefield in MTG by protecting a creature and ultimately returning a powerful creature card from the graveyard to the battlefield. To counter it, consider removal spells that can instantly destroy or exiles it before its third lore counter is placed. This prevents the powerful return effect from taking place. Targeted discard effects can also prematurely rid a player’s hand of Ascent of the Worthy, mitigating its potential impact on the game.

Another strategy is to employ counterspells against this enchantment when it’s cast, thus keeping the board clear and maintaining tempo. Alternate removal includes enchantment-specific spells like Disenchant, which can destroy Ascent of the Worthy at a low mana cost. In games where the graveyard is a primary resource, Tormod’s Crypt and Relic of Progenitus can strip key cards from the graveyard before they can be returned to play, thwarting the Saga’s final chapter.

In essence, understanding the timing and mechanics of Ascent of the Worthy is critical. Effective use of removal, counterspells, and graveyard management can ensure that this card’s ascent is halted before it becomes a threat to your MTG victory.


BurnMana Recommendations

Ascent of the Worthy offers strategic depth and adaptability to your MTG gameplay, serving as a linchpin in decks that thrive on resurrection and protection mechanics. This saga card, with its resurrection abilities, invites a fresh dynamic into your matches, especially in environments ripe for longer, attrition-based strategies. If you find interest in leveraging graveyard resources and safeguarding valued creatures for a robust board presence, this card is invaluable. Dive deeper into the synergies and strategic uses of Ascent of the Worthy by joining the BurnMana community. Together, let’s explore its full potential and ensure your deck is bolstered for your next victorious match.


Where to buy

If you're looking to purchase Ascent of the Worthy MTG card by a specific set like Kaldheim, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Ascent of the Worthy and other MTG cards:

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Legalities

Magic the Gathering formats where Ascent of the Worthy has restrictions

FormatLegality
CommanderLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
ExplorerLegal
GladiatorLegal
BrawlLegal
PioneerLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Ascent of the Worthy card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2021-02-05 A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won’t trigger again.
2021-02-05 As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
2021-02-05 Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
2021-02-05 If another player gains control of the chosen creature after the chapter I/II ability resolves but before your next turn, damage that would be dealt to creatures you control will still be dealt to that creature instead.
2021-02-05 If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
2021-02-05 If the chosen creature isn’t on the battlefield at the time damage would be dealt to creatures you control, that damage is dealt to whichever creature(s) it was supposed to be dealt to. It won’t be redirected.
2021-02-05 Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
2021-02-05 Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
2021-02-05 Removing lore counters won’t cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
2021-02-05 The chapter I/II ability doesn’t change whether the damage is combat damage or not. If combat damage would be dealt to a creature you control, the damage that’s dealt instead to the chosen creature is still combat damage.
2021-02-05 The creature card put onto the battlefield by the chapter III ability will enter the battlefield as a flying Angel Warrior (in addition to whatever other creature types it has).
2021-02-05 You choose a creature for the chapter I/II ability as that ability resolves.