Ashling, Flame Dancer is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
You don't lose unspent red mana as steps and phases end. Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add.
Complete guide
Ashling, Flame Dancer is a powerhouse for spell-heavy decks, turning every instant and sorcery into a cycle of cards and potential board wipes. By breaking the traditional rules of mana expiration, she allows you to hoard red mana for explosive turns. This Elemental Shaman ensures your hand is always fresh while punishing opponents for every spell you cast.
Unending Red Mana
Ashling's first ability changes a fundamental rule of Magic: you no longer lose unspent red mana as steps and phases end. This effect persists as long as Ashling is on the battlefield. You can add red mana during your first main phase and save it for your opponent's turn or even several turns later. Note that this only applies to red mana; blue, green, white, black, and colorless mana will still vanish as normal.
Resolving the Magecraft Trigger
Whenever you cast or copy an instant or sorcery, Ashling's Magecraft ability triggers. First, you must discard a card to draw a card. Then, the game checks how many times this specific ability has resolved this turn. On the second resolution, Ashling deals 2 damage to each opponent and their creatures. On the third resolution, you add four red mana. Any resolutions beyond the third only provide the discard and draw effect.
Losing Ashling
If Ashling leaves the battlefield, her mana-retention effect ends immediately. You don't lose your stored red mana the second she disappears, but you will lose it at the transition of the very next step or phase. If she is removed, you should look for opportunities to spend that accumulated red mana before the current phase ends.
Interaction examples
With Roaming Throne on the battlefield naming 'Elemental', Ashling's Magecraft ability triggers twice for every spell. If you cast your first instant of the turn, the ability triggers twice. The first resolution lets you loot. The second resolution (because it is the second time it has resolved) loots AND deals 2 damage to opponents and their creatures. Your very next spell would then trigger the 'third time' effect on its first resolution, granting you four red mana.
While Solemn Simulacrum helps fix your mana, Ashling only preserves the red mana. If you tap the basic Mountain you searched for with the Golem, that mana stays in your pool. However, if you have other non-red sources, you must spend that mana within the same phase or it will be lost. Use Ashling's looting ability to discard the Simulacrum if you no longer need the land, allowing you to draw into more impactful instants or sorceries.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ashling, Flame Dancer
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can keep unspent red mana indefinitely while Ashling is on the battlefield. That means if you add a red mana during one step or phase, you can spend it during a later step or phase, or even a later turn. You will still lose other types of unspent mana as each step and phase ends.
No other card is named in this ruling.
- #2· Wizards of the Coast
If a red mana you add has certain restrictions or riders associated with it (for example, if it was produced by the last ability of Arena of Glory), they'll apply to that mana no matter when you spend it.
No other card is named in this ruling.
- #3· Wizards of the Coast
Once Ashling leaves the battlefield, you have until the end of the current step or phase to spend whatever red mana you have before you lose that mana as normal. There is no penalty associated with this other than the loss of the mana.
No other card is named in this ruling.
- #4· Wizards of the Coast
If an effect creates multiple copies of an instant or sorcery spell, Ashling's last ability triggers once for each copy created by the effect.
No other card is named in this ruling.
- #5· Wizards of the Coast
Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies will not cause Ashling's last ability to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause Ashling's last ability to trigger.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Sozin's Comet + Aggravated Assault + Ashling, Flame Dancer
- 1Cast Sozin's Comet either from your hand by paying
or from exile for its foretell cost by paying
.
- 2Declare a creature as an attacker, triggering its firebending ability, adding
.
- 3Move to your postcombat main phase. You will not lose the mana due to Ashling.
- 4Activate Aggravated Assault by paying
, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
- 5Repeat from step 2.
Avatar Roku, Firebender + Aggravated Assault + Ashling, Flame Dancer
- 1Declare a creature as an attacker, triggering Avatar Roku, adding six
.
- 2Move to your postcombat main phase. You will not lose the mana due to Ashling.
- 3Activate Aggravated Assault by paying
, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
- 4Repeat.
Firebending Student + Aggravated Assault + Ashling, Flame Dancer
- 1Declare Firebending Student as an attacker, triggering its ability, adding an amount of
equal to its power.
- 2Move to your postcombat main phase. You will not lose the mana due to Ashling.
- 3Activate Aggravated Assault by paying
, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
- 4Repeat.
Zuko, Firebending Master + Aggravated Assault + Ashling, Flame Dancer
- 1Declare Zuko as an attacker, triggering its ability, adding an amount of
equal to the number of experience counters you have.
- 2Move to your postcombat main phase. You will not lose the mana due to Ashling.
- 3Activate Aggravated Assault by paying
, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
- 4Repeat.
Sun Warriors + Aggravated Assault + Ashling, Flame Dancer
- 1Declare Sun Warriors as an attacker, triggering its ability, adding an amount of
equal to the number of creatures you control.
- 2Move to your postcombat main phase. You will not lose the mana due to Ashling.
- 3Activate Aggravated Assault by paying
, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
- 4Repeat.
Ashling, Flame Dancer + Worldfire + Emergence Zone
- 1Activate Emergence Zone by paying
, tapping and sacrificing it, allowing you to cast spells this turn as though they have flash.
- 2Cast an instant or sorcery spell by paying its mana cost, triggering Ashling.
- 3Holding priority, cast Worldfire by paying
.
- 4Ashling triggers, causing you to rummage.
- 5Resolve Worldfire, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1.
- 6Resolve the Ashling trigger from step 2, dealling 2 damage to each opponent.
- 7Each opponent loses the game as a state-based action due to having less than 0 life.
Ashling, Flame Dancer + Worldfire + Vedalken Orrery
- 1Cast an instant or sorcery spell by paying its mana cost, triggering Ashling.
- 2Holding priority, cast Worldfire by paying
.
- 3Ashling triggers, causing you to rummage.
- 4Resolve Worldfire, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1.
- 5Resolve the Ashling trigger from step 1, dealling 2 damage to each opponent.
- 6Each opponent loses the game as a state-based action due to having less than 0 life.
Brash Taunter + Ashling, Flame Dancer + Chain of Plasma
- 1Cast Chain of Plasma by paying
, targeting Brash Taunter.
- 2Ashling triggers, causing you to discard a card and draw a card.
- 3Resolve Chain of Plasma, dealing 3 damage to Brash Taunter and choosing to discard a card to copy it.
- 4Brash Taunter triggers, dealing 3 damage to any target.
- 5Repeat from step 2 (getting Ashling's additional results once each).
Legal formats
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