City's Blessing 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.
Complete guide
The city's blessing is a unique status that represents your mastery over the golden city of Orazca. Unlike typical buffs, it is not a permanent on the battlefield and cannot be removed once you have earned it. By satisfying the requirements of the Ascend mechanic, you unlock the true potential of your cards for the remainder of the game.
What It Does
The city's blessing is a designation that has no inherent rules meaning on its own. Instead, it acts as a marker that other cards check for to provide upgraded abilities or additional effects. For example, some creatures might gain flying or the ability to attack only once you possess this blessing. Once you obtain it, you keep it for the rest of the game, even if your permanent count later drops below ten.
How to Ascend Step by Step
Ascend is the keyword that grants the city's blessing. For permanents, the game constantly checks if you control ten or more permanents; if you do, and you have a permanent with Ascend, you get the blessing immediately. For instants and sorceries, the check happens only as the spell resolves. Importantly, getting the blessing does not use the stack and cannot be responded to once the condition is met during the resolution of a spell or while a permanent is on the battlefield. You simply control ten permanents, and you are blessed.
Common Mistakes
A frequent error is thinking you can lose the city's blessing if your permanents are destroyed. However, the oracle text explicitly states you have it 'for the rest of the game.' Another mistake involves timing: if you cast an instant like Vona's Hunger while you have nine permanents, and the spell itself is your tenth permanent, you will not get the blessing because the spell is on the stack, not the battlefield. Lands, tokens, and enchantments all count toward your total of ten.
When to Play It
Strategy revolves around timing your 'Ascend' cards to maximize their impact. If you have cards like Wayward Swordtooth that cannot block without the blessing, you may want to flood the board with cheap tokens first. Conversely, some cards like Twilight Prophet offer such powerful rewards that racing to ten permanents becomes your primary objective to drain your opponent's life every turn.
Interaction examples
You control nine permanents, including Wayward Swordtooth. Because you do not have the city's blessing, the Dinosaur cannot attack or block. You play a tenth land for the turn. The moment that land enters the battlefield, the Ascend ability checks, you get the city's blessing, and Wayward Swordtooth is immediately eligible to be declared as an attacker or blocker.
During your upkeep, Tendershoot Dryad creates a Saproling. If you have the city's blessing, that Saproling is a 3/3. Later, in your end step, if you gained life, Ocelot Pride creates a Cat. If you have the blessing, Ocelot Pride then checks for every token that entered this turn (including the Saproling from the morning) and creates a duplicate of each.
You cast Vona's Hunger while controlling ten permanents. As the spell resolves, it checks if you have the blessing. Since you meet the requirement, the 'instead' clause kicks in. Rather than your opponent choosing just one creature to sacrifice, they must sacrifice half of their creatures, effectively wiping half their board.
When you play Radiant Destiny, you choose 'Vampire'. All your Vampires get +1/+1. If you have the city's blessing, the second part of the ability becomes active, granting those Vampires vigilance. Even if your opponent destroys several of your lands later, reducing you to five permanents, your Vampires will keep vigilance because you never lose the blessing.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : City's Blessing
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions City's Blessing.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.

First strike, lifelink Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.

Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Other artifact creatures you control get +2/+2 as long as you have the city's blessing. At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {5}, {T}: Draw a card. Activate only if you have the city's blessing.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Each opponent sacrifices a creature of their choice. If you have the city's blessing, instead each opponent sacrifices half the creatures they control of their choice, rounded up.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {2}{U}{U}, {T}, Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever this creature attacks, you may pay {X}{R}. If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing.
Related cards and tokens
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with City's Blessing
No archived Top 8 deck with this card yet.



Wayward Swordtooth
