Spire Winder 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
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature gets +1/+1 as long as you have the city's blessing.
How it works : Spire Winder
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
Card named in this ruling
- #2· Wizards of the Coast
A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
Card named in this ruling
- #4· Wizards of the Coast
If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
Card named in this ruling
- #5· Wizards of the Coast
If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
Card named in this ruling
- #6· Wizards of the Coast
Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
Card named in this ruling
- #7· Wizards of the Coast
Some cards get power, toughness, and/or abilities once you have the city's blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent's characteristics after you have the city's blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
Card named in this ruling
Related cards and tokens
Legal formats
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Meta decks with Spire Winder
No archived Top 8 deck with this card yet.





