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Temur ElevatorHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Mystery Booster 2· August 2, 2024
Carte Magic Temur Elevator

Temur Elevator 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.

01

Official card text

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {G}, {U}, or {R}. If you don't have the city's blessing, you lose 1 life.

How it works : Temur Elevator

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Temur Elevator’s last ability is a mana ability. It doesn’t use the stack and can’t be responded to.

    No other card is named in this ruling.

  2. #2· 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 your permanents. The city’s blessing isn’t a permanent itself and can’t be removed by any effect (well, except by Naturalize 2).

    No other card is named in this ruling.

  3. #3· 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.

  4. #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 two, then play Temur Elevator, you won’t have the city’s blessing.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterward (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.

    No other card is named in this ruling.

  6. #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 you 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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

    No other card is named in this ruling.

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