Airbender Ascension card art

Airbender Ascension

Enchantment MV 2

Tracked across real Commander games played through TurnZero HQ.

What it does

When this enchantment enters, airbend up to one target creature.

Whenever a creature you control enters, put a quest counter on this enchantment.

At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.

Combos with Airbender Ascension

Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.

Showing the 8 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

7 official rulings, in the order Wizards published them.

  • 2025-10-02

    To airbend one or more permanents and/or spells means to exile each of those objects. For each card exiled this way, for as long as it's exiled, its owner may cast it from exile by paying 2 rather than paying its mana cost.

  • 2025-10-02

    When the creature is exiled, Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.

  • 2025-10-02

    Since you are using an alternative cost to cast a spell from exile this way, you can't pay any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.

  • 2025-10-02

    Lands exiled this way cannot be played from exile. (Lands that were animated by earthbend will be returned to the battlefield tapped when they're exiled.)

  • 2025-10-02

    If the spell you cast has X in its mana cost, you must choose 0 as the value of X.

  • 2025-10-02

    If a token is exiled by airbend or Airbender Ascension's last ability, it will cease to exist and can't be cast or return to the battlefield.

  • 2025-10-02

    Tokens exiled this way will cease to exist and cannot be cast.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Airbender Ascension, whatever its commander.

Decks running it 5
Games played 3
Win rate Fewer than 5 completed games — not enough to publish a rate yet.
Confirmed on board 1 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Kellan, the Kid 2 3
Momo, Friendly Flier 1 0
Pantlaza, Sun-Favored 1 0

Colors it shows up in

  • Bant 2 decks
  • Mono-White 1 deck
  • Naya 1 deck

Every version of Airbender Ascension

3 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Airbender Ascension — a name search across every version, for the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.