At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.)
: Create a 4/4 white Angel creature token with flying. Activate this ability only if Luminarch Ascension has four or more quest counters on it.
You can activate Luminarch Ascensionâ€™s last ability during the end step in which it receives its fourth quest counter.
Luminarch Ascensionâ€™s first ability doesnâ€™t trigger if you have lost life before an opponentâ€™s end step begins. If it does trigger but you lose life before it resolves, it does nothing and you wonâ€™t put a quest counter on Luminarch Ascension.
Luminarch Ascensionâ€™s first ability cares only whether you lost life this turn, even if Luminarch Ascension wasnâ€™t on the battlefield when that happened. It doesnâ€™t care how much you lost, whether you also gained life, or even whether you gained more life than you lost.
In a Two-Headed Giant game, Luminarch Ascensionâ€™s first ability will trigger twice at the beginning of the opposing teamâ€™s end step if you didnâ€™t lose life that turn. It doesnâ€™t matter whether your teammate lost life or not.