Some cards get power, toughness, and/or abilities once you have the cityâ€™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 permanentâ€™s characteristics after you have the cityâ€™s blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
Once you have the cityâ€™s blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The cityâ€™s blessing isnâ€™t a permanent itself and canâ€™t be removed by any effect.
If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the â€œLegend Ruleâ€ or due to being a creature with 0 toughness), you get the cityâ€™s blessing before it leaves the battlefield.
If you control ten permanents but donâ€™t control a permanent or resolving spell with ascend, you donâ€™t get the cityâ€™s blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you wonâ€™t have the cityâ€™s blessing and the spell will affect creatures you control.
If you cast a spell with ascend, you donâ€™t get the cityâ€™s blessing until it resolves. Players may respond to that spell by trying to change whether you get the cityâ€™s blessing.
Ascend on a permanent isnâ€™t a triggered ability and doesnâ€™t use the stack. Players can respond to a spell that will give you your tenth permanent, but they canâ€™t respond to getting the cityâ€™s blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players canâ€™t respond before you get the cityâ€™s blessing.
A permanent is any object on the battlefield, including tokens and lands. Spells and emblems arenâ€™t permanents.
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