Elite Scaleguard

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Uncommon
Commander 2016 (C16) Uncommon
Fate Reforged (FRF) Uncommon

Combos Browse all

Elite Scaleguard

Creature — Human Soldier

When Elite Scaleguard enters the battlefield, bolster 2. (Choose a creature with the least toughness among creature you control and put two +1/+1 counters on it.)

Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.

Elite Scaleguard Discussion

Kogarashi on Banishing Light effects and Triggered ...

3 months ago

It's also important to note that if the returning creature triggered an ETB ability, that would not go on the stack until the entirety of Callous Dismissal finishes resolving.

For example, if instead it was Elite Scaleguard trapped under the Deputy of Detention , and was your only creature, it would return to the battlefield, thus triggering its bolster ability. However that wouldn't go on the stack until you also created your army token, and thus the Scaleguard would not be the recipient of the bolster counters.

triproberts12 on Tajic, Legion's Edgelord [Artillery Aggro, Primer]

5 months ago

There are a lot of soldiers out there, but some of the must-haves I feel you're missing are Brimaz, King of Oreskos , Preeminent Captain , Evangel of Heliod , Nomads' Assembly , Launch the Fleet , and Deploy to the Front . High Sentinels of Arashin and Elite Scaleguard could also be very powerful, depending on how much +1/+1 counter stuff you plan on doing.

If you're going to play the Earthquake deck, you might as well play Truefire Captain , Spitemare , and Boros Reckoner .

I think the deck could also use some more "vegetables" cards. You should be running Boros Signet , at minimum, but Boros Keyrune , Boros Locket , Mind Stone , Sword of the Animist , and Knight of the White Orchid should probably be in the conversation, as well. Vandalblast , Aura of Silence , Crush Contraband , Return to Dust , etc. are all removal you might consider over the abundance of creature removal you have. In terms of card draw, being tribal, you could look into Vanquisher's Banner could also do work.

As for cuts, you shouldn't be running Evolving Wilds and Terramorphic Expanse in a 2-color deck. Ancient Amphitheater , Needle Spires , and even Stone Quarry are all strictly better without cards that care about land types or Landfall. The deck thinning is inconsequential in a 99-card deck, and you'd rather have the flexibility. Catapult Master, Hour of Devastation (you know it removes indestructible, right?), Deafening Clarion, and Hammerfist Giant all seem pretty suspect to me, just on card quality. Rather than Deafening Clarion, Firesong and Sunspeaker seem better with the Earthquake theme.

Brefin on Tajic's Remedial Training

7 months ago

Some good options in the list. I've been pleasently surprised by Elite Scaleguard in other decks. And yes, Cathars' Crusade is its own win condition. At some level I'm all, Yup, that's powerful, I don't need to see it again in this deck

Gattison on Atraxa Precon- Budget improvements (Need Help)

7 months ago

Hey there, I have +1/+1 counters-themed Atraxa deck as well, and I don't like to expensive cards for deckbuilding, so I might have some suggestions for you.

Firstly, Stubborn Denial is excellent in EDH.

You might like one or more of the following: Ring of Kalonia, Ring of Xathrid, Ring of Evos Isle, Ring of Thune.

Currently Thrummingbird just looks like removal-bait. It's too small to last long, so nobody will ever let it hit them most of the time. You'd need to add at least 7 or so card like Rogue's Passage to make it a reliable effect. Or buff up the bird in some way. This is why I went with a voltron strategy for my version. Anyway, long story short, I'd swap it out for Chromatic Lantern.

Other counters-synergy cards: Elite Scaleguard, Hindervines, Novijen Sages, Crowned Ceratok.

I think you should swap the three-color ETB-tapped lands for either the remaining Vivid lands.

Hope that helps! Enjoy Atraxing things. =)

SynergyBuild on Atraxa - +1/+1 counters

1 year ago

Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.

This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.


Here we go:

  • Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.

  • Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.

  • Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.

  • Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.

  • 2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.


Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!

Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.

Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.

Containment Priest is a creature that can stop Kaalia of the Vast, but not Muldrotha, the Gravetide or The Mimeoplasm, but you might want to consider it too, despite it's price tag.

Good luck!

SynergyBuild on Constant upgrading Atraxa

1 year ago

I will list the top ten non-land cards to drop if you want:

Vulturous Zombie - It can get large, but it isn't on its own, and it costs 5 mana, at five mana you could drop a good planeswalker or a real threat like Inexorable Tide, I mean at four mana Triumph of the Hordes kill a player or 2, and at leasts puts a bunch of -1/-1 counters on another players board. It is too slow and clunky in my own opinion.

Duneblast - Ooh how much I want to like this card, it can be a one sided (or three sided in multiplayer) board wipe, and I love those, but at 7 mana? Kindred Discovery and Necromantic Selection both feel better than that (You either choose the creature type of the one creature you want, and it is the same, or save multiple if they happen to share a creature type, or with Master Biomancer you can save a ton, slightly higher ceiling on effect, and easy to get colors for, Necromantic Selection can do the same exact thing, or do more if you can steal an opponents, downside is the creature loses it's counters, but I still like it more), and I don't think a board wipe should even be >4 mana.

Solidarity of Heroes - It can be a single activation of Vorel of the Hull Clade, or an overpriced Deepglow Skate, except it only works on +1/+1 counters, not poison, not -1/-1 counters, not loyalty counters, and even then it isn't that good.

Elite Scaleguard - I love the idea, but a "4/5" for 5 that only helps with evasion feels really boring and unimpressive, not awful, or bad, just it doesn't support this deck too much.

Ikra Shidiqi, the Usurper - Definitely a cool card with interesting design, but in this list it is basically lifelinking all of your creatures on an under-powered creature for 5 mana, which is one mana less than True Conviction.

Ishai, Ojutai Dragonspeaker - One mana more than Managorger Hydra that trades trample for lifelink and doesn't trigger on your casts.

Tuskguard Captain - Cool card, but trample isn't actually dealing much more damage, and unlike Abzan Falconer, it doesn't help on the block either.

Citadel Siege - At four mana this isn't actually that bad, I kind of like the first ability, keeping in mind it is a double Thrummingbird-esque effect that is harder to remove, but only effects you creature, but what's cool is it also has the second ability that can lockdown some creatures, which works out really well. I do like choice, but neither of the choices here feel special, and so if you dropped it, it wouldn't hurt.

Abzan Falconer - This is my favorite one of these ten, simply because I like flying, and it is a much better Tuskguard Captain, but your deck deals a lot of damage without it, and I am unsure if it is necessary with your removal, and that many of your creatures have evasion of their own.

--

Onto some cards I'd run, which actually don't need too much explanation:

Ponder, Preordain, Brainstorm, Selesnya Signet, Azorius Signet, Dig Through Time, Windfall, Dimir Signet, Everflowing Chalice, Anguished Unmaking

Loonmoon18 on Counters on creatures

1 year ago

With Elite Scaleguard in play, do you get to tap only one creature or many creatures if you have many with counters on them when you attack?

TheRedGoat on Lets Go Tall...

1 year ago

I have a friend that could stand to play a little more casually actually so I get how you feel. Most/all of his decks have the OP tutors and fast mana, which makes them all feel very samey and boring to play against (though he does do very well in most games because of those cards of course).

Your own build looks solid enough though without being oppressive, and I've learned that's basically the trick to playing slightly less competitive, but not totally casual. Even if you play removal and board wipes, the more you let others play their decks, the more fun everyone gets from the game.

In trying to find space for retribution, I can only think to drop a card that seems weak like Steady Progress or Tezzeret's Gambit as single use proliferate feels 'meh' to me for a +1/+1 counters strategy when you could be resetting evolve triggers. Otherwise you'd have to treat retribution as a repeated removal spell and trade one of your versatile removal effects for it. Mer-Ek Nightblade could be considered in the same manner if you wanted to use it too. But since you're aggro Elite Scaleguard feels like a soft control effect that may be more effective than the Citadel Siege. I', not sure how much you've already tested the build out, so I'm not sure how good or bad some of the cards are.

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Elite Scaleguard occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%