Elspeth Conquers Death
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice this Saga after III)
— Exile target permanent an opponent controls with converted mana cost 3 or greater.
— Noncreature spells your opponents cast cost more to cast until your next turn.
— Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Printings View all
|Theros Beyond Death (THB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Elspeth Conquers Death Discussion
3 hours ago
Archetype sucks, it's too slow -- Supreme Verdict is all you need, really.
Basri really does nothing unless you already have a board of creatures.
Blind Obedience, while interesting in EDH, does nothing here. It literally does nothing. Trust me, I've tried to use it and I always end up cutting it.
Other than that, this can probably win games -- I'd personally put more removal in, though.
In my Sultai superfriends deck(I might splash white eventually tho for Elspeth, Sun's Champion) i have two main halves - black removal, and green/blue draw all the things. The digging engines are Narset, Parter of Veils and Oath of Nissa, which when combined can shift your deck at absurd rates. I also have 2x each Dig Through Time and Tamiyo, Collector of Tales. Combined, those two can dig quite a lot deeper than Oath/Narset but they're more mana intensive. One of my main win cons is looping my 1x The Eldest Reborn with Tammy, and you could do that with Elspeth Conquers Death or another saga.
11 hours ago
I played the deck the first time yesterday and ran into an Esper Control with Aminatou, the Fateshifter.
I hardly stand a chance against her flicker capabilities, which killed all relevant creatures, especially my Commander, if he entered.
I have no idea how to handle this.
16 hours ago
Cyclonic Rift could be a cool include due to its flexibility, a worry though that a mass bounce effect may be out of place here however as you don't exactly pressure your opponent at a rate that would prohibit them from rebuilding at an acceptable rate, I don't know feels kind of win-more to me, almost like a Blink of an Eye may just be better if you desire that type of effect.
Another removal option I neglected to mention that could find a home if you can make it work is Elspeth Conquers Death but it costs quite a bit of mana to pull off.
1 week ago
Typically any control deck that plays will play a few copies of Teferi, Time Raveler and Elspeth Conquers Death, which I would highly recommend. It could even bring back Ugin, the Spirit Dragon from the graveyard if you discarded it to Chemister's Insight jump-start.
Jaya's Greeting is fun but compared to something like Scorching Dragonfire, the scry1 really isn't worth it when you could have the option to hit a planeswalker and having them be exiled on top of it.
You could try to include some Fabled Passage in your mana base instead of some of the tap lands, I'm sure you'd much rather draw that than a Swiftwater Cliffs if you're waiting for your 8th land to play Ugin, the Spirit Dragon.
I really don't think this deck needs Clear the Mind. You won't mill yourself, and on the off-chance you'll happen to draw it against a mill deck, you might as well run anything else that will be far more useful to you.
Hopefully these suggestions are helpful, cheers!
2 weeks ago
I haven't delved upon the blink strategy myself for quite some time, though I may be of aid.
There is a budget constraint, wherethrough I shall keep all of my suggestions under two dollars.
Upon actual suggestions are a couple categories worth bolstering.
Some flickering and blinking:
Yorion can do quite a bit, and it begins looping with effects such as Charming Prince. Ephemerate is an overperformer whiles Ghostly Flicker, though more to cast, gets the job done. Combined with a counterspell in the graveyard, it can be a soft-lock with Archaeomancer (run that, too). Flickerwisp is just potent. Soulherder is oft the very best card to resolve.
A multitude of card draw:
Arcanist's Owl just keeps digging. Augur of Bolas could be fun. Barrin, Tolarian Archmage is able to bounce your own utility creatures or pester the opponent's board. Elsewhere Flask does its job. Wall of Omens draws many cards and serves as defense for those pesky aggro decks. Champion of Wits loots through the deck until life's end. Fblthp, the Lost is just greater. Golden Egg cycles and draws more cards.
Some removal effects:
Angel of Finality is an efficient flyer with a relevant trigger. Every deck needs graveyard hate! Dream Eater goes through a lot of cards and bounces important targets. Elspeth Conquers Death is as powerful here as it is in Standard. Leonin Relic-Warder serves a similar purpose. Frost Titan locks down important threats.
And some cards that don't really fit in tother categories:
Angel of Serenity deals with threats and can recur creatures from your own graveyard. Angelic Chorus gains far too much life for the opponent's comfort. Annex is nice, for you can switch it around as better lands come into play. Nevermore can keep changing card names to prevent anyone from casting their commanders.
Fall of the Thran is really mean and I love it.
Now for a few non-budget options:
Just on one to note, Conjurer's Closet is going to be reprinted in Double Masters, thus it may drop to within budget.
There are quite a few things I would recommend cutting.
AEther Adept is lacking, Archaeomender doesn't seem to be retrieving much of worth, Archon of the Triumvirate is overcosted, Aven Surveyor is as well, Artisan of Kozilek triggers off of cast and is thus useless to blink, Your artifact tutors do not search for much of relevance, Subjugator Angel is a worse Tempest Caller, Hoverguard Sweeper is EIGHT MANA (what?!), Dispel is too narrow, and Aether Tunnel is lacking in power.
Let me drive this one in. Eon Frolicker just loses you the game. Giving someone a turn is ceding far too much time for them to gather resources and defenses. The "protection from that player" really doesn't do that much.
I suppose that is to be all from me. Happy blinking!
1 month ago
I dont see any answers to heavy aggro, Sphere of Safety is to slow to reliably protect you.
I love the addition of Mirror Gallery though, that would be interesting.
I think you need to look at ways of protecting your shrines as the deck doesnt really seem to do anything else. Good luck with it, shrines can be so much fun.
1 month ago
Hey man took a look at the list vs. Shrine of Uro and I'd say the biggest threats are the hand hate cards, it can slow down the plan a bit but other than that there isnt much here that worries me. Shrines can be vulnerable to heavy and fast aggro but not much else from what I've played so far.
You dont have any creatures to threaten my life total with if I get a Sanctum of Stone Fangs to stick. You might say Banishing Light or Doom Foretold are your answers but Elspeth Conquers Death, my own Banishing Lights, Ruinous Ultimatum or Ugin, the Spirit Dragon deal with them very well.
Have you thought about going Mardu... () yourself? It opens up a lot of possibilities for damage in red but more importantly Ruinous Ultimatum which can cripple decks, shrines included.
Blast Zone could be another consideration for you as it is removal with a good amount of flexibility.
It's an ambitious deck in my opinion, creatureless ones always are, good luck and have fun with it.
1 month ago
You play a lot of expensive creatures, i would suggest including a reanimator package: Animate Dead, Reanimate, Victimize, Living Death, Elspeth Conquers Death, Whip of Erebos, Entomb, Buried Alive, Olivia's Dragoon, Stromkirk Condemned. I caution you against cutting Door of Destinies, it's very strong. Instead I would cut Brave the Sands, Stensia Masquerade and maybe a couple of rocks. Check out my list: Edgar Aggro