Elspeth, Knight-Errant

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Event Deck (MD1) Mythic Rare
Modern Masters (MMA) Mythic Rare
Duel Decks: Elspeth vs. Tezzeret (DDF) Mythic Rare
Shards of Alara (ALA) Mythic Rare

Combos Browse all

Tokens

Elspeth, Knight-Errant

Planeswalker — Elspeth

+1: Put a 1/1 white Soldier creature token into play.

+1 Target creature gets +3/+3 and gains flying until end of turn.

-8: For the rest of the game, artifacts, creatures, enchantments, and lands you control are indestructible.

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Elspeth, Knight-Errant Discussion

Azetsu on Orzhov Superfriends

2 hours ago

I like your deck. I play a similar one.

How did Elspeth, Knight-Errant perform and how do you compare it to the two 4 cmc Sorins? (Sorin, Solemn Visitor and Sorin, Lord of Innistrad) I would miss the lifegain of these cards, but Elspeth seems nice with Gideons.

I don't like the Ghostly Prison, since it can't protect the walkers and they are the heart of the deck.

Cereal_Killer on Order of Stolen Will

2 days ago

Personally I find your deck better now than it was before, I really apreciate the shift to Esper, but I'll make some little changes:

I'd cut Rootborn Defenses, to get the synergy you need 7 mana, and what about if an opponent has a Remand? Obviously this isn't such big problem, but consider that Rootborn Defenses gives your creatures indestructible and puts only a 1/1 on the battlefield. If you really want to have that synergy in your deck I suggest you Make a Stand (because a +1 +0 to all creatures is better than a token), or Selfless Spirit.

Just one technical term: combo is something that goes infinite or that instantly makes you win the match (for example infinite mana with Basalt Monolith + Rings of Brighthearth or Duskmantle Guildmage + Mindcrank , synergy is when two cards have effects that do really well when used both.

As for the lands think about Godless Shrine, Hallowed Fountain, Flooded Strand, Glacial Fortress, Fetid Heath, Urborg, Tomb of Yawgmoth, Irrigated Farmland, they are very helpful if you need specifical colours. In my opinion you should reduce them, I find 24 too much.

As for planeswalker here are some good for your deck: Sorin, Lord of Innistrad, Sorin, Solemn Visitor, Elspeth Tirel, Elspeth, Knight-Errant.

Think about Zealous Persecution. It could be useful to boost your creatures and make less stronger the opponent ones.

I don't know if you want to add some things that will make you see your opponent's hand and discard some cards (personally I'd put some), but here are some names: Thoughtseize, Inquisition of Kozilek, Tidehollow Sculler, Duress, Despise, Kitesail Freebooter.

And here are some other removals: Day of Judgment, Damnation, Supreme Verdict, Anguished Unmaking, Path to Exile, Fatal Push, Utter End.

Takermania on The Iron Throne

5 days ago

I definitely think that Elspeth, Sun's Champion is a better inclusion than Elspeth, Knight-Errant as the former makes more soldiers, while also being bale to clear out your opponents bigger creatures. A rather rude combo that I run in my own Marchesa deck is Descent into Madness and Assemble the Legion since they're your triggers, you can stack them so you get your soldier token first and then everyone sacrifices or discards. This ensures that you get to keep your board other than the soldier tokens.

JoshFox on Abzan Flying Rhinos

2 weeks ago

Moved Leyline of Sanctity to Side. Testing Elspeth, Knight-Errant in the Main. Swapped out Stirring Wildwood for Shambling Vent.

Brightest_Day on Atraxa's Loyal Walkers

3 weeks ago

Hi @NV_1980

Actually, once Ixalan releases this weekend all planeswalkers past, present, and future do get the legendary subtype and the planeswalker uniqueness rule goes away, meaning I can have Elspeth, Sun's Champion and Elspeth, Knight-Errant on the field at once.

As for more stax effects I will have to add norns Annex and Sphere of Safety, however Propoganda and Ghostly Prison only work if they attack me, they do not protect planeswalkers.

Thank you for your comment and i'll be sure to look at some of your decks too!

Icbrgr on Tokens in Modern

3 weeks ago

Maybe something like Elspeth, Knight-Errant to provide indestructible or Privileged Position for hexproof?

The_Overlord_666 on The Halls of Protection

4 weeks ago

Neotrup, thanks for the advice, i dont have ether Command Tower or Emeria, The Sky Ruin but instead i did a Plains and a Karoo, along with the other new cards for the deck along with the spheres:

Elspeth, Knight-Errant, Iona, Shield of Emeria, Baneslayer Angel, Royal Decree, Oath of Gideon, Drought, and Justice

.................yeah my deck is getting kinda douche

zephyr_chang on Dudes with Swords 3.0

1 month ago

I think other than Leonin Shikari (combat tricks with Equipment), Mirran Crusader (built in protection and evasion), and Puresteel Paladin (card advantage), you shouldn't be playing creatures that get a bonus only from equipping something (Auriok Glaivemaster, Auriok Steelshaper, Kor Duelist). My rationale is that they are going to be quite weak when played early, and that's not ideal. You need some resilient creatures in the first few turns, not creatures that become better on turn 4 when you equip something on them. Even if you cast them early, they are likely not attacking nor blocking anyway given they are basically vanilla 1/1s.

Therefore, some suggestions are Doomed Traveler (gives you an evasive spirit after dying), Sacred Cat (two lifelink bodies for a 1-drop), or Knight of the Holy Nimbus (tricky to get rid of), or Squadron Hawk (gives you more evasive bodies to hold the swords), or Auriok Champion (protection from more than one colour, goes well with the swords too). These guys will probably be better early-mid game.

I would also cut Quest for the Holy Relic entirely - it is a terrible top deck, objectively quite slow even if you manage to play it on turn 1, especially since your deck doesn't run that many creatures in the first place. And since that is the case, you may as well cut Argentum Armor, and play another sword or something like a Batterskull instead? Also, you can double up on Swords - Sword of Fire and Ice and Sword of Light and Shadow are objectively the best two swords and you can play two of each if you want.

I'd also suggest playing Gideon, Ally of Zendikar over Elspeth, Knight-Errant. He is more popular in midrange white decks ever since he was printed. I think his abilities are more relevant here. He can even animate himself and equip something if it comes to that.

Generally, I think 21 Lands, 4 Sorcery, 4 Instant, 2 Planeswalker, 6-7 Equipment, 22-23 creatures will work. Having only 19 creatures is quite risky, especially if you play against removal heavy decks like control (removal into Snapcaster buyback and/or boardwipes), Jund/Junk, etc.

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