|Commander / EDH||Legal|
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|Duel Decks: Elspeth vs. Kiora||Mythic Rare|
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Elspeth, Sun's Champion
Planeswalker — Elspeth
+1: Put Three 1/1 white Soldier creature tokens onto the battlefield.
-3: Destroy all creatures with power 4 or greater.
-7: You get an emblem with "Creatures you control get +2/+2 and have flying."
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Elspeth, Sun's Champion Discussion
3 days ago
3 days ago
I already said it on the other site.... but huzzah!
For those of you who don't know about the FoW TCG here is is in a nutshell:
0: They are releasing a "Battle Simulator". basically this is MTGO but for the TCG Force of Will. Except it's free with the exception of foiling out your deck. Yeah. They make enough money off teh TCG that they are essentially giving away their online platform for free. It's in beta right now and not available but hey it'll be a great way to try out the game.
1: THe MTG "Stack" = "the chase"
2: Your "lands" are called "Magic Stones" and are in a seperate deck of 10-20.
3: Your main deck is 40-60 cards. (So pretty much 40)
4: You have a "commander" sort of concept called a "ruler" who flips over into a "J-Ruler".
5: The cost is about $100.00 for a "Tier one" standard equivelant if not less. And yes I mean lists that top world championships cost less than $100.00.
6: The game-play follows a pacing similar to MTG modern (not standard)
7: The game is about to release it's 1st set of it's 3rd block (block = clster in FoW speak.)
8: Standard = New Frontiers in FoW-speak. New Frontiers = current cluster (so current block) plus last cluster (so current block and last block.)
9: has ramp, some draw, and Cancel type effects. has draw, tap/untap, gain control, bounce. has kill spells, renaimation, discard, and life drain/gain. has single target resonator, player, and AoE damage, self deck exiling card advantage, some other stuff. has the most competitive huge creatures as well as small critters and some good control magic as well. Also life-gain. is mostly about "Machine" typed creatures.
10: The FoW company is dedicated to keeping "chase" cards form being a thing and has publicly stated they will not have a reserve list.
11: Opening a single box of a set gets you 4+ of every common, 3+ of every uncommon (with playsets of many of them), 2-3 of every rare, and usually 1-2 of every mythic. The only exception is the "Ruler"/"J-Ruler" card which is like your commander. Those are the only cards I would recommend ordering online or buying individually. For everything else (unless you just want foils) buy a box and bam you're 90% of the way to having 4 of everything.
12: FoW TCG starter decks are much "better" than MTG starter decks. WotC is changing this lately with their new P-Walker decks which give you GASP a P-Walker! (I love MTG but come on. They sell you bad starter decks because you're new and they can get away with it.) You get playsets of all of the cards in a FoW starer deck. Imagine if MTG made a starter deck with 4x Siege Rhino, 4x Hero's Downfall, 4x Fleecemane Lion, 2x Elspeth, Sun's Champion, 2x Anafenza, the Foremost... you get the idea.
14: You draw 5 cards to start (remember you don't have 2-4 lands though so you usually have more cards than if you were playing MTG). If you want to mulligang you takea free partial. You can only partial once. For this reason you _aggressively _partial away 3+ drops. This leads to pretty much everybody with half a brain cell having smooth games.
14: Last thing. Cards types were
- Chant: Instant
- Chant: Standbye
- Addition: Resonator (meaning Aura)
- Addition: Field (meaning just an "Enchantment")
From the set releasing September 9th onward they are just putting the word "quick-cast" on Chants instead of making them "Chant: Instant". This is the same as if they put "Flash" on a "Sorcery" in MTG.
They are doing the same thing pretty much with the Additions. The subtype is removed and it says with keyword what kind it is.
Phew that's most of the major points. I've been playing MTG since 2011 and still love the game but it's like I got two kids to feed now. MTG is the fat lazy bastard child who eats triple what the other one does in groceries though.
The one downside to FoW is that it's only really a 1v1 game right now.
3 days ago
Try Elspeth, Sun's Champion out... It's ridiculous when it lands, netting you 3 1/1s every turn. Also, I second the earlier recommendation of Hero of Bladehold- it works fantastically for me in my decks.
3 days ago
I think you should switch Elspeth, Sun's Champion with Elspeth, Knight-Errant. The latter is much better in modern because it is a 4 cost while the former is a bit too slow for modern at 6 cost. Otherwise, although I don't share your love for Nahiri, the Harbinger or Nahiri, the Lithomancer, I do think it is a nice deck.
3 days ago
4 days ago
Riot Control, Dawn Charm, and Safe Passage to keep the life you have gained. Windbrisk Raptor is bad. Soul of Theros is inefficient. Wall of Omens, and Wall of Reverence are better choices. Ajani, Caller of the Pride, and Elspeth, Sun's Champion are great cards, but don't fit the theme. You may also want protection for Felidar with Brave the Elements.
5 days ago
Elspeth, Knight-Errant will equal out in impact, because she comes out sooner, which means she is contributing sooner and putting out pressure quicker. Trust me on that one. Elspeth, Sun's Champion is very much the more immediately impactful card, but this comes at the cost of a turn of Elspeth, Knight-Errant and two turns of + under optimal conditions, and at worst, three turns of Elspeth, Knight-Errant (Accounting for the turn they enter in both scenarios). She simply comes online quicker, and thus will build your advantage instead of hoping for return.
I would still consider cutting Mother of Runes because she is a sunk cost. Her effect isn't always necessary, and thus her slot is better used on cards like Gods Willing that you can use when they are necessary, and that can help you filter through your deck, and thus increase it's pace and pressure. You could even use this slot for something like Elite Vanguard
My mistake on Secure the Wastes. I saw the efficiency, and not the goal.
Now onto Path to Exile. Path is good, because it answers everything and anything, for one mana, on one turn. You hit the nail on the head, when you said "it puts me down a creature for one land." Which isn't ideal. A land is simply only a land if they have nothing to spend it on. And Path is good because it is instant speed. So if they're gonna swing in with something heavy like a 6/6 (think Primeval Titan) or animate a man-land like Hissing Quagmire, then you can path it, send it away and take your turn with all of their mana and threat gone. Simply put, Path to Exile is good because it is a versatile answer to nearly every bodily threat, as that threat arises. And it does it for cheap.
5 days ago
Elijia thank you for your advice, always looking to improve my decks.
I like the idea of Preeminent Captain.
Secure the Wastes gives warriors, not soldiers, otherwise it has a cool effect.
Also I've never understood why Path to Exile is good. If you use it on an opponent, you accelerate their land game. If you use it on yourself, you're out a creature.