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

zephyr_chang on Suns' Army

3 days ago

One thing I noticed about your creatures is that their toughness caps off at 3, but mostly 2. This might be ok for an aggressive deck but I don't think that your deck is one. It means the usual - you are susceptible to Lightning Bolt and sweepers like Pyroclasm and Anger of the Gods. If you want to be in Bant colours, Spell Queller is coming up in a lot of decks these days; Geist of Saint Traft is also quite popular; and I've even seen Rhox War Monk in 4/5-color Zoo decks. I have not seen Sigiled Paladin and Giltspire Avenger played in Modern before, to be honest. I don't think they line up very well against Tarmogoyf, which is something you can consider too if you have them.

2x Ghostly Prison seems kind of random - if you are worried about aggro decks I'm not sure if Wrath of God is better?

Elspeth, Sun's Champion is played in a control shell but again, your deck doesn't exactly look like one. She is strong, granted, if you manage to cast her on time on turn 5/6.

As for your land base, the fetches look great. You definitely do not need to run 4 of each shockland. You need to run at least one basic land of each type, for when your creatures get Pathed or your lands get Ghost Quartered (also something that you can play). Other utility lands in Bant colours include Gavony Township for example (synergises with Elspeth tokens). 20 lands is usually the count for aggro decks; and I don't think that number reliably lets you cast Elspeth and overloaded Cyclonic Rift, so I would suggest bumping it up to 22 or 23 lands.

Not a lot of modern decks (other than Affinity) run Equipments. You are running 6 of them and those two are not played often either. I could see you playing a couple Swords (Sword of Fire and Ice or Sword of Light and Shadow) and that's about it.

As for your Instants, Collected Company has a terrible hit rate with just 20 creatures. Path to Exile is great. Bant Charm is useful but because of the intensive mana requirements it is not super efficient. Cyclonic Rift is ok but don't ever count on overloading it unless you really re-work the number of lands you have. If you are looking for replacements, you won't go wrong with cantrips such as Serum Visions and counterspells such as Spell Snare, Remand and Mana Leak since you are in blue. That would firmly put you as a midrange/control deck though.

As for the sideboard, definitely run the staples such as Stony Silence and Rest in Peace. The rest is up to your local meta.

asasinater13 on Naya Midrange

5 days ago

Mishra's Bauble is loose in lists not trying to abuse prowess, Burning-Tree Emissary is made for explosive piles of creatures all at one time, you don't have any other 2 drops to follow it up with.

You also want to have more fetches than you do shocks. your fetches get you any shocks you need as well as basics to protect your life total.

lastly I'll say that Manamorphose is not quite great if you're not trying to storm off or if you don't need the fixing.

I also think Ajani, Mentor of Heroes is not supuer good for modern. it's 5 mana and doesn't do anything for you while you're behind. I would honestly go to one Elspeth, Sun's Champion and maybe a Nissa, Vital Force in his places.

Simon_Williamson on Mono white Soldiers

5 days ago

I like the deck, here are some suggestions (these will be modern legal). My suggestions will be in the format of "-X into +Y", even if you already have the card, it's implied that it is a transaction and by the end will leave the deck at 60 cards

3 Launch the Fleet into 2 Militia's Pride

3 Abzan Falconer into 3 Brimaz, King of Oreskos

2 Serra's Blessing, 1 Soul of Theros, and 1 Victory's Herald into 4 Field Marshal

1 High Sentinels of Arashin, 1 Ajani Steadfast, 1 Elspeth, Sun's Champion, and 1 Odric, Master Tactician into 2 more Precinct Captain and 4 Honor the Pure.

Last change is 4 New Benalia, and 4 Blighted Steppe into 2 more Secluded Steppe, 2 Windbrisk Heights and 3 Plains.

Overall a nice deck, just needs a little more speed and a little more aggression. A lot of mt suggestions are just personal preference, and Captain of the Watch is one of my favourite cards. The suggestions I made makes the deck better at recovering from a board wipe, and at applying really early pressure to the opponent. Also IF you like Brimaz, King of Oreskos swapping one plains for Eiganjo Castle wouldn't hurt (anything but your wallet). I hope this was helpful!

Badaro on Eldrazi Taxes Prototype

5 days ago

Took a look at some other lists, other SB cards I've seen:

StinjyJumpingJew on Modern Dark Jeskai

1 week ago

So yeah I'd say you definitely need some basic lands for decks that run Blood Moon, Ghost Quarter or even Path to Exile. I did a copy of your deck and had a try at the mana base, I think your ratio for Fetches and Shocks is on point, so I went and removed the check lands for basics and added some Ghost Quarter for Tron match ups.

2x Arid Mesa

1x Blood Crypt

1x Bloodstained Mire

2x Flooded Strand

3x Ghost Quarter

1x Hallowed Fountain

2x Island

1x Mountain

1x Plains

1x Polluted Delta

2x Reflecting Pool

1x Sacred Foundry

3x Scalding Tarn

2x Steam Vents

1x Swamp

1x Watery Grave

So even with the check lands removed you should have enough mana in each colour to play your spells. Let me know what you think? Also was thinking maybe you should add another wincon? If Tasigur, the Golden Fang was to be removed or exiled your only way of winning would be to burn them out or beats to the face with Snapcaster Mage, so maybe a single Elspeth, Sun's Champion for a secondary wincon? Anyways hope this kind of helped a bit :)

GS10 on Narset, enlightened Pyromancer

1 week ago

Planeswalkers definitely would make your game better, but they're off most Narset decks I've seen, so they're not needed.

You're mana issues are definitely related to those 28 lands. Despite playing you stuff for free, Narset needs to come out as soon as possible and is really prone to getting countered, so you'll both need stuff to do before you cast her and ways to cast her faster again if she gets countered or killed somehow. I wouldn't take the burn route in EDH, but if you want to stick with it I think Narset has got to be one of the better options for it. But run, at least 36 to 38 lands and don't cut on the mana rocks!

Stax cards seem random, so I'd cut them at all and I'd run extra turn effects, especially Beacon of Tomorrows that you can play infinitely with Beacon of Destruction once you get to the end of your deck. The blue one is the one big staple in Narset decks with Enter the Infinite + Omniscience , so that's a way you could go, but Narset actually goes through the deck fast enough by herself, but you really need to play her FAST and possibly even give her haste.

I recommend Hammer of Purphoros, Need for Speed, and Slayers' Stronghold for that hasty Narset. Even though it's a creature, I run Generator Servant for the chance of that early hasty Narset too.

Also Fellwar Stone and Coldsteel Heart can be further budget additions to your mana rock suite.

If you really want to go the Burn plan, I'd definitely focus on card function. You want cards to burn, you want cards to copy burn spells (since in EDH you'll often feel all the burn is short to kill everyone and still deal with creatures) where Geistblast seems to be at it's best, you want cards to allow Narset to trigger multiple times (extra attacks, extra turns), you want ways to defend yourself so probably a bit of a pillow fort theme and some serious token generators like Elspeth, Sun's Champion or Assemble the Legion, and you want ways to keep your Narset from dying, so Aqueous Form, Gift of Immortality, Indestructibility, Spectra Ward...

Check out my deck for additional insights if you want. It's my most recent deck and didn't have a lot of play with it so far, but it's by far my most powerful deck already, because Narset is crazy strong if you make the most of her ability!

Narset, the Glass Cannon

Commander / EDH* GS10


WinGretzky on Frathouse Party

1 week ago

The deck has one and only one purpose, control the flow of the game until you hit your planeswalkers ultimate abilities and win. Lots of ''wrath effects'' like Wrath of God and Damnation will keep the board clean of creatures, while Nevinyrral's Disk will take care of almost anything but planeswalkers. Elspeth, Sun's Champion and other planeswalkers that drop tokens on the battlefield will help you protect your squad, while Ral Zarek and other cards like Dack Fayden focus around you playing with an advantage. The Chain Veil and Doubling Season will help you get bigger planeswalkers(***note that Doubling Season only affect planeswalkers when they ETB). Overall the deck is constant, but is not the most interactive, since all you do is win time and play 15 minutes long turns, but it is worthy for the fun factor, which is very high when you control multiple planeswalkers and reach their ultimate abilities.

GotCubes on Thundercats! HOOOOO!

1 week ago

Sigil of Valor was initially in the deck. I ended up taking it out in favor of a more aggressive approach with tokens. After playtesting it, I've noticed that the deck definitely favors voltron, with the tokens just being a plus. Probably should go back in now that I think about it.

Enlightened Tutor should have been auto-included. I guess I just had a lapse of memory. Will definitely add.

Darksteel Forge as a standalone card could be beneficial. But the combo with Mycosynth Lattice won't work well for me for meta reasons :P

Elspeth, Knight-Errant is definitely a good choice. Might be a 1 for 1 swap with Elspeth, Sun's Champion.

Thanks for the suggestions!

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