Essence Warden

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Common
Commander 2014 (C14) Common
Duel Decks: Ajani vs. Nicol Bolas (DDH) Common
Planar Chaos (PLC) Common

Combos Browse all

Essence Warden

Creature — Elf Shaman

Whenever another creature enters the battlefield, you gain 1 life.

Price & Acquistion Set Price Alerts

CM1

C14

DDH

Ebay

Essence Warden Discussion

djewell on Killing them with Tokens (Modern)

23 hours ago

hahah dude this is fun! I love janky decks, all my commanders are that way. Maybe Consider Parallel Evolution? But that makes your deck illegal in modern.. Why oh why must populate be "creature tokens you control?" haha

I'm sure you know the cards, but you could throw in Soul Warden, Essence Warden or Soul's Attendant.. maybe Blood Reckoning rather than Ghostly Prison! That way they will be tempted to take the pings as well.. pair that with a "creatures target player controls must attack" effect and By the time they declare attackers, they'll be dead!

Gattison on Venus Fly Twap

1 day ago

I think Strength in Numbers may end up not work out well, because most of the time you'll sac' a lot before you swing. Maybe something like Unnatural Predation or Larger Than Life would work better. Plus you might need more than just 3 trample cards for it to be effective.

Also, consider my new friend Deathgreeter as an accomplice to Essence Warden (maybe call 'em the "Soul Siblings" ... even though have nothing to do with souls...). Gain life when a creature enters because of Essence Warden, and gain life when you sac' a creature due to Deathgreeter. You like lifegain.

Tappyy on It Takes Tuvasa to Tango

5 days ago

scottrox666: Thanks, I’m trying my best!

Approach of the Second Sun is rough in this deck for two main reasons. The first is that it’s really expensive. While we do run ramp cards, we are not very effective at ramping up in the grand scheme. It is easily castable off of Serra's Sanctum, but if we have a boardstate with 7 Enchantments in play, it’s probably a game winning boardstate anyway.

The same problem comes with using Omniscience. It certainly can win off of it, but if we manage to resolve Omniscience, we can probably win that turn anyway, regardless of having Approach.

But by all means, brew! I am not any authority, and have not played many Commander games! I just like to think about things in theory. There are several fun ways you could include “win the game” cards in a deck like this. A life gain package with cards like Essence Warden and Soul Warden can enable wins off of several cards in Bant, like Felidar Sovereign and Test of Endurance. Even Celestial Convergence can immediately win you the game if you have a Solemnity in play!

Approach is a really cool card though. I’m probably going to brew a Yennet, Cryptic Sovereign deck next, and that will no doubt run Approach!

lagotripha on Help me plzzzz

6 days ago

Ok, this deck has a simple problem. Rather than building win-cons, you've filled a lot of card slots with big, game-ending spells. I'm seeing four combos and big creatures.

The issue with doing this can be explained pretty quickly- Combo cards are effectively blank until you get both parts of them, and high mana cost cards are blank until you can cast them. Most of the game is how you get to your big stuff, rather than staring at them in your hand and wishing you could use them, so that should be reflected on how much of your deck is 'I win if I cast this' compared to 'I need to survive to cast this'.

This basically means that this deck consists of Predator Ooze, Heritage Druid Noble Hierarch Essence Warden and Champion of Lambholt, but your hands will only have one or two of them at most. In modern, most decks will have two removal spells and a way of winning by turn five, so you will lose against most decks unless you get very lucky.

There are some simple solutions to this. This genreally means reducing the number of combo cards while increasing your ways to make sure that they arent 'blank'. Tutors, pseudo tutors, making sure your combos are good without both halves.

You don't want to be attacking enough for Dense Canopy to reliably provide value, so its normally blank- you can replace it. Similarly, Spring Cleaning/Primeval Light takes a long time to be useful, while something like (Felidar Cub/Keening Apparition/Kami of Ancient Law or in particular Qasali Pridemage or Thrashing Brontodon can be bears and destroy all the important stuff the turn evening resolves- its still basically a wipe, its just useful prior to being a wipe.

Your only black cards are Sanguine Bond/Exquisite Blood. They end the game, but without four of each (and Vizkopa Guildmage) it is difficult for them to be in your hand and to reliably cast them. Spells like Zealous Persecution Mortify or Anguished Unmaking could play well with different gamplans but you should cut both of them, and focus more on two colours, as the mana is a lot easier to provide (as cards you can't cast are basically blank).

So, when you are looking at a card in this deck or to add to this deck, think through several things. 'How does it help me' 'When does it help me' and 'when don't I want it'. This means finding versatile cards which can destroy enchantments but are also creatures or have multiple modes (hello Austere Command/Primal Command). Try to pick cards that don't just help with one of your gamplans, but all your gameplans. Similarly. if a gamplan just isn't working out, consider cutting it for more support, or cutting something else to support it more.

I really reccomend focussing on 1 drops that help generate mana/life, and 5 drops that have a big impact the moment they are played (Thragtusk, Painful Quandary) etc. A set of 2/3 mana cards that form your combos or can search your library for them (Idyllic Tutor, Lost Auramancers etc) and a smaller number of wincons. Foccusing in on what you want to do really helps you with picking cards that help you get there.

Jedne2 on Take on Me - Eric Prydz

2 weeks ago

You probably need more mana dorks if you are only going to run 33 land. I suggest the classic 1 mana elves. With an avg. cmc of 3.5 you may want about 36+ lands and 5+ dorks/rocks

If you have Soul Warden you'll probably want her sisters, Soul's Attendant and Essence Warden.

To slow everyone else down, possibly get Authority of the Consuls and Thalia, Heretic Cathar.

Unfortunately, Blind Obedience has w/b colour identity, due to extort. You cannot use it in a Selesnya deck.

For a Trotstani deck, you lack a whole lot of token generation. Perhaps throw some in. Anointer Priest, Doubling Season, Parallel Lives, Primal Vigor and Anointed Procession, can make some hella good token combos. Trotstani gives a 3 mana populate trigger, you can get some fantastic token spam. Especially with Rhox Faithmender as it doubles your lifegain.

That's if you want to keep Trotstani as your commander, the way you've built the deck, you may be better off with Sigarda, Karametra or Mirri as your commander at this point.

You'll need some reliable card draw too. White and Green have some great engines.

SynergyBuild on Army of the Ñoldor

3 weeks ago

+1 for the elves!

Essence Warden?

Load more