Gladehart Cavalry

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) None
Oath of the Gatewatch (OGW) Rare
Promo Set (000) Rare

Combos Browse all

Gladehart Cavalry

Creature — Elf Knight

When Gladehart Cavalry enters the battlefield, support 6. (Put a +1/+1 counter on each of up to six other target creatures.)

Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.

Gladehart Cavalry Discussion

blakeivey12 on Grandma, what big teeth you have..

7 months ago

I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.

I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.

For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .

Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.

Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .

Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.

Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .

Fluffpocalypse on Atraxa Box Deck

2 years ago

While a good chunk of this deck seems pretty decent to me, some of the things I can see that need improvement are primarily concerned with mechanic theme. What I mean by that is, to me, you have a few cards that don't synergize very well with all of your other cards and your commander. For example, while Battering Ram is an okay card, can you justify its placement in your deck when alongside your commander? With Atraxa, you should be focusing heavily on making tokens and counters, and copying them to high heaven. I just can't see cards like Battering Ram or Angel's Mercy fitting in with Atraxa's mechanical theme.

Instead, if you want a solid life gain outlet - just as an example - that ALSO synergies pretty well with your Atraxa, consider cards like Abzan Battle Priest, or Gladehart Cavalry...even Cenn's Tactician if you're trying to bolster your deck's defensive capabilities. Your cards should almost all be, at their core, concerned with either +1/+1 counters, -1/-1 counters, tokens, or any combination of the three. A creature that can insta-kill walls probably won't be useful when working with your commander.

In summation: decent start, maybe replace a few cards with better equivalents, and try to keep in mind what commander you're using, since at the end of the day, your commander should be the predominant driving force behind your card selection. With Atraxa, look for useful or important counter production that you can double up constantly over the course of a game.

windlnk on JACKED UP

2 years ago

Although it is a bit expensive mana wise and is leaving standard soon adding a Gladehart Cavalry is a pretty strong card and can play well with the +1 +1 subtheme the deck has going.

Stormforge_Mystic on Mono green counter ramp

2 years ago

Well at first, 20 land isn't enough for any ramp deck, 23-24 is right amount.

When HOU comes out you have to have answer for Solemnity as it wrecks all decks like this.

I don't see why you play Evolving Wilds in mono colored deck.

Ajani, Valiant Protector Just isn't worth to play really, ultimate doesn't even usually win the game if opponent has removal spell, and standard decks plays usually lot of removal.

Paradox Engine Doesn't really fit in deck like this, of course it works nicely with Rishkar, Peema Renegade but still i don't like it.

Aetherwind Basker Isn't really that good, there are better options like Oran-Rief Hydra, Honored Hydra or if you want to stick with elf theme (You even play Metallic Mimic) Gladehart Cavalry isn't too bad.

There are things that i come up with at first, have fun playing!

Chaostrash on The Reaper Plays Jund

2 years ago

And thank you slviemont, I will consider Nissa, Voice of Zendikar, I don't know how I feel about Gladehart Cavalry but I will definitely put in Ooze Flux because I think it looks great in this deck, so thank you for that.

slviemont on The Reaper Plays Jund

2 years ago

This is a lot like my EDH deck, and I would suggest running Ooze Flux, Nissa, Voice of Zendikar, and/or Gladehart Cavalry Ooze Flux lets you create huge tokens by consolidating your counters, Nissa gives you more counters to create these big tokens, and cavalry gives you a bit of life when you sacrifice these tokens to Jarad or Gisa.

jonwelgrin on You Compleat Me

2 years ago

Personally i think the support mechanic from oath of the gate watch would fit perfectly for instance Relief Captain, Gladehart Cavalry,Shoulder to Shoulder, and Nissa's Judgment, there are more but just to start. also Rishkar, Peema Renegade, by using them together all your creatures now become mana rocks. Another great draw would be Armorcraft JudgeIf you choose to use this mechanic with lots of triggered abilities to use I'd say Panharmonicon and Strionic Resonator For cuts I'd say Prime Speaker Zegana, Ichor Rats, Elite Scaleguard,and Elesh Norn, Grand Cenobite.

Load more

No data for this card yet.