Elspeth, Knight-Errant

Elspeth, Knight-Errant

Planeswalker — Elspeth

+1: Create a 1/1 white Soldier creature token.

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

-8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control are indestructible."

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Trade

Have (4) DudeMan1031 , gildan_bladeborn , Bluboltar , abby315
Want (3) baynne , Cactusman , majorfrakture

Printings View all

Set Rarity
Guilds of Ravnica: Mythic Edition (GRNMED) Mythic Rare
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

Legality

Format Legality
Block Constructed Legal
Vintage Legal
Canadian Highlander Legal
Arena Legal
1v1 Commander Legal
Standard Legal
Noble Legal
Casual Legal
Leviathan Legal
Modern Legal
Tiny Leaders Legal
Pre-release Legal
Highlander Legal
Magic Duels Legal
Oathbreaker Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Brawl Legal
Unformat Legal

Elspeth, Knight-Errant occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.39%

Latest Decks as Commander

Elspeth, Knight-Errant Discussion

Omniscience_is_life on Card creation challenge

1 week ago

Elspeth, Knight-Errant

no just kidding

Syr Rabon, Spark Aflame

Planeswalker - Rabon

Knights you control have first strike

+1 create two 2/2 white knight creature tokens with vigilance

0 put a +1+1 counter on each knight you control

-6 create a legendary white knight creature token with indestructible and "knights you control have double strike and +2+2"

4

ninja'd. challenge is above

king0fclubs on Steal From the Rich, Give to the Poor

3 weeks ago

Things I like:

I think it is a good idea that you have a good number of things to dissuade being attacked. Propaganda effects will be big for keeping people off your back.

The Sabotage section seems solid and you should be able to put the pressure on the problem player as needed.

Treasure Nabber is a great ramp card for this deck and with the bonus of being able redistribute afterward, should be solid.

Starke of Rath-I've always been curious to see him at work and he will be interesting here. Might need to be careful how you use him, but as far as removal goes, the guy is going to kill a fair bit of stuff, should be fun.

Smothering Tithe-great way to get tokens to give away and perfectly on theme! Only shame is they go away once used so it won't help your permanent count too much, but people are probably only going to use them when they really need them so who knows.

Humble Defector-Great card draw especially if you can work out a deal with whoever you give it to. Overall, I think you are going to be able dig pretty deep into your deck which is always nice.

Things I'd replace:

Pride Guardian-likely only going to get you 3 health and die, not particularly worth a slot

Viridian Longbow-a good card in a combo deck but i don't think you will get much from it here, a lot of man to equip makes it tough to use well

Goldmeadow Dodger-not likely going to impact things much

Longbow Archer-not likely going to impact things much

Reckless Cohort-this guy is gonna get himself killed or get someone mad at you

Somberwald Vigilante-not likely going to impact things much

Felidar Sovereign-Sovereign is interesting, I haven't seen it ever win someone the game, but I have seen it turn everyone at the table against the player. The other side (and this is probaby personal preference) is it might feel a little anticlimactic winning this way, but again I've never seen it. I'd say try it out and see how you feel though, it is 100% a legitimate way to win especially in a Zedruu deck

Sword of Vengeance-Not sure on this one. The stats it gives are good, but I don't think there are ton of creatures in your deck that will use it super effectively. The highest power you have right now is 3 I think, so at most they are going to be 5 power, which isn't bad but compared to some of the things they will be up against. However it is hard to know what things you are going to be taking, so maybe it will come in handy. Might need to playtest.

Suggestions:

Sol Ring-it is too good to ignore. Between Zedruu eating 3 mana with that ability and some of your cards hitting 7 CMC you are going to want this extra 2 mana.

Illusionist's Bracers-when equipped to Zedruu you can give away double the stuff. Also works with Bazaar Trader, Humble Defector (you get 2 cards when your opponent uses it too!), Starke of Rath

Chromatic Lantern-having the right colors will be important to using zedruu's abilities and this will free you up from having to worry about that too much

Cultural Exchange-a pretty quick way to re-balance the board, pricey manawise but pretty worth it, especially if you use it give your opponent a ton of things you own (for the same amount of mana Zedruu can only give away two things. If you do this for even 3 creatures are being more effecient and it is a decent jump up for your next Zedruu draw/lifegain)

Well of Lost Dreams-Double the number of cards you get on your Zedruu upkeep effect.

Cradle of Vitality-Put the lifegain to work to make your creatures increasingly large each turn.

Debt of Loyalty-not the best way to take control of things but not a terrible one either especially for only 3 mana.

Blatant Thievery-expensive but you get the best stuff the table has

Chamber of Manipulation-I like this on because for the cost of one mana you can take a creature and then have Zedruu give it away permanently (it won't be given back because Zedruu's ability overwrites that part of the Chamber's ability). At 4 mana total and the ability to continually do this each turn I think this is the most consistent and cheap way to steal stuff and give it away

Ajani, Caller of the Pride/Ajani Goldmane/Ajani, Adversary of Tyrants-Potential Little John? Quarterstaff weilding A-John-i is in line with your lifegain strategy and suitably strong for being your right hand man(cat)

Generally, I'd also say take a look at more tokening effects:

Elspeth Tirel/Elspeth, Knight-Errant-Another potential Maid Marian? I like Elspeth since she gives you tokens which you can give away, and she is can potentially win you the game if she sticks around. Livinia is comparatively not as useful in this deck (it shuts down Rakdos, Lord of Riots, but that is about it in our meta I think?)

Crested Sunmare-Gotta give Robin and Co. mounts and it doesn't get much better than a 5/5 indestructible horse

Griffin Aerie-Similar to Sunmare but maybe a little to fantasy for the theme, not sure how you feel

Last notes, I'd say some things to consider would be some of the fancier lands (shock/check lands) to make your colors easier to get, a little more enchant/artifact removal, and a board wipe or two because sometimes it all must go.

All in all, looking good!

Suns_Champion on The EDH Name Game

3 months ago

Another "e" you say? Well then, don't mind if I do!

Elspeth, Knight-Errant

Nodrog666 on Numot Stax

5 months ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

DrukenReaps on Mageta the lion

5 months ago

Urborg, Tomb of Yawgmoth and Elspeth, Knight-Errant's emblem to go with griffstick's idea, muhahaha. Don't actually expect this to ever happen... I just think it is funny.

DrukenReaps on The Conquistadors of Hernán Cortés | Elenda EDH

6 months ago

Sling-Gang Lieutenant, Elspeth, Knight-Errant, Thought Vessel, and Ashes of the Fallen seem like possible removals for Tombstone Stairwell, Nightmare Shepherd, and Arcane Signet.

Sling gang is your only source of goblins I think. Seems like he has limited usefulness because of this.

Knight-errant is great if you get the ult but doesn't offer much else. Unless your meta is like mine and walkers actually stick around you'll only ever get limited usefulness from her.

I'd say unless you get large hands a lot arcane signet is just an upgrade from thought vessel.

Ashes seems like is it another card with a very narrow use and won't do anything unless you have Haakon, Stromgald Scourge.

Wolfpig on Rafiq of the Many, (Full Wright-Up)

8 months ago

This deck needs more Birds of Paradise IMO.

I love Voltron, one of my favs. This one though is kind of all over the place from what I can see. If you want to run something to a smoother degree, I suggest whittling down your creatures to smaller units like riteoff69 has suggested.

Replace Elspeth, Knight-Errant with Elspeth, Sun's Champion give yourself some Skullclamp .

Running anything blue with Ponder is never a bad idea, I see you have alot of counter and removal, I would suggest Mana Drain and Plasm Capture to nab up any big casts your opponents are playing.

Use this mana to flood thie field with Equipment and Equip abilities so when you get your army/attacker set up, you can just flow all your equipment onto them. I would suggest a few mana rocks also to promote flow.

You have the shell here for a kick ass voltron deck it seems like the cracks are full of bricks you might not eventually end up playing, or having the situational use for. This deck concept is what I would call a high power concept. You have to have A LOT happening by 5th-8th turn in order to keep up and stay alive. So more token aspects will help. Kudos for building bant, its my fav color combo. +1 from me.

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