Elspeth, Sun's Champion
Legendary Planeswalker — Elspeth
+1: Create three 1/1 white Soldier creature tokens.
-3: Destroy all creatures with power 4 or greater.
-7: You get an emblem with "Creatures you control get +2/+2 and have flying."
|Have (2)||Forkbeard , gildan_bladeborn|
|Want (12)||Cactusman , bi9jed , Jillgamesh , laxrulz777 , baynne , wolfboy245 , somebeach , Runed_Servitor , mattman1992 , OneRudeChild , dahammer , Asfael|
Printings View all
|Duel Decks: Elspeth vs. Kiora (DDO)||Mythic Rare|
|Theros (THS)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Elspeth, Sun's Champion occurrence in decks from the last year
Commander / EDH:
All decks: 0.12%
- Upticking a planes walker on my endstep
- Does Doubling Season second ability work for Planeswalkers as well?
- Elspeth, Sun's Champion Question
- Balefire attacking Planeswalker
- Can my opponent kill my planeswalker in responce to me using one of its loyalty effects after its cast to prevent me from getting to use it?
Elspeth, Sun's Champion Discussion
4 days ago
Lurrus seems incredibly fun- but not necessarily for a control deck. Although Orzhov control, while lacking in counter spells, has basically everything else you need.
It’s got board wipes, premium removal, card advantage, and a vast assortment of finishers.
If you did go that route I would play a lot cheap permanents like Dark Confidant and Stitcher's Supplier for card advantage, Bitterblossom for lots of blockers. Notreally any aggressive cards. You finishers being walkers like Elspeth, Sun's Champion and Sorin, Grim Nemesis.
1 week ago
All red cards cut going Bant instead of Jeskai
1xBasri Ket- as early game Elspeth for token generation to either attack my opponent or defend my walkers
2xKiora, the Crashing Wave- because her +1 protects my walkers, her -1 is ramp and draw all in one and her ult brings a big boy to the field each turn which is nice even if it can be chump blocked
2xTeferi, Master of Time his +1 is draw, his -3 again protects my walker and me from creatures artifact and enchants for a turn has phasing might as well be a bounce effect with added benefit that it doesn't trigger enter or left the battlefield effects at instant speed. And his +10 which granted will be hard to get to but if does happen two extra turns.
1xTeferi, Hero of Dominaria- explained better than why i should add this card
2xBlind Obedience- mainly to slow my opponents down but has extort to keep me alive a little longer and to kill my opponent a little faster
2xDig Through Time- for its Scry 7 add 2 to your hand
2 weeks ago
2 weeks ago
Since you’re going for midrange, I definitely agree that Deathrite would be the optimal choice, and that it’s fairly lackluster in this format.
Because of this, I don’t think there are any particularly good 1 drops that work well with a midrange deck. I honestly don’t think you need any besides the thoughtseize and early removal you already have. Maybe replacing the wardens with 1-2 more Liliana, and the rest 2-3 slots with a 6 drop Walker like Elspeth, Sun's Champion or Liliana, Dreadhorde General
3 weeks ago
Enchantment - Aura
If enchanted permanent creates a token(s), create twice that many tokens instead
If enchanted permanent puts a +1/+1 counter on a creature, put twice that many counters instead
Wildcard, but create a unique challenge for the next person.
3 weeks ago
Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.
So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.
Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.
So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.
Alright, same drill but I wish to offer some substantiation afore I denunciate these.
Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.
Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.
Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.
Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.
Lovely! Now upon what I would add.
Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.
Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.
Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.
I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.
Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.
Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.
That's all from me! Have a lovely day.
Thank you and farewell.
3 weeks ago
I love playing Orzhov tokens! This looks pretty good, here are some cards I've found to work well with the theme:
Cathars' Crusade works wonderfully with token production.
Elspeth, Sun's Champion is almost unbeatable when it comes to token production.
Attrition as a sac outlet that also removes your opponent's creatures.
1 month ago
The issue with the oaths are that they are almost all win more cards. They don't do a whole lot without me having a planeswalker presence, and since a planeswalker presence is how I win they don't do much when I have it.
My list runs multiple Oath of Kayas for aggro and burn. Playing one can represent 6+ life easily. The legendary rider isn't that big of a deal, I will play a second one to kill creatures.
Oath of Liliana is a 3 mana "kill your opponent's worst creature". Murderous Rider is a better effect at 3 mana, and Fatal Push is even better (if conditional). The zombies are nice (assuming I do get the one per turn), if a little win more.
Oath of Jace is a 3 mana draw 3 with conditional upside. Yes, the condition is usually on, but if I do this on curve I spend T3 doing nothing, and since I have no shuffle effects it can easily read "draw 3 skip 2 draw steps". If I wait until later in the game when I already have control of the board, well, I'm already winning and this won't really help me win faster.
Oath of Teferi is a 5 mana play that makes my walkers better. It's just that when this card is good I am already winning. If I play this when I have 3+ walkers on the field, well, it is at least turn 6, I have 3 planeswalkers, and the fact it is turn 6 with 3 walkers means I have board control and I'm already winning. Being able to produce more tokens or draw more cards is great, but this is as close to win more as you can get.
Almost every game I've won has been to a concession. I get control of the board, cast an Elspeth, Sun's Champion, and my opponent concedes. So playing these cards doesn't even mean I win faster.
I play a few of them in EDH, but here I don't think they are good enough (minus Kaya's).