Planeswalker — Elspeth
: You gain 1 life for each creature you control.
!: Put three 1/1 white Soldier creature tokens onto the battlefield.
-5: Destroy all other permanents except for lands and tokens.
Combos Browse all
|Commander / EDH||Legal|
Elspeth Tirel occurrence in decks from the last year
Latest Decks as Commander
Elspeth Tirel Discussion
2 months ago
Great deck. Might I suggest Mechanized Production to go with Helm of the Host. And Emmara Tandris for some protection. Elspeth Tirel is a backup I use for just in case. I love the overall theme of this deck and I hope it performs really well.
2 months ago
Boxing League Round 3 Swaps
2 months ago
Boxing League Round 2 Swaps
3 months ago
Also consider Coat of Arms, while it could buff your opponent's creatures too you should be able to obtain more creatures allowing you a fast win. Your deck has a lot of potential, maybe consider a card such as Lightning Greaves to protect your commander from decks that run instants because you want to save your protection spells for potential boardwipes.
I really like the deck have fun. +1
6 months ago
jakeyuki12, so I made some changes based off of your observations. I removed the following cards: Aurelia's Fury, Auriok Steelshaper, Cenn's Tactician, Godsend, Response / Resurgence, Stoneforge Masterwork, Tajic, Legion's Edge.
I want to preserve a few of those voltron equipments because my primary wincon has always been a 1-2 shot to opponents with commander damage. But I toned it down a little more. What do you think of the changes?
6 months ago
Hey, nice to see someone else is trying to make Avacyn competitive! Here are some thoughts from my own Avacyn deck, I’m still in the process of building it as well. :)
Personally I like Helm of Awakening, Thought Vessel and Arcane Signet. These are cheap rocks that don’t come in tapped allowing you to ramp a little more efficiently (especially since white needs all the help it can get with ramp)
Sensei's Divining Top (Card quality)
Avacyn is a huge threat and most people will definitely try to stop you from using her by: countering her summoning, exiling her, -x/-x, sacrifice, copying or stealing her.
Teferi's Protection is complete board protection. Probably the best defense white has.
Arcane Lighthouse is useful in circumstances that someone copies or steals your Avacyn.
Oblation (shuffles back into deck)
Condemn (puts attacking creature at the bottom of its owner’s library)
Counter Spells: (Not that there are many in white).
Ghostly Prison (useful with low monster count decks)
Void Winnower (works well with Avacyn)
Elspeth Tirel (Token blockers, board wipes)
Elspeth, Sun's Champion (token blockers, board wipes)
Elspeth, Knight-Errant (“Avacyn” emblem, which could help take some focus off her)
Good Luck! I hope the deck building goes well! :)
7 months 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.
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.
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!
8 months ago
I've been absent from the topic for a while, I find it best to let the thoughts at the time of writing settle down and then revisit with a fresh mind.
Gidgetimer First of all I don't agree about white's lack of card draw in the Commander format is a content creator conjured issue. Content creators are just a very broad place I can refer to as a common platform where people share their beliefs. And I wanted to not only resort to the anecdotal experiences of me and my play group. Although for reference, most players in my play group agrees that white is the weakest singular color in Commander and one of those reasons is lack of card draw.
It may be a slight miscommunication but the thread could easily be about card advantage and not specifically card draw. I've made several of the suggestions in the OP not be direct card draw but rather an ability to access more card resources (like through the graveyard). So feel free to post ideas about mechanics that enables card advantage but not strictly through card draw.
This got rather lengthy Show
One of the major problems I find in white's card advantage pool is that white doesn't use many mechanics that effectively enables alternative card advantages. I mentioned they don't do draw-discard, they don't self-mill, they don't discard their own hand or in pretty much any capacity put their own cards into other zones other than the battlefield. From the battlefield they may put cards back into their hand if they die or self-bounce or flicker. They do have a selection of cards that resurrects permanents from the graveyard. However in recent times this has mainly been reduced to target low CMC permanents and their unconditional resurrections costs 4+ CMC, first of all that hardly cheats the mana cost and often it's a 1-for-1 trade, so no card advantage and no inherent mana value. White usually has to hard cast their big stuff to put them on the field and THEN it has to die and THEN they can use their recursion effects to get mana value. It's very clunky.
You point to the fact that white likes to equalize the board, mostly through board wipes. Although black seems to do the job just as well or better with Toxic Deluge, Mutilate, Languish, Black Sun's Zenith, Killing Wave, or Damnation. Most of these working around indestructible which can be a big factor if the opponent run cards like Heroic Intervention or one of the variants.
Red has cards like Blasphemous Act or Chain Reaction that works as damage board wipes. Blasphemous Act might even be considered better than white board wipes due to the mana reduction but generally white is better than red at wiping the board.
Green is kinda at a loss because their color doesn't really do board wipes and usually just resorts to taking out problems with Fight or the occasional Whirlwind, Hurricane, or the odd Ezuri's Predation. Green usually "fixes" the problem by applying enough pressure through their own creatures to require board wipes.
Blue has gained a lot of soft board wipes like Inundate, Evacuation, River's Rebuke and the all time favorite Cyclonic Rift. While not a final removal choice, the tempo and flexibility it provides can be more than enough for blue to pull ahead or win.
And after a board wipe, unless the white player has been planning or specifically played up to a board wipe, they lose a lot of resources themselves to a board wipe. But where other colors have access to good and fast card draw or equivalent, white is kinda stuck with the cards they have. They have a harder time rebuilding.
I wont go into the topic of mass land destruction, for one because of the social aspect of Commander and secondly because WotC haven't printed a new white mass LD spell since the early phases of the game - a point where the does and don'ts of the game was not quite established (looking especially at you Time Walk). There's one exception being Fall of the Thran which may just be a callback to the Urza block, and it has a soft-remedy. Cards that blows everything sky high usually includes "Nonland permanents" or in the cases of Elspeth Tirel and Scourglass exclude lands from their destruction.
This kinda sums up my point:
Overall I don't see white always coming out of a board wipe having equalized the card access/advantage. And even if that was true it reads like white is always behind up until the point that they equalize. That doesn't seem like a good position to be in.