Skyrider Elf

Skyrider Elf

Creature — Elf Warrior Ally


Converge — Skyrider Elf enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.

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Set Rarity
Battle for Zendikar (BFZ) Uncommon

Combos Browse all


Format Legality
Block Constructed Legal
Vintage Legal
Canadian Highlander Legal
1v1 Commander Legal
Frontier Legal
Pioneer Legal
Leviathan Legal
Casual Legal
Modern Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Magic Duels Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Unformat Legal

Skyrider Elf Discussion

Caerwyn on Does Gyrus, Waker of Corpses ...

1 year ago

To answer your second question, there are three cards with variable casting costs where X is not directly referenced:

You can use the ≈ sign in the Mana cost section to search for X, then use NOT " X " (spaces inside quotes are important) in the Rules Text section to cut down a lot of the cards that are non-responsive.

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

1 year ago

Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.


  1. Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.

  2. Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks

  3. Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.

  4. Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.

  5. Simic Initiate - not a standalone threat, and weak to removal.


  1. Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.

  2. Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.

  3. Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.

  4. Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.

  5. Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.

Land changes:

-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing

+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.

+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.

  • Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.

multimedia on Elves of Eldraine

2 years ago

Hey Merrena, that's Skyrider Elf :) Card looks good it gives Elves something to use mana with every turn at the same time giving the army more power (although counters are getting kind of boring) seems good with Marwyn. Wish Skyrider could put a counter on itself this would make it better. I also like the new Golgari four drop Elf Poison-Tip Archer. The combination of reach and deathtouch is great with Elves and the pseudo Blood Artist effect brings new sac strategies to the tribe.

I've been playtesting 4x Elvish Rejuvenator and 4x Adventurous Impulse with three color manabases: Jund, Naya and Temur. We already know Elves are Golgari and Simic in Ravnica. I have a feeling he's going to be a key Elf post rotation replacing Rishkar to be able to play either black or blue for new Ravnica Elves with red for Grand Warlord Radha and green for the other Elves. So far I've been very impressive with Rejuvenator. Looking five cards deep is enough to consistently hit a Check land, Territory or Forest with 23 lands, 22 lands is also playtesting fine. Adding possible reprinted Shock lands in Guilds of Ravnica to the Check land manabase will make three color manabases very good.

I'm eagerly waiting to see what lands are in M19. The set so far looks great, but it needs an excellent rare land cycle of lands. Wizards is waiting until the end of spoilers to reveal the lands in M19. I think this means they're good, going to be impactful. Usually by now we know what the land cycle of a set is, but with M19 spoilers ending on Friday and the full set being revealed then, it's down to the wire.

TypicalTimmy on Looking for help with my ...

2 years ago

Okay, so if you're wanting to make guys bigger, a key feature is Evolve.

Anytime a creature enters the battlefield under your control, if that creature has greater power OR toughness than the one with Evolve, the guy with Evolve gets a +1/+1 counter.

Here's a Gatherer list of all creatures with Evolve.[Evolve]+[Counter]&format=+[%22Modern%22]

Now, some creatures! One of my absolute favorites (That sees no play) is Scute Mob. Seriously, this guy gets out of control. Many players will say he's pointless as he dies to basically any and all removal. But consider this - You force them to waste removal on a huge threat, meaning other guys are safe.

He pairs really well with your Slumbering Dragon, but you'll want to run only 2 of them at most. They rely on your opponent attacking. No attack / no counters. You'd have to ninja counters on him another way. In a (Naya) deck, that's easy. White loves counters. But in Temur? A bit harder.

There's also Scavenging Ooze, who gets bigger by exiling dud cards in your graveyard. He also can exile cards in your opponent's graveyards, so if they are using an archetype like Dredge or some sort of Recursion, you can really screw them over.

There's an aura - Forced Adaptation, really nice card. One of these on your Slumbering Dragon is a sure-fire way to get him going.

You should also consider at least one Rubblebelt Raiders, as she gets a +1/+1 counter when she attacks for EACH attacking creature. This includes herself. So even if she attacks alone, she gets a +1/+1 counter.

I'm more use to , , and so I'm not entirely sure how to help you with the part. That's my least-used color.

I do know, however, of Skyrider Elf. He will come out as a 3/3 since you can also use in his casting cost.

Lastly, a staple of any and all +1/+1 counter decks is Managorger Hydra.

Hope these suggestions help :)

SpiritKing on Spicy Simic Brew

2 years ago

I love me some sweet Simic flavoured decks!

A few suggestions though:

Bramblewood Paragon seems a bit off to me in this kind of deck. His first ability does stone nothing in here and giving Trample to your creatures might not be as relevant if you get better evasive creatures to stockpile your +1/+1 on, like e.g. Skyrider Elf or Cloudfin Raptor which both fly.

Momir Vig, Simic Visionary is too spicy i believe...i cannot imagine that he is that good for the deck, not even to search out specific cards. I wont tell you to straight cut it though.I know we all love our pet cards with a passion. Primal Command would use only and be easier on your mana production, while also giving you options other than to tutor, if your in need of something else. If you've got the budget for it, you can of course upgrade to Summoner's Pact, Chord of Calling, Collected Company or play a Woodland Bellower to go bigger (evolve).

I think something like Bioshift will help you get really explosive turns! Especially with Hardened Scales on the field.

Vigean Hydropon works great as a big counters buffer you can relie on for a long time if that's what you want to use, and Voidslime rescued me more than once.

Lastly, i think i have to mention the Sultai Counters build (i know it most likely isn't what you want to do, but it is great at what it does).Just the addition of some producing lands can open you up to Winding Constrictor and Corpsejack Menace which are insane with the Graft and Evolve mechanics!

Blo on How does Sudden Spoiling affect ...

2 years ago

Hiya, thanks for the elaborated question ;).
First scenario, your opponent has two creatures with effects that affect the blocking phase. In order to utilize Sudden Spoiling to block freely, you'd have to cast it before blockers and after attackers. This way you get to block whatever you want and will most likely kill the 0/2. Your question does all this correctly.

Then for your second question, please remember that Void Winnower does nothing to prevent your opponent from attacking with (un)even mana costs. So all that does nothing good. Also remember that creatures with a cost of X in their cost on the battlefield will be counted as X=0 as far as Void Winnower goes, so the Skyrider Elf, no matter the casting cost, will have a converted mana cost of on the battlefield.

If you have more questions, feel free to ask them ;)

Hydronvanquisher on How does Sudden Spoiling affect ...

2 years ago

Hi all, I've been reading up on Sudden Spoiling for a little while now and believe I have a basic understanding of it. However, I am still a little confused on how it would play out in the following scenario:

My opponent is the active player. Let's say I have a Zulaport Cutthroat and a Butcher of Malakir already out on the battlefield and my opponent has Void Winnower, Prized Unicorn and a Skyrider Elf on the battlefield.

My opponent decides to attack me with everything. After he declares attackers, and finishes casting any spells, he passes priority. I presume this is where I would either declare blockers or cast an instant and then declare blockers.

Could I cast Sudden Spoiling and then since the spell temporarily negates the static ability of Void Winnower (meaning I can block with an even CMC creature), declare my two creatures as blockers and then proceed?

I'm assuming I can but wanted to confirm I wasn't overlooking anything.

As a new wrinkle, what if during my casting step (prior to declaring blockers and prior to casting Sudden Spoiling) I decide to cast Quicken and then Act of Treason on his Void Winnower? I then decide to cast Sudden Spoiling and let combat proceed. What happens to his already declared Skyrider Elf if the CMC is even? He's declared it as an attacker but now that I have a Void Winnower on the battlefield (albeit temporarily) under my control, is it still an attacker or does it remain tapped but no longer have the ability to proceed to combat damage?

Sorry if this is a bit convoluted but I wanted to make sure I have an understanding. Thanks for any advice/info you can all offer.

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