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Elrond of the White Council

Elrond of the White Council

Legendary Creature — Elf Noble

Elrond of the White Council wants a deck that loves coin flips, dice rolls and wild surprises. It also suits a deck that turns its opponents against each other.

  • Mana cost3 genericgreenblue
  • Blue, Green ()
  • Power / toughness3 / 3
  • RarityRare

Secret council — When Elrond enters, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1 counter on each creature you control.

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Themes

Cards That Fit Elrond of the White Council

Picked for what they do in Elrond of the White Council's deck. When two cards do the same job, the one with the lower comes first. All of them fit Elrond of the White Council's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for Elrond of the White Council

explain how Elrond of the White Council works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 16 Jun 2023

Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.

Wizards of the Coast 16 Jun 2023

After the votes are revealed, starting with the player whose turn it is and proceeding in turn order, each player who voted fellowship chooses a creature they control for each of their fellowship votes. Then the controller of Elrond of the White Council's ability gains control of those creatures and they gain the listed ability. Finally, that player puts a +1/+1 counter on each creature they control for each aid vote.

Wizards of the Coast 16 Jun 2023

Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.

Wizards of the Coast 16 Jun 2023

Each player must vote for one of the available options. They can't abstain.

Wizards of the Coast 16 Jun 2023

If you control Elrond of the Secret Council's ability, it is usually best to vote for aid. Gaining control of a creature you already control is only occasionally helpful.

Wizards of the Coast 16 Jun 2023

If you have multiple votes, you can vote for fellowship multiple times. If you do, you can choose the same creature each time.

Wizards of the Coast 16 Jun 2023

No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.

Wizards of the Coast 16 Jun 2023

The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.

Wizards of the Coast 16 Jun 2023

To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.

9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Elrond of the White Council, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUGPlayers write colors as letters: U for blue, G for green. Blue is U because B was already taken by black.ChaosChaos decks fill the game with random effects like coin flips, dice rolls and random swaps, so nobody's plan goes as expected. It is built for fun and big stories more than for winning quickly.Open the Chaos pageVoting / PoliticsHands a decision to the whole table: every player votes, and the result applies to everyone. That turns the vote itself into something to bargain with. Council's JudgmentOpen the Voting / Politics pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pagePoliticsPolitics decks turn opponents against each other, making their creatures attack someone else or letting the whole table vote. Goad is the most common tool: a goaded creature must attack, and must attack someone other than you if it can.Open the Politics pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageTheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft page