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Elephant Rider

Elephant Rider

Card text

Elephant Rider

Ally - Battlefield

  1. [[main]]
  2. 7 [[basic]]

  1. Overkill 2: When this unit destroys a unit an opponent controls by attacking, deal 2 damage to that opponent's Phoenixborn.
  2. Unbreakable 2: If this unit has 2 or fewer wound tokens on it, it cannot be affected by spells, abilities, or dice powers that would place exhaustion tokens on it, destroy it, or return it to its owner's hand.
  • Attack 6
  • Life 6
  • Recover 3

Comments

  • Elephants are a major pain to face. Here are some of the ways you can deal with an Elephant Rider with 2 or fewer wounds on it:

    • Damage. Unblockable damage/wounds is arguably the best way to deal with an Elephant Rider (Shadow Counter, Molten Gold, Frostbite, [[natural:power]], Poison, Winged Lioness + Massive Growth, etc.).
    • Exhaustion. The key thing here is you have to "move" the [[exhaust]] onto the Elephant (Transfer or Chaos Gravity are the only ways to do this when I posted this; note that for Chaos Gravity you must move the [[exhaust]] to the Elephant Rider, so it requires at least 1 other unit on your opponent's Battlefield). Deep Freeze can also work as a poor man's [[exhaust]], though you're only delaying the inevitable in this case.
    • Illusion units. Units with the Illusion ability do not trigger Overkill because they are destroyed by Illusion rather than by the Elephant's attack (False Demon, Shadow Hound, Shadow Spirit). This makes them excellent chump blockers, and since they are often undercosted for their stats trading a bunch of them to lock down an Elephant is usually a resource win.
    • Regress. Though make sure you kill off the almost-inevitable Polarity Mage first...

    Things that don't work against an Elephant Rider with 2 or fewer wounds:

    • Fade Away cannot even be attached (see Ashes FAQ, p. 3 "Q: Can I play alteration spells on my opponent's Seaside Raven?"); if it is attached while the Elephant is damaged but the Elephant's recovery value takes it under 3 wounds I am honestly not sure what would happen because there does not appear to be any applicable ruling in the rules or FAQ. My gut feeling is Fade Away would remain in play, but would not destroy the Elephant.
    • Mark of the Goddess + Blood Chains isn't a valid play (unless the Elephant is wounded prior to Blood Chains resolving), because destroying the unit is an effect of Blood Chains, not a cost.
    • Elephant Riders with 2 or fewer wounds are immune to Kneel and Meteor (both the [[exhaust]] and the damage, in Meteor's case).
    • To Shadows cannot affect an Elephant with 2 or fewer wounds.