Conclave Sledge-Captain is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Backup 1, backup 1, backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn. Each backup ability triggers separately.) Trample Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
Complete guide
Conclave Sledge-Captain is a powerhouse Elephant Soldier that brings overwhelming force to the battlefield through the backup mechanic. By distributing its influence, it allows your army to grow exponentially whenever they connect with an opponent's life total. This card represents the Selesnya philosophy of strength in numbers and shared growth.
Understanding Triple Backup
Conclave Sledge-Captain features 'Backup 1' printed three separate times. When it enters the battlefield, three distinct triggered abilities go onto the stack. For each trigger, you choose a target creature. You can target the Sledge-Captain itself to receive three +1/+1 counters, or you can target one, two, or three other creatures. If you target another creature, that creature gains Trample and the ability to generate +1/+1 counters based on combat damage dealt to a player until the end of the turn.
The Resolution Process
As the Elephant Soldier enters, you put the three backup triggers on the stack in any order. Each trigger resolves individually. First, you check if the target is still legal; if it is, you place a +1/+1 counter on it. If that target is not the Sledge-Captain, it gains the printed abilities listed below the backup text. Because these are separate triggers, if you target the same creature with all three, it will gain three instances of the damage-trigger ability, effectively tripling the counters it receives upon hitting a player.
Common Mistakes to Avoid
A common point of confusion is whether the Sledge-Captain loses its abilities when it shares them. It does not; the Elephant keeps Trample and its counter-generating ability regardless of where the backup triggers go. Additionally, remember that backup only shares abilities printed below it. If the Sledge-Captain gained flying from another spell before its triggers resolved, it would not pass flying to the targets. Lastly, if the Sledge-Captain is destroyed while its triggers are still on the stack, the targets will still receive the counters and the abilities based on what was printed on the Elephant.
Strategic Deployment
This card is best used when you already have a board presence capable of attacking immediately. Since the granted abilities only last until the end of the turn, you want to target creatures that do not have summoning sickness. It is a fantastic finisher for decks that struggle to push damage through blockers, as it provides both the evasion of Trample and the scaling threat of permanent +1/+1 counters.
Interaction examples
You have Avenger of Zendikar and several Plant tokens on the battlefield. You cast Conclave Sledge-Captain. When it enters, you target one Plant token with all three backup triggers. That Plant gets three +1/+1 counters (becoming a 3/4) and gains three instances of the 'combat damage equals counters' ability. When that Plant deals 3 damage to a player, each of the three triggered abilities will resolve, putting 3 counters on it each time, for a total of 9 additional +1/+1 counters.
If you control no other creatures, you must target Conclave Sledge-Captain with its own backup triggers. It enters as a 5/5 and receives three +1/+1 counters, becoming an 8/8. Because it targeted itself, it does not 'gain' new abilities, but it still possesses its native Trample and counter-generating ability. When it deals 8 damage to a player, it will put 8 +1/+1 counters on itself.
You control Seedborn Muse and cast Conclave Sledge-Captain, targeting the Muse with all three backup triggers. The Muse becomes a 5/7 with Trample. During your combat phase, the Muse attacks and deals 5 damage to a player. Three triggers go on the stack, each adding 5 counters, making the Muse a 20/22. Thanks to the Muse's own ability, she will untap on the opponent's turn, standing ready as a massive blocker after her empowered attack.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Conclave Sledge-Captain
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If the same creature is the target of more than one of Conclave Sledge-Captain’s backup abilities, it will get more than one instance of its triggered ability. Each of those triggered abilities triggers separately. If the creature deals combat damage to a player, it will get that many +1/+1 counters more than once. (It will also have trample more than once, but that’s way less interesting.)
No other card is named in this ruling.
- #2· Wizards of the Coast
If a backup ability targets the creature with backup, that creature will get +1/+1 counters, but it won’t gain additional abilities.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a backup ability causes another creature to gain abilities, the creature with backup will still have those abilities.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a permanent enters the battlefield as a copy of a card with a backup ability or a token is created that is a copy of that card, the order of the printed abilities is maintained.
No other card is named in this ruling.
- #5· Wizards of the Coast
Backup confers only abilities that are actually printed below it. Any abilities that are gained by the permanent are ignored, including abilities gained due to a resolving spell or ability or copy effects.
No other card is named in this ruling.
- #6· Wizards of the Coast
The abilities that backup grants to the target creature are determined only once, at the time the ability triggers. They won’t change if the permanent with backup loses any abilities before the backup ability resolves.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Mayael's Aria + Conclave Sledge-Captain
- 1Cast Conclave Sledge-Captain by paying
.
- 2When Conclave Sledge-Captain enters the battlefield, its backup ability triggers three times.
- 3Resolve the first trigger, putting a +1/+1 counter on the creature with power two or greater, and causing it to gain the printed abilities until end of turn.
- 4Repeat step 3 for each remaining trigger.
- 5Deal combat damage with the creature that was targeted in step 3, triggering the creature's ability three times, putting three +1/+1 counters on the creature for each damage it dealt.
- 6At the beginning of your next upkeep, Mayael's Aria triggers, causing you to put a +1/+1 counter on each creature you control, gain ten life, and win the game.
Simic Ascendancy + Conclave Sledge-Captain
- 1Cast Conclave Sledge-Captain by paying
.
- 2When Conclave Sledge-Captain enters the battlefield, its backup ability triggers three times.
- 3Resolve the first trigger, putting a +1/+1 counter on the creature with power 3 or greater, and causing it to gain the printed abilities until end of turn.
- 4Simic Ascendancy's first ability triggers, putting a growth counter on it.
- 5Repeat from step 3 for each remaining trigger.
- 6Deal combat damage with the creature that was targeted in step 3, triggering the creature's ability three times.
- 7Resolve the first trigger, putting a number of +1/+1 counters on the creature equal to the damage dealt.
- 8Simic Ascendancy's first ability triggers, putting that many growth counters on it.
Sage of Hours + Conclave Sledge-Captain + Emiel the Blessed
- 1Activate Emiel by paying
, blinking Conclave Sledge-Captain.
- 2When Conclave Sledge-Captain enters the battlefield, its backup ability triggers three times, all targeting Sage of Hours.
- 3Resolve all Conclave Sledge-Captain triggers, putting three +1/+1 counters on Sage of Hours, and causing it to gain the printed abilities three times until end of turn.
- 4Deal combat damage with Sage of Hours, triggering its abilities granted by Conclave Sledge-Captain three times, putting three +1/+1 counters on Sage of Hours for each damage it dealt.
- 5Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least three extra turns after this one.
- 6Repeat during your last extra turn.
Sage of Hours + Conclave Sledge-Captain + Helm of the Host
- 1At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Conclave Sledge-Captain with haste.
- 2When the Conclave Sledge-Captain token enters the battlefield, its backup ability triggers three times, all targeting Sage of Hours.
- 3Resolve all Conclave Sledge-Captain triggers, putting three +1/+1 counters on Sage of Hours, and causing it to gain the printed abilities three times until end of turn.
- 4Deal combat damage with Sage of Hours, triggering its abilities granted by Conclave Sledge-Captain three times, putting three +1/+1 counters on Sage of Hours for each damage it dealt.
- 5Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least three extra turns after this one.
- 6Repeat during your last extra turn.
Sage of Hours + Conclave Sledge-Captain + Splinter Twin
- 1Activate Conclave Sledge-Captain by tapping it, creating a token copy of it with haste.
- 2When the Conclave Sledge-Captain token enters the battlefield, its backup ability triggers three times, all targeting Sage of Hours.
- 3Resolve all Conclave Sledge-Captain triggers, putting three +1/+1 counters on Sage of Hours, and causing it to gain the printed abilities three times until end of turn.
- 4Deal combat damage with Sage of Hours, triggering its abilities granted by Conclave Sledge-Captain three times, putting three +1/+1 counters on Sage of Hours for each damage it dealt.
- 5Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least three extra turns after this one.
- 6Repeat during your last extra turn.
Sage of Hours + Conclave Sledge-Captain + Kiki-Jiki, Mirror Breaker
- 1Activate Kiki-Jiki by tapping it, creating a token copy of Conclave Sledge-Captain with haste.
- 2When the Conclave Sledge-Captain token enters the battlefield, its backup ability triggers three times, all targeting Sage of Hours.
- 3Resolve all Conclave Sledge-Captain triggers, putting three +1/+1 counters on Sage of Hours, and causing it to gain the printed abilities three times until end of turn.
- 4Deal combat damage with Sage of Hours, triggering its abilities granted by Conclave Sledge-Captain three times, putting three +1/+1 counters on Sage of Hours for each damage it dealt.
- 5Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least three extra turns after this one.
- 6Repeat during your last extra turn.
Sage of Hours + Conclave Sledge-Captain + Eldrazi Displacer
- 1Activate Eldrazi Displacer by paying
, blinking Conclave Sledge-Captain.
- 2When Conclave Sledge-Captain enters the battlefield, its backup ability triggers three times, all targeting Sage of Hours.
- 3Resolve all Conclave Sledge-Captain triggers, putting three +1/+1 counters on Sage of Hours, and causing it to gain the printed abilities three times until end of turn.
- 4Deal combat damage with Sage of Hours, triggering its abilities granted by Conclave Sledge-Captain three times, putting three +1/+1 counters on Sage of Hours for each damage it dealt.
- 5Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least three extra turns after this one.
- 6Repeat during your last extra turn.
Sage of Hours + Conclave Sledge-Captain + Deadeye Navigator
- 1Activate Conclave Sledge-Captain by paying
, blinking it.
- 2When Conclave Sledge-Captain enters the battlefield, its backup ability triggers three times, all targeting Sage of Hours, as well as Deadeye Navigator's soulbond ability.
- 3Resolve the Deadeye Navigator trigger, repariing it and Conclave Sledge-Captain.
- 4Resolve all Conclave Sledge-Captain triggers, putting three +1/+1 counters on Sage of Hours, and causing it to gain the printed abilities three times until end of turn.
- 5Deal combat damage with Sage of Hours, triggering its abilities granted by Conclave Sledge-Captain three times, putting three +1/+1 counters on Sage of Hours for each damage it dealt.
- 6Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least three extra turns after this one.
- 7Repeat during your last extra turn.
Legal formats
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Meta decks with Conclave Sledge-Captain
No archived Top 8 deck with this card yet.



Avenger of Zendikar
Seedborn Muse







