Fabled Passage is horrendous anyway. You're an aggro deck, this card is for midrange and GY abuse only. There's definitely tension between adventure cards and the package Territory + Grounds.
I tested my lists above and found equipments to be rather unnecessary. I fail to find an archetype where Embercleave is good, it needs many creatures yet big ones so the DS + trample gets relevant. Steelclaw and Masterwork are better. I question then the use of Fervent Champion, and red altogether. There's Olivia, Mobilized for War, nice flyer, but discarding when another creature etb is a real sacrifice. Copter seems as good at being a 3/3 flyer that gives pseudo haste to a new comer, also discards cards, but is cheaper and harder to kill.
Why not a heavy black version with the best white knights ? 1-2 Urborgs should do it.
B-heavy is probably the best route. One of the best arguments for R is probably Embereth Shieldbreaker. He's a side-board guy, and could be eschewed in favor of other types of artifact hate, but one of the main things that makes Standard knights work to the extent they do is the pseudo-card-advantage that Adventures give.
Embercleave doesn't really seem appealing to me either.
I think this deck has a lot of potential especially because brave the elements is so good. And I'm surprised no one mentioned knight of the white orchid yet it fixes Mana, is a knight, ECT.
Anyways, here's my current list that seems to be doing well:
I think this deck has a lot of potential especially because brave the elements is so good. And I'm surprised no one mentioned knight of the white orchid yet it fixes Mana, is a knight, ECT.
Anyways, here's my current list that seems to be doing well:
You are running R just for Inspiring Veteran? Unless you have some good R side-board cards, I'd ditch the Veteran and the R and play Metallic Mimic - or something else altogether - in that slot.
Mimic is bad in non-artifact decks, I think it's a given after years doing absolutely nothing in tribal decks, in any format. Here, Thalia's Lieutenant is always better, while off-tribe.
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Mimic is bad in non-artifact decks, I think it's a given after years doing absolutely nothing in tribal decks, in any format. Here, Thalia's Lieutenant is always better, while off-tribe.
Mimic is a bad Lord, but not because he's an artifact. But an additional color for a mediocre Lord isn't worth while to me. Thalia's Lieutenant is a better idea as long as you aren't too heavily invested in Knight synergy.
I think this deck has a lot of potential especially because brave the elements is so good. And I'm surprised no one mentioned knight of the white orchid yet it fixes Mana, is a knight, ECT.
Anyways, here's my current list that seems to be doing well:
You are running R just for Inspiring Veteran? Unless you have some good R side-board cards, I'd ditch the Veteran and the R and play Metallic Mimic - or something else altogether - in that slot.
And shield breaker in the side, also all the red sources are white sources so the cost of going three colors is pretty low when you get 8 tri lands
Sorry: I also forgot the 1/2 make-a-token flyer, and truefire paladin which I keep rotating in and out
I think this deck has a lot of potential especially because brave the elements is so good. And I'm surprised no one mentioned knight of the white orchid yet it fixes Mana, is a knight, ECT.
Anyways, here's my current list that seems to be doing well:
You are running R just for Inspiring Veteran? Unless you have some good R side-board cards, I'd ditch the Veteran and the R and play Metallic Mimic or something else altogether in that slot.
And shield breaker in the side, also all the red sources are white sources so the cost of going three colors is pretty low when you get 8 tri lands
Sorry: I also forgot the 1/2 make-a-token flyer, and truefire paladin which I keep rotating in and out
Embereth Shieldbreaker is a good man. The trouble with adding a third color is you have to run more Shocks and fast lands. It will cost you so it needs to be worthwhile. I get the desire to have a knight with an Adventure for hate when possible.
Another issue I see is Fatal Push; you've got so little to trigger Revolt. I'd think Fabled Passage is a requirement. Less stringent mana requirements would allow you to run a Field of Ruin or two, but it would probably have to take the place of a spell in a Mardu list.
Tournament Grounds and Unclaimed Territory won't make colored mana for Adventures or spells. You've got six sources to cast Battle Display with and no way to search up any of them other than Knight of the White Orchid. You've got seven sources for Fatal Push. Another reason to run Fabled Passage and/or Field of Ruin.
KotWO is a good little man, but he's unreliable especially on the play. He may let you get by with so few lands but it will often be several turns before he can get you a land. Do you hold him until he can come through?
KotWO is a good little man, but he's unreliable especially on the play. He may let you get by with so few lands but it will often be several turns before he can get you a land. Do you hold him until he can come through?
What makes it unreliable?
The deck only runs 22 lands, so I'm not too worried about flood. If I'm in the play I'll just hold him, and play the other stuff in my hand. The way you get punished is when it's the only card left in your hand, and if it is, you probably have the lands you need anyways.
Mimic is a bad Lord, but not because he's an artifact
Not what I said.
He's a bad lord, period. And only artifact decks can use him as a filler card, or a role player (see Hardened Affinity in Modern).
What makes it unreliable?
Easy question. Most of the time you have the same amount of lands as your opponent, so its ability is dead. Playing 4 copies is suboptimal too. If you want the card, it's because it's a first striker, the rest of the textbox is super situational and subpar in the deck.
If I'm in the play I'll just hold him, and play the other stuff in my hand
I think this is the trap. If you force yourself to hold it, because you want... a Plains ! rather than a fast first striker on the BF, then I don't understand. A Plains doesn't win you the game (the new mulligan rule makes KoWO less interesting too in mana screw situations too), while - for instance - holding Blacklance Paragon and giving your biggest creature lifelink can win you the game.
Imagine if you have both Paragon and KoWO, your aggro deck is suddenly holding back 2 cards in hand...
The same applies for Order of Midnight, but the card looks a bit better than KoWO. On turn 2 it's always a 2/2 flyer, you don't hold it, and late in the game that's a 2 for 1. Nice !
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Mimic is a bad Lord, but not because he's an artifact
Not what I said.
He's a bad lord, period. And only artifact decks can use him as a filler card, or a role player (see Hardened Affinity in Modern).
What makes it unreliable?
Easy question. Most of the time you have the same amount of lands as your opponent, so its ability is dead. Playing 4 copies is suboptimal too. If you want the card, it's because it's a first striker, the rest of the textbox is super situational and subpar in the deck.
If I'm in the play I'll just hold him, and play the other stuff in my hand
I think this is the trap. If you force yourself to hold it, because you want... a Plains ! rather than a fast first striker on the BF, then I don't understand. A Plains doesn't win you the game (the new mulligan rule makes KoWO less interesting too in mana screw situations too), while - for instance - holding Blacklance Paragon and giving your biggest creature lifelink can win you the game.
Imagine if you have both Paragon and KoWO, your aggro deck is suddenly holding back 2 cards in hand...
The same applies for Order of Midnight, but the card looks a bit better than KoWO. On turn 2 it's always a 2/2 flyer, you don't hold it, and late in the game that's a 2 for 1. Nice !
I played a number of decks in Standard where Metallic Mimic was a great lord, because +1/+1 counters mattered. It's not bad in every context, just many (maybe most contexts). When +1/+1 counters matter more than +1/+1, however, he's a great inclusion.
I think you're misrepresenting the Orchid Knight flow chart. When it was in standard Back in the zendikar days it did a lot of work, setting you up for double spells or accelerating you straight into powerful 4 drops.
If you're on the draw: you can play it starting T3 letting you cast it and leave up two mana for either another knight or a utility spell.
On the play it's less important but you already have the advantage and playing it as a 2/2 before a Lord on the next turn is fine. Or you can hold it and fix your mana if you need to. If you don't need to fix your mana just play it.
It's a solid card and is only stronger when a plains can be off-color mana or a castle. Which I still need to acquire :/
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Embercleave doesn't really seem appealing to me either.
Urborg, Tomb of Yawgmoth may be just the thing for heavy-B Mardu.
There are some things I really want to try out with Boros, but they may just be cheap tricks - fun, but cheap. We'll see what works.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Anyways, here's my current list that seems to be doing well:
2x Blacklance Paragon
4x Brave the Elements
3x Concealed Courtyard
4x Dauntless Bodyguard
4x Fatal Push
3x Godless Shrine
3x Inspiring Vantage
4x Inspiring Veteran
4x Knight of the White Orchid
1x Knights' Charge
2x Midnight Reaper
1x Mountain
1x Plains
2x Sacred Foundry
2x Smitten Swordmaster
1x Swamp
4x Tournament Grounds
4x Unclaimed Territory
4x Venerable Knight
3x Worthy Knight
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
And shield breaker in the side, also all the red sources are white sources so the cost of going three colors is pretty low when you get 8 tri lands
Sorry: I also forgot the 1/2 make-a-token flyer, and truefire paladin which I keep rotating in and out
Another issue I see is Fatal Push; you've got so little to trigger Revolt. I'd think Fabled Passage is a requirement. Less stringent mana requirements would allow you to run a Field of Ruin or two, but it would probably have to take the place of a spell in a Mardu list.
Tournament Grounds and Unclaimed Territory won't make colored mana for Adventures or spells. You've got six sources to cast Battle Display with and no way to search up any of them other than Knight of the White Orchid. You've got seven sources for Fatal Push. Another reason to run Fabled Passage and/or Field of Ruin.
KotWO is a good little man, but he's unreliable especially on the play. He may let you get by with so few lands but it will often be several turns before he can get you a land. Do you hold him until he can come through?
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
You can play Boros Reckoner for 1 mana less and hybrid.
I don't think I ever got to the level of Blasphemous Act abuse, but I played the crap out of Reckoner when he was in Standard.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
What makes it unreliable?
The deck only runs 22 lands, so I'm not too worried about flood. If I'm in the play I'll just hold him, and play the other stuff in my hand. The way you get punished is when it's the only card left in your hand, and if it is, you probably have the lands you need anyways.
Not what I said.
He's a bad lord, period. And only artifact decks can use him as a filler card, or a role player (see Hardened Affinity in Modern).
Easy question. Most of the time you have the same amount of lands as your opponent, so its ability is dead. Playing 4 copies is suboptimal too. If you want the card, it's because it's a first striker, the rest of the textbox is super situational and subpar in the deck.
I think this is the trap. If you force yourself to hold it, because you want... a Plains ! rather than a fast first striker on the BF, then I don't understand. A Plains doesn't win you the game (the new mulligan rule makes KoWO less interesting too in mana screw situations too), while - for instance - holding Blacklance Paragon and giving your biggest creature lifelink can win you the game.
Imagine if you have both Paragon and KoWO, your aggro deck is suddenly holding back 2 cards in hand...
The same applies for Order of Midnight, but the card looks a bit better than KoWO. On turn 2 it's always a 2/2 flyer, you don't hold it, and late in the game that's a 2 for 1. Nice !
I played a number of decks in Standard where Metallic Mimic was a great lord, because +1/+1 counters mattered. It's not bad in every context, just many (maybe most contexts). When +1/+1 counters matter more than +1/+1, however, he's a great inclusion.
If you're on the draw: you can play it starting T3 letting you cast it and leave up two mana for either another knight or a utility spell.
On the play it's less important but you already have the advantage and playing it as a 2/2 before a Lord on the next turn is fine. Or you can hold it and fix your mana if you need to. If you don't need to fix your mana just play it.
It's a solid card and is only stronger when a plains can be off-color mana or a castle. Which I still need to acquire :/