Quote from Mugenkira »has anyone running this list thought of using Steward of Valeron?
Hes a knight, a mana dork and a bear with vigilance. He carries equipment incredibly well and can accelerate into a big drop earlier as well as fitting the tribe. At least this is my reasoning as to why he may be runnable in a G/W knights list.
what do you think of him?
Quote from HanClinto »Quote from SplashBros »Regards to the bounce, vapor snag does more than just bounce their creatures, sometimes you use it to bounce a ninja back to your hand during combat to re-ninjustu, or vapor snag spellstutter to counter something. Mistblade sometimes is also the best card in the deck.
I guess that's why I like Peel from Reality so much -- I feel like it serves both purposes of Vapor Snag, and rarely do I not want both of them at the same time.
Quote from SplashBros »Regards to the bounce, vapor snag does more than just bounce their creatures, sometimes you use it to bounce a ninja back to your hand during combat to re-ninjustu, or vapor snag spellstutter to counter something. Mistblade sometimes is also the best card in the deck.
Quote from ShiroeTheEnchanter »[card]
My definition of a Knights deck is that the deck is tribal (heavy concentration of Knights) and that definition makes the deck lean towards aggro strategies. If you only have 8 Knights or fewer out of all your deck's creatures, I don't consider that a Knights deck anymore.
Quote from Nikeyeia »I agree with Shiroe. After having played with the combo in a knight-shell, I can pretty confidently say that a knight-deck isn't the best shell for the combo. That doesn't mean that it isn't good though. KotR is a very strong card in the midrange games, especially when drawn in multiples, as they can buff each other. The green splash gives access to Collected Company, which is obviously a strong card in a deck full of 3-drops. It also gives acces to manadorks, most notably Hierarch, which synergizes well with double strikers, as well as Knight of the White Orchid when you're on the draw. Also, a 1-3-4 curve just feels so much better than a 1-2-3 curve, when you cast your Knight of Meadowgrain, and the opponent plays a goyf.
The blue splash then gives access to the combo. Which is strong to have, because it allows us to win some more or less unwinnable games/matchups. The downside is, that playing the combo reduces your threat density, and that Retreat is sometimes a dead draw. Hence why I ended up playing only 2 - KotR can kick some major butt on it's own, and the added upside of having 10-15% of your wins come out of nowhere is a real threat, that the opponent has to respect. Splashing blue also gives access to counterspells in the sideboard, which can really increase some of the bad matchups (Tron, for example). If you want to more consistently combo out, Court Hussar may be worth testing out (You were talking about tribal cantrip, and that card is pretty good, but unfortunately dies from CoCo/Vial).
I'm not saying the correct way to build the deck is to play the combo, or even play multiple colors, as the different versions are capable of different things, but I have to admit I quite like how my current list is playing. I have to agree that it's important to keep the amount of actual knight creatures high though, something I'm not that good at because I want to test out all kinds of things.
Quote from Lantern »If twin combos, you'll lose, if it controls, it wont. Same deal with zoo. You just have to play correctly, and most of the time, thats knowing they can combo, and playing risky regardless.
Quote from !KAMELEON! »
With the new fetches, the mana base should be a lot smoother. I would like to see this Esper Knight build with Æther Vial, most of your knights cost 3 plus you don't have to always cast Haakon from the graveyard.
Quote from Stormlox »I've been shadowing this thread for a while and I've decided to make knights my thing.
After buying the normal core cards, I feel like I want to head towards the puresteel type of build due to the small amount of CA and the protection to help make creatures stick.
1. Get a sword
2. Get a prot creature
3. Get Life from within
4. Attack with a Double Strike 4/4 Mirran Crusader with protection from blue, red, green, black
I'm not sold on the steelshaper's gifts, maybe just more artifacts?
I feel like 10 isn't really enough to trigger Metalcraft but I'm not sure what to take out as well - maybe Student of Warfare?
From playtesting, I always have the dilemma of Student or Vial turn 1 if I have both - what's the best choice here anyway??
Possibly Bonesplitter or Silver-Inlaid Dagger for Student?
Stormlox Magic OnlineOCTGN2ApprenticeBuy These Cards
Land (20)4 Cavern of Souls4 Flagstones of Trokair4 Mutavault4 PlainsCreature (24)3 Fiendslayer Paladin4 Knight Exemplar2 Knight of Meadowgrain2 Knight of the White Orchid3 Mirran Crusader2 Phyrexian Metamorph4 Puresteel Paladin4 Student of WarfareArtifact (8)4 Aether vial1 Basilisk Collar1 Sword of Fire and Ice1 Sword of Light and shadow1 Sword of War and PeaceSorcery (2)2 Steelshaper's GiftInstant (4)4 Path to ExileEnchantment (2)2 Light from Within
Quote from osieorb18 »If you can convince your playgroup, you might also be able to run Yore-Tiller Nephilim, which is hilariously gimmicky with walls.
Quote from Hunding Gjornersen »There's not a ton of stuff for Wall tribal, but there are some build-your-own-tribe cards:
Brass Herald Adaptive Automaton Coat of Arms Door of Destinies Volrath's Laboratory Riptide Replicator
Quote from CommanderZ »Rhinos are an issue, those need to be countered or pathed
But I still think attacking the yard is the way to go. It mitigates most threats the deck can muster, so if you can prevent rhinos from killing you, the deck doesn't have all that many ways to actually threaten you. It's definitely a step toward success, considering if you don't have hate, they have 4 goyfs, 4 scoozes, 4 tasigurs and 4 rhinos or whatnot, each of which is more than capable of killing you singlehandedly.
Right now I'm trying to update the deck to the new meta, because firewalkers are not necessary for maindeck anymore.
Quote from gabriel4816 »I'm trying to figure out which to add to my knights deck: mirran crusader or silverblade. I am aware of the pros and cons of both such as how silverblade can make other creatures such my knight of meadowgrain to proc twice due to doublestrike. That allows the deck to have a faster clock. However, I'm also all to familiar with the weaknesses of soulbond and have lost many combat phases due to a well-timed removal spell. Mirran crusader is said to be more resilient to removal while also having the advantage of having doublestrike initially, which silverblade doesn't. When facing an unknown meta, which is the better choice?
Quote from pzbw7z »Quote from gabriel4816 »I'm trying to figure out which to add to my knights deck: mirran crusader or silverblade. . .
With the popularity of GBx these days, Mirran Crusader has to be available in one's 75. If it's one or the other, I'd go with Crusader.
Quote from gabriel4816 »I'm trying to figure out which to add to my knights deck: mirran crusader or silverblade. . .
Quote from PhroX »To throw it open to another colour combination - RWB - Alesha, Who Smiles at Death allows you to cheat any dead walls with power <2 back into play attacking
Quote from Cardeokhan »Wall of Mulch seems like the best reason to play walls. Wall is about to die? Draw a card! Wrath of God? Draw a LOT of cards.
As for the current list, you have a LOT of ways to bring back enchantments...with very few enchantments at all. I know you are REALLY paranoid about losing Rolling Stones, but I think you overkilled the enchantment Resurrection. And on top of that, Rolling Stones doesn't help when most of your walls have 0 power. I would replace a lot of those recursion effects with attack pumps. OR....go red for Vent Sentinel and Lobber Crew.
Quote from jakalova »Playing tribal with black and no Patriarch's Bidding? You can also recur Bidding with Mnemonic Wall for value and staying power.
Quote from Michealmas »You should really consider splashing Red into this. I had a R/W wall deck in vintage for a while and although it wasn't that strong (it was still walls after all) red has some huge cards for playing around with the Defender mechanic Vent Sentinel, Æther Membrane, Flamewright, Glyph of Destruction, Total War and Lobber Crew. Plus you can run cards like Boros Charm, Assemble the Legion etc. to pad out your roster. Without Red, you're going to struggle to deal damage but with it, you can hide behind your cheap and effecient defenders, sling spells for damage to whittle people down until you reach a point where you can turn them aggressive and beat face.
Quote from Burntgerbil »I'd think that Doran, the siege tower would be the premier wall commander.