Frank Lepore from TCGPlayer played a Modern Knights deck in his deck tech video this week. He played a list that top 16'ed a Modern Premiere event recently.
Check it out!
http://magic.tcgplayer.com/db/article.asp?ID=11734
He seemed to enjoy himself. The deck performed pretty well in the 2-man's that he played.
- Nabbydian
- Registered User
-
Member for 12 years, 11 months, and 15 days
Last active Thu, Sep, 7 2017 21:31:07
- 11 Followers
- 1,954 Total Posts
- 23 Thanks
-
1
Kumlekar posted a message on [SCD] True-Name NemesisPosted in: Legacy (Type 1.5)Quote from NabbydianPretty much the reason why I stop playing Legacy...I used to play mostly non-blue midrange decks (don't tell me about Death and Taxes, I know this deck exists). There's no space for them anymore :(.
I can totally understand this, blue is my favorite color in magic hands down, but with the stupidly undercosted creatures its been getting, its pretty stupid. -
1
JPoJohnson posted a message on [Deck] Death Knights of Modernhttp://forums.mtgsalvation.com/showthread.php?t=336371Posted in: Modern Archives - Deck Creation
Look at the bottom of the first post "Haakon's Darth Knights". -
2
rhakee posted a message on [[Official]] [Deck] Samurai - UpdatedPosted in: Casual & Multiplayer Formats{Deck} Samurai
-To Nakul, the best brother in the whole world-
-Amazing Banner, done by Ace of Spades Stuido-
The Way of the Samurai
Hello everyone, welcome back to another Tribal Tech with myself, Rhakee! This time on the highly underestimated tribe of Samurais! A very powerful warrior tribe that specializes in dominating the fields of blocking or becoming blocked. With Samurais, you can have a fun, unique, deck that holds a solid aggro plan, with a back-up defensive plan. Wanting to win through honor and glory? This is the tribe for you. First, we’ll go into a little History of the Samurai.
Bushido: The code of the Samurai
Samurais are fierce warriors bound by honor and duty. They are unmatched in the ways of swordsmanship and self-discipline. They were part of a high military caste in Japan near the 12th century. The samurai were enforcers of authority and the law. While gone today, their teachings and code of conduct are still taught. The samurai code is known as Bushido, or “The Way of the Warrior.” Bushido is a unique philosophy that all warriors follow, in order to become virtuous and honorable. The code stressed loyalty, mastering the art of battle, and fighting to the death. The code also evokes compassion, fairness, and the need for justice. Bushido is defined by seven virtues:
gi (Rectitude)
yūki (Courage)
jin (Benevolence)
rei (Respect)
makoto (Honesty)
meiyo (Honor)
chūgi (Loyalty)
WRGBThe SamuraiWRGB
And now, the warriors of Kamigawa, the soldiers of truth and justice!
An amazing Samurai card. One of the best! Should be in every Samurai deck!
A very good and well supported Samurai card. This card should be considered when building a Samurai deck.
A good and supported Samurai card. This card is a basic building block in a Samurai deck.
Not too good of a Samurai cad. This card is usually avoided in completive formats. Add at your own risk.
A bad Samurai card. It is highly recommended not to play in any deck.
This card was so awful, we couldn't even rate it. Please, move on
Araba Mothrider: Pretty basic as Samurais go. His two mana 1/1 body is nice for the early game. Flying makes your early attacks evasive. A good starter. Nothing spectacular, but simple is better.
Bushi Tenderfoot: First of all, Bushi Tenderfoot isn’t going to kill any creature on its own without dying as well. So an Equipment investment is required just to make him a Double strike 3/4. While that may seem like a wise investment, you might as well use that slot in your deck, for a card that gives you Double strike and a power/toughness boost. Not worth it.
Devoted Retainer: If you want to go the hyper aggro route, you’re going to need one drops. This is pretty basic. Not the most thrilling one drop, but good nevertheless. If you’re thinking of a control route, I wouldn’t recommend running him.
Hand of Honor: The Samurai version of White Knight, his power is questionable. Against a black deck: fantastic. Against anything else: Another 2/2 Bushido. He is mostly sideboard material, and should be avoided in the maindeck.
Indebted Samurai: A really good samurai. 2/3 body is always solid in the early game, and only gets stronger. Since your creatures will be attacking and/or blocking a lot, your creatures will die. This only pumps up Indebted Samurai. Solid body, solid ability, solid samurai
Inner-Chamber Guard: There is a reason the word ‘guard’ is in his title. Because, really, that’s all he does on his own. A good Samurai should have a good ability on its own that only gets stronger when you equip it. The Guard can only block on his own. If you need to be on the defensive, then by all means. But there are much better slots.
Kentaro, the Smiling Cat: This card is really a mana fixer if anything. If you’re running two or more colors, this card helps with getting your Samurai’s out quickly. Nice with Samurai of the Pale Curtain’s double white mana cost.
Kitsune Blademaster: Another solid Samurai, First Strike is always a good ability to have, especially when fighting or blocking.
Kitsune Dawnblade: Awesome name. Horrible card. 2/3 for five mana is very under the curve. The only way you could play that is if his abilty was groundbreaking, which it is far from. Don’t run him.
cost.
Konda, Lord of Eiganjo: Lord of all Samurais, he is unstoppable. Indestructible stops about more than 75% of removal. Bushido 5 makes him unblockable since most of your opponent’s creatures can’t take that much damage, but he stays untapped, ready to block. An amazing Samurai, despite his mana cost and fragile body. Should be an auto include in any Samurai deck that runs white.
Konda’s Hatamoto: Obviously better if you’re running a number of legends, which there are. His 1/2 body is solid, so running him is pretty safe. Legendary creatures up his powers to the max.
Mothrider Samurai: 2/2 flyers for four mana have never been good in Magic, and his Bushido ability doesn’t make up for that. Don’t run him.
Nagao, Bound by Honor: 4 mana for a 3/3 body is always nice. Bushido 1 makes him just clear the curve. However, his anthem ability when attack is amazing. Your opponents will have enough trouble blocking him, imagine blocking 2 or 3 more pumped up Samurais!
Opal-Eye, Konda's Yojimbo: Most of the Samurai Legends have phenomenal abilities that lean toward the offense. Opal-Eye’s ability is completely defensive. He will cause a change in tide on the board, since your opponent will question whether or not to attack, only to have that damage prevented. However, two mana for 1 damage won’t be worth it, and most of the time Opal-Eye will only be able to soak 3-4 damage max with the amount of mana you will have available. Not only that, he will die in the process of taking the damage. Too much of an investment for an aggro deck. Unless you’re running a defensive play, this isn’t a good card.
Samurai Enforcers: Six mana in a color with little acceleration is a bite of a hike. A 4/4 body for six mana is also usually not worth it.
Samurai of the Pale Curtain: A small samurai with many uses. Already a plus in our book. 2/2 bodies for 2 mana is very good. He double white makes her difficult to splash, but it is possible. Her ability imminently halts graveyard shenanigans. Oh is that a dredge deck? Locked down. Oh, a reanimator? Whoops, didn’t mean to do that. Make sure, however, you don’t run her with your own graveyard interactions in mind. Not sure if she stops Indebted Samurai’s ability, but I’m pretty sure she doesn’t.
Silverstorm Samurai: Same argument as with Enforcers. Too costly for something so underpowered. Flash? Not a great deal of advantage unless you run a bounce outlet. Since Samurai’s lack the color blue, that isn’t going to happen anytime soon.
Sensei Golden-Tail: My personal favorite, since not only does he add the flavor of ‘training’ your creatures, he makes it possible to splash in non-Samurai creatures, or give Bushido to your changelings. Very good card.
Takeno, Samurai General: Despite his expensive mana cost for a underpowered body, his Lord ability makes him able to run. Bushido 2 can make him hold out on his own when blocking or blocked. His lord ability will give each of your Samurai’s +1/+1 at the very least. A fantastic creature. Just make sure to strap some equipment on to him.
Takeno’s Cavelry: It was cute in Kamigawa. But has no uses anymore, since no one runs Spirits. And even if they did, 1 damage is nothing to cripple a spirit deck. Don’t run.
Battle-Mad Ronin: Attack each turn if able… that never ends well. Unless you want to kill your Samurai on purpose… yeah don’t run him.
Brothers Yamazaki: A cute flavor card. Good synergy with each other, and make interesting plays. The thing about the brothers is, they are awful by their lonesome, but amazing together.
Fumiko the Lowblood: Once she’s on the field, a couple of things are going to happen. You’re opponent’s creatures won’t be able to block, you will suddenly flip to the defensive momentarily, you’re opponent will be vulnerable, while you take chunks of damage. With that said, Fumiko can win the game for you. Once you’re opponent’s creatures keep attacking, your Samurais can use their Bushido efficiently, staying out of harm’s way while picking off your opponent’s creatures. Then you can turn them sideways for the win. A deck may have to be tweek around her, but she can cause utter chaos. Awesome.
Iizuka the Ruthless: This card screams with synergy. Goes perfectly with Indebted Samurai. Along with Oathkeeper, you can pump up your Samurai’s to the max. Solid Samurai!
Ronin Cavekeeper: This is really a Samurai Enforcer, with one less toughness. So if Samurai Enforcer was marginally good, how do you think this guy will perform?
Ronin Cliffrider: I have such mixed feelings about this guy. A 2/2 for five mana is totally not cool in my book. Bushido 1 doesn’t even help him at all, raising him to a mere 3/3. However, his last ability sweeps chump blockers and tokens off your opponent’s map, no matter how many. And even if it doesn’t kill them, it sure cripples them for your other Samurais to overpower with their Bushido. He only gets a rate of three due to the fact that his mana cost upsets me. If he was a 3/3 naturally, or had Bushido 2, then we would have a different conversation here.
Ronin Houndmaster: Haste? Not quite necessary in a Samurai deck. So to view the worth of this card, it’s a 2/2 for three mana and Bushido 1. Not spectacular, but gets the job done if running a mono red Samurai Deck.
Sokenzan Renegade : Here is where Red Samurais get their unique flavor: Hand size. Which is strange, since red is the last color with card advantage. So in reality, burn decks and most red aggro become hand empty by turn five. If you want to run a unique build, then put this guy in. He is the perfect samurai, including the fact you’re opponent can take him, which is goes against the Bushido way. But what can you do? A 3/3 Bushido 1 body for 3 mana is just too good. Keep some removal handy though if he waddles over to the opponent’s side.
Sokenzan Spellblade: Another good red Samurai, despite his underpowered body with a high mana cost that I oh-so despise. His fire breathing ability catches my eye. If you’re running lots of card advantage, he could have possibly +5/0 for two mana. Splash-able, and potential to shine.
Cursed Ronin: Here was my reaction to Cursed Ronin-
Curse Ronin B3: Nice…
Artwork: WOW!! This card has to be badass!
B: Cursed Ronin gets +1/+1 till end of turn: A built in shade ability. Nice!
1/1: OH C’MON!! -.-
Hand of Curelty: He is in the same boat as Hand of Honor. Superb against White decks. Just another 2/2 Bushido 1 against anything else. But since his artwork is so cool, you may just want to run him.
Kuro’s Taken: Regeneration is always powerful. Should be in your deck if you’re splashing black.
Nezumi Ronin: A rat that dies to a stiff wind. If he had first strike, I may be able to accept him. But he is simply not worth the slot in your deck, unless you run a mono black Samurai deck, which I recommend against.
Numai Outcast: Wanna know why she’s an outcast? Cause she is awful. Horrible, atrocious card. Don’t even think about playing her.
Toshiro Umezawa: There is a number of reasons why I’ve given him a low rating. First of all, on his own, Toshiro is an amazing card, especially in EDH. However, as a unit, he fails. Even though black has Samurais, their abilities are very poor, and there for not very well supported in the tribe. Toshiro’s abilities benefit himself, not others around him, which goes against the Samurai strategy, which consists of assaulting or defending as a unit. So for a Samurai deck, Toshiro gets only three points. However in terms of EDH, he is a star.
Isao, Enlightened Bushi: A certain bomb, with the exception of his low toughness. He can regenerate any and all Samurais, including himself. This presents a problem for your opponent. Block with a Bushido Samurai that won’t die, or take the initial damage? Isao needs an answer right away, or you will win the game. His one problem is the fact he is the only green Samurai out there o.O Odd.
XThe ArmoryX
Your soldiers need weapons to slay the wicked and protection from the damned. Here is your armory.
General’s Kabuto: This can make your Samurai virtually unstoppable. Very good equipment.
Konda’s Banner: A very good tribal card, and fantastic with Samurais. Works better in a solid color deck.
No-Dachi: While 3 mana to equip is outrageous for this sword, +2/+0 and first strike will make your Samurai’s much more potent, especially with Bushido.
Oathkeeper, Takeno’s Daisho: A very good equipment for your Samurais. Works quite well with Iizuka.
Tatsumasa, the Dragon's Fang: If you want flavorful power that gives some crazy power to your samurais, this is your sword.
Swiftfoot Boots: While Haste isn’t relevant, Hexproof will protect your main Samurai. Very good pair of kicks.
Sword of Vengeance: This can make any Samurai into a full on threat. Amazing in a committed aggro deck. The sword enables your samurais to have abilities they wouldn't have normally, such as first strike or flying. This sword can make a simple samurai go the extra mile in terms of performance on the board.
Basilisk Collar: Giving your Samurais deathtouch makes them even more unattractive to block, which mean this card can get your Samurais through with their damage. It also makes them insane blockers.
Sword of Fire and Ice: Once of the best swords of the cycle, A Samurai equipped with this will definitely create problems for your opponents. Do I block and have my creatures die from a vicious Samurai that is pumped up, protected from blue and red (not a problem if they don't run those colors), and have Bushido, or do I take the damage which gives him/her even more of an edge? A definite five stars.
Umezawa's Jitte: Someone once told me this was an auto include in any creature deck. ANY CREATURE DECK, emphasized. I never really saw the point, like most cards, until I saw it in action. I cried. That’s how beautiful it was. A versatile artifact that makes dealing damage even more damaging to your opponent, and therefore forces them to block, which then their blockers will have to deal with your Bushido warriors.
WRGThe UtilityWRG
Your Samurais cannot fight this battle alone. Here is some of the many allies, familiar or weird, that a warrior must call upon in times of need
There is so much utility available for these decks, so I’m only going to list a couple. With utility, the great thing is you can add your own personal fling into the mix. But these are just some staples for Samurais. Note that there are no rating on these cards, simply because utility is your own choice when it comes to deck building.
Changelings are a good way to splash in different abilities while keeping a Samurai Tribal. Here are some good Changelings for your colors.
Avian Changeling: If you need flying in your deck, and you’re running white, this is your… erm… thing.
Mirror Entity: In the late game, this guy can really turn up the heat with his ability. You can turn four mana into "All Samurais get +4/+4." He also happens to be a Samurai himself *wink wink*
Tauren Mauler: Amazing card for red. This guy will put you ahead in the game. Give him Bushido with Sensei, and you’re all set.
Chameleon Colossus: Since there are no green Samurais, this is second best if you’re thinking of splashing in Isao. Due to the number of pump abilities and pieces of equipment, his ability will make him huge and can swing for the win.
Adaptive Automaton: A artificial Lord for your Samurais. Lord effects are always nice, so he will come in handy. Since he is colorless, he can fit into any Samurai Style of play you have.
Coat of Arms: A fantastic card in any Tribal deck. Things can get out of hand very quickly with this card. While it has the highest synergy in a tribal token deck, it has a heavy punch with Samurais
Path to Exile: Staple removal for white. Shouldn't even be a debate
Hold the Line: You have a formidable force of blockers. If you’re opponent thinks he/she can get past them, they are gravely wrong. This card can up it a notch and can sweep all of your opponent’s attackers.
Ghostly Prison: If you want to control the game, this is the card to do it with. Now, your opponent can’t attack without emptying his mana base, and can’t stay on the defensive due to your Samurais’ Bushido ability. Great synergy.
Komada’s Reach: Intensive mana ramping if you happen to splash green.
Might of Oaks and Vines of Vastwood: A trick with Bushido is that if a low power Samurai attacks, your opponent may not want to let his blocker die to a passively pumped up creature. So usually weak creatures with Bushido pass through for a mere 1 or 2 damage. You can use this fact to you advantage with massive pump up spells like this one.
Time of Need: A great way to tutor for good Legends like Isao or Takeno.
Harmonize: A card that can give really good card advantage when playing green. Works nice with the Sokenza Ogres, which depend on your hand size in order to thrive.
Lightning Helix: A awesome card if you’re running R/W. Better than Lightning Bolt.
Glory of Warfare: With Samurais, this card can change the tide of the game to your favor. Amazing offense and amazing defense. Muah!
The Strategy
Your warriors need a game plan. In order to command the army of honor-bound Samurais, you must first be familiar of their style of battle.
There are a number of ways to pilot a Samurai deck. The most common way is aggro. Turn one, two and three, creatures. Turn four, some spells to help your creatures. Keep bashing your opponent into the ground and drop that life total to 0. However, with the absence of haste and burn support spells, Samurais won’t be able to do that task very quickly. This has its pros and cons. Samurais won’t run out of steam soon into the game, however your opponent may get to you before you can get to him/her. That’s why you need to take advantage of every ability in your deck.
Bushido, while on the surface may seem pretty self-explanatory, serves a much deeper purpose. Bushido enables your Samurais to become pumped whenever they block or become blocked. When a creature is blocked, his power and toughness increase by his Bushido number before combat damage is dealt. This effect does stack, so it can be countered by a –X/-X effect. But undesrtubed, Bushido pumps up your attacker. For example, if Devoted Retainer attacks for 1, and is blocked by a Saproling Token, he is pumped up by +1/+1 once he is announced blocked. Once the effect resolves successfully, and there are no other effects, your 2/2 Devoted deals damage to the 1/1 Token, hence the token dying. At the end of your turn, damage heals first, then the Bushido effect wears off. This process is the same for blocking.
This raises a threat level for your opponent. Since swinging with creatures with Bushido may destroy their blockers, and blocking with Bushido may destroy their attackers, you create a lock on the board. Take advantage of this, as you begin to control the board.
Equipment will make your fighting force even more deadly as you mere 1/1s or 2/2s suddenly may become 5/3s with Oathkeeper. Your main Samurais are suddenly untouchable with Shroud and Hexproof. Equipments are an important part of a Samurai Deck.
Finally, once your control is firm over the board, eliminate their blockers with removal, or force them to tap everything so you can swing with ease. Samurais are an aggro build with some control passively mixed in. Soon enough, you will swing for the win.
When building a Samurai deck, keep all of these ideas in mind. Run cards with good synergy in a deck. Don't waste slots on cards you think look cool, or would be very flavorful. The best decks run smoothly when all the cards can interact with each other in a productive manner. If you noticed, I included no black utility. This is because I'm not a big believer of Black Samurais. None of them, besides Toshiro Umezawa, stand out with good abilities. Many of them are wasted slots, that can be used for more efficient tools. If you really want to run black samurais and need help you can PM me. But I don't feel it's a wise investment. Mono-White and R/W are the strongest builds when it comes to Samurais. But view the deck lists for some examples if you’re stuck trying to build your deck.
The Legion
A list of platoons and noble fighting forces before you. Use them to create your own formidable fighting force.
There are so many builds you can make with this; I’m only going to show a couple. Mono-white is a popular choice with Samurais. You can use these decklists to give you some direction with your own deck building. Whatever your taste lean towards, you can find a fling of your style in here. I'm now hosting other player's builds in this thread. A number of players have already been featured with their very own builds. Want to be featured here? Just comment with your decklist and a request to be featured, and I'll gladly put your list up in the Archive, along with credit to you!
These sections now feature symbols for helping you select a build with more ease.
T= Competitive Build
C= Casual Build
F= Featured Player's Build
$= Budget Build
Mono White Samurai (T)Magic OnlineOCTGN2ApprenticeBuy These Cards Creatures (18)
4 Devoted Retainer
4 Samurai of the Pale Curtain
4 Araba Mothrider
3 Nagao, Bound by Honor
1 Konda, Lord of Eiganjo
2 Takeno, Samurai GeneralEquipment (9)
2 Oathkeeper, Takeno’s Daisho
3 Sword of Vengence
2 Konda’s Banner
2 Basilisk Collar
Other Spells (11)
4 Path to Exile
4 Honor of the Pure
3 Ghostly PrisonLand (22)
20 Plains
1 Eiganjo Castle
1 Emeria, the Sky Ruin
Red Samurai (C, $)Magic OnlineOCTGN2ApprenticeBuy These Cards Creatures (22)
3 Sokenzan Spellblade
3 Ronin Cliffrider
4 Brothers Yamazaki
2 Fukimo the Lowblood
2 Iizuka the Ruthless
4 Tauren Mauler
2 Godo, Bandit Warlord
4 Ronin HoundmasterEquipment (10)
2 General’s Kabuto
2 Konda’s Banner
2 Oathkeeper, Takeno’s Daisho
2 Tatsumasa, the Dragon's Fang
2 Sword of VengenceOther Spells (6)
4 Lightning Bolt
2 Faithless Looting
Lands (22)
21 Mountain
1 Shinka, The Bloodsoaked Keep
R/W Samurai (C)Magic OnlineOCTGN2ApprenticeBuy These Cards Creatures (18)
3 Nagao, Bound by Honor
1 Takeno, Samurai General
1 Iizuka the Ruthless
1 Godo, Bandit Warlord
4 Tauren Mauler
4 Devoted Retainer
4 Araba MotheriderEquipment (6)
4 Swiftfoot Boots
2 Oathkeeper, Takeno’s Dashio
Other Spells (14)
4 Path to Exile
4 Ghostly Prison
4 Lightning Helix
2 Glory of WarfareLand (22)
10 Mountain
10 Plains
1 Shinka, The Bloodsoaked Keep
1 Eiganjo Castle
This is another take on R/W Samurais by Dark_Kloud.
Dark_Kloud's R/W Samurai (T, F)Magic OnlineOCTGN2ApprenticeBuy These Cards Creatures (22)
4 Devoted Retainer
2 Isamaru, Hound of Konda
2 Elite Vanguard
4 Samurai of the Pale Curtain
4 Hand of Honor
4 Kitsune Blademaster
2 Mirror EntityEquipment (4)
2 Kusari-Gama
2 Oathkeeper, Takeno's Daisho
Other Spells (12)
4 Lightning Bolt
4 Lightning Helix
4 Path to ExileLands (22)
3 Battlefield Forge
4 Clifftop Retreat
12 Plains
3 Mountain
This is Nabbydian's Samurai decklist. It is block constructed and budget for you guys who want to savor the flavor and keep it low costed!
Nabbydian's G/W Samurai (C, F, $)Magic OnlineOCTGN2ApprenticeBuy These Cards Creatures (22)
4 Devoted Retainer
1 Eight-and-a-Half-Tails
3 Hand of Honor
1 Isao, Enlightened Bushi
1 Kentaro, the Smiling Cat
4 Konda's Hatamoto
1 Masako the Humorless
2 Nagao, Bound by Honor
1 Opal-Eye, Konda's Yojimbo
1 Samurai of the Pale Curtain
2 Sensei Golden-Tail
1 Takeno, Samurai GeneralEquipment (3)
1 Tenza, Godo's Maul
1 Oathkeeper, Takeno's
1 Tatsumasa, the Dragon's Fang
Other Spells (14)
3 Blessed Breath
2 Call to Glory
2 Reciprocate
2 Terashi's Grasp
2 Terashi's Verdict
3 Time of NeedLands (21)
1 Eiganjo Castle
4 Forest
1 Okina, Temple to the Grandfathers
12 Plains
3 Tendo Ice Bridge
Naya Samurai (C)Magic OnlineOCTGN2ApprenticeBuy These Cards Creatures (20)
2 Takeno, Samurai General
3 Nagao, Bound by Honor
2 Iizuka the Ruthless
1 Godo, Bandit Warlord
2 Fukimo the Lowblood
2 Isao, Enlightened Bushi
2 Devoted Retainer
2 Chameleon Colossus
3 Tauren MaulerEquipment (6)
2 Oathkeeper, Takeno’s Dashio
4 Swiftfoot Boots
Other Spells (12)
4 Path to Exile
2 Time of Need
3 Komada’s Reach
3 Ghostly Prison
Lands (22)
4 Jungle Shrine
1 Shinka, The Bloodsoaked Keep
1 Eiganjo Castle
5 Mountain
5 Forest
6 Plains
This is a build by Lurvhot, known as "Blade of Honor". This deck features for the first time the splash of blue for utility support. While I don't have any blue cards in the utility section, this build is a good skeleton if you want to think outside of the box. Want to utilize blue with Samurais? Here is a perfect example. Tip my hat to Lurvhot!
Lurvhot's "Blade of Honor" (U/W Samurai) (T, F)Magic OnlineOCTGN2ApprenticeBuy These Cards Creatures (20)
4 Devoted Retainer
4 Hand of Honor
4 Araba Mothrider
4 Adaptive Automaton
2 Opal-Eye, Konda's Yojimbo
2 Sensei Golden-TailOther Spells (16)
4 Path to Exile
4 Honor of the Pure
4 Mana Leak
4 Rune Snag
Lands (24)
4 Mystic Gate
4 Adarkar Wastes
2 Celestial Colonnade
12 Plains
2 Islands
This was a very unique concept I found by KosmiK HorroR. Very awesome strategy and unique build. Super impressed. You can find the original Thread here http://forums.mtgsalvation.com/showthread.php?t=421566
The Legends
Here you may view the many battles Samurais generals have fought before you. Our warriors have faced the fierce warriors, cunning wizards, and colossal beasts. Learn from their mistakes and victories. Perhaps your own tales of valor may earn a place among the legions.
Play-test Area coming soon!
The End? No... The Beginning
Now you have obtained the knowledge you need to pilot the army of unstoppable warriors, known as the Samurai. Your journey has just begun. Go forth, and seek glory and justice through the Multiverse!
Well folks, this is the end of the line for this Tribal Tech for Samurais. I want to thank you all for reading. Special shout out to Ace5301 for making that amazing Banner. If you have any comments on the thread, go ahead and post them. Something I left out? Something that outraged you? Something you enjoyed? Go ahead and post (especially if it’s the last one). Have an idea for another Tribal Tech that you would like to see? Go ahead and PM me about it or comment here. I’m up for any challenge. Want to see your Samurais go up against another tribe? Build? Go ahead and suggest it. Play-test is coming soon! Hope you all enjoyed this Tribal Tech. Until then, have a great summer everyone!
6/26/2012
Edited Armory
Took Xyx's advice
Uploaded KosmiK Horror's EDH deck
Uploaded Dark_Kloud's R/W Deck
Added Mirror Entity
6/27/2012
Added Nabbydian's G/W Decklist
Took out card images
6/28/2012
Added Lurvhot's U/W Decklist
Edited some format errors
Added Rating Key
Option is now open to play-test Samurais against any build! Just comment below or PM me!
Option is now open to add your own decklists to the Archive!
-
1
aka_Dredge posted a message on [Primer] Modern NinjasHello Patsam!Posted in: Deck Creation (Modern)
Not entirely sure how creature intensive you intend to be! You definitely want;
4x Ornithopter (evasive 0cost Ninjutsu enabler, amazing inclusion)
2-4 other cheap enablers like Zephyr Sprite, Tormented Soul etc.
2-4 Mistblade Shinobi (depending on what you play against; I run 4)
4x Ninja of Deep Hours
2-3 Higure of the Still Wind (finisher)
That's half of your non-land portion already!
Other cards, considering you're interested in Black, include Throat Slitter, and Okiba-Gang Shinobi. I personally tested Ink Eyes, Servant of Oni and was kind of dissapointed (but hilarious for multiplayer games :D). Was a lot happier with Grave Titan.
Key spells in your colors are tempo, info, and combat trick cards, and the sole reason is to be sneaky! Well, also because they interact so well with your creatures or gameplan i.e
Inquisition of Kozilek/ Duress/ Thoughtseize/ Gitaxian Probe
Echoing Truth/ Familiar's Ruse/ Artful Dodge/ Distortion Strike
Mimic Vat and Telepathy are awesome for multiplayer games (never underestimate the power of a Mimic Vat! :tongue:)
Your creatures are near full playsets, but the spells and accessories to supplement them are however you feel comfortable with; they're just so good at helping you get the most out of your creatures and mechanics.
The main problem with Ninjas is closing out the final points of damage on your opponent; some people include equips like Quietus Spike, Ronin Warclub, Whispersilk Cloak, even Manriki-Gusari if you play against a lot of equipments! I personally play 2x Sword of Feast and Famine, although expensive in $, is utterly ridiculous when you can draw cards, search for cards, and have Unblockable/Flying to guarantee you can tap for double mana every turn.... fun times.
Another great tactic is to use Trinket Mage with a singleton package, also mixed and designed however you feel comfortable with- cards like
Basilisk Collar, Shuriken, Pithing Needle, Chalice of the Void, Darksteel Citadel, Relic of Progenitus/ Tormod's Crypt, Everflowing Chalice, Engineered Explosives etc. I personally use 4 Trinket Mages with the first 5 artifacts listed, and can sideboard the Graveyard hate or the other artifacts just in case they become relevant (or I'm feeling greedy). More importantly, Trinket Mage can search out your Ornithopters.
.....
There are plenty of decklists in the thread, but the main thing is to build something you're comfortable with playing, then tweak it to fit how aggressive or passive you wish to play. Ninjas by default gain slight advantages every turn, until you can play Higure or another big finisher. Generally though, you'll be squeezing out victories with only a fraction of your life remaining, and those are the best games to experience
Best of Luck! -
1
Chironex posted a message on [Deck] U/B MillPosted in: Developing (Legacy)Quote from NabbydianHere's my attempt at an U/ Mill list:
UB MillMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures [8]
4 Hedron Crab
4 Snapcaster Mage
Mill Spells [17]
4 Extirpate
1 Surgical Extraction
2 Thought Scour
2 Dream Twist
4 Glimpse the Unthinkable
4 Archive TrapOther Spells [16]
4 Force of Will
4 Daze
4 Devastation Tide
4 Visions of Beyond
Lands [19]
4 Polluted Delta
3 Scalding Tarn
3 Verdant Catacombs
4 Island
1 Swamp
4 Underground Sea
That looks like a pretty strong list to me! My only advice is that Dream Twist and Thought Scour are pretty weak mill cards, I would rather play Tome Scour or Mind Sculpt, they just have a lot more bang for the buck and are really solid when flashed back with Snapcaster.
4 Devastation Tide seems excessive. It might be worth throwing in a couple Gitaxian Probe into this deck. I think this card has really good synergy with the Extirpate effects. You look at their hand, and if there are any cards in their graveyard same as in their hand you can Extirpate that. Their hand goes down one you draw a card.
Visions of Beyond is hampered a bit by all the exiling of graveyard cards, plus it does not play well with Devastation Tide, so I would probably only run three.
I still would like to advocate putting in a couple discard or creature kill. 3 Ostracize, for example, gets that early threat out of their hand and into the graveyard before they can play it. It also lets you Extirpate their best creature early in the game, plus as stated above in the Gitaxian Probe example, you get to see their hand. When you look a their hand and see they have 2 Kird Ape and you just milled one, you Extirpate that and they are basically finished. -
28
Azrael posted a message on The Gloves Are Coming OffWhen I stepped down from the staff six months ago, I did so with a reasonable degree of confidence that the site was in good hands. That the reforms that we had fought for would endure, and that the site would remain in the hands of high-level leadership that cared for the concerns of the userbase and looked out for them above all else.Posted in: Community Discussion
I don't take these words lightly, but after long and careful thought my mind has been forcibly changed. I've been speaking privately to various contacts among the staff, and have repeatedly heard disturbing reports, undisclosed until now. Incidents that were highly inappropriate - disgusting from someone in a position of power. But because my experiences with Rianalnn have in most instances shown him to be someone who has a number of strong, redeeming qualities, I've been inclined to overlook them (I hoped) isolated incidents, and to defend him against a long series of charges, many of which were in fact overblown.
When I left the staff, I left with the hope that the record of reform, dialogue, transparency, and striving for change for the better that I built my administration upon always leave the door open a crack, if I ever decided I could justify a return despite the restraints of my real life schedule. I thought that if things ever got really bad again, like the old days, the door would still be open to my coming back to help fix things and right the ship. That we would never again have to worry about admins on MTGS running wild, and ignoring the userbase.
I was wrong. I am no longer welcome. Apparently, I am no longer reliable, due to a trumped-up charge.
To put it another way, Rianalnn has made it undeniably clear that he wants to avoid shifting the balance of power in the admin ranks out from under his control, and he is prepared to use the thinnest of pretexts to maintain his grip.
To the best of my ability, given the restraints of potential retaliation against key witnesses, I intend to make the case for Rianalnn's resignation.
Conduct Unbefitting a Leadership Position
Until I secure permission from those directly affected, or they volunteer the information themselves, this section of my post will be deliberately sparse on direct quotes. I have two specific examples on record, but I would be surprised if the abuses stopped at only two, given that I've barely scratched the surface of the members on staff. But given what I've already heard, I don't want to force any one who is afraid to face Rianalnn in a public confrontation into the open, where he could retaliate against them. I think bringing out the full truth is more important than that, but I'll leave that to their discretion.
A basic tenet of good leadership is that you lead by example, maintain civility and professionalism, and use compassion in dealing with your subordinates.
Rianalnn's record in dealing with subordinates is, by all reports, abysmal. I have reports that he has repeatedly flown into a rage and directed profanity at staff members who disagreed with him, or been insulting and dismissive. That tendency, though not the profanity, can be seen in many of his publicly viewable posts, and I intend to compile them, though it will take considerable time. Numerous staff members have either resigned or taken demotions as a result of an inability to stand the way that he has treated him. This from an administrator who has made a "family-friendly" environment a hallmark of his policies.
It goes beyond political incompetency. Rianalnn habitually denigrates others, while holding the premier leadership position in an organization that is supposed to be dedicated to serving the userbase.
Silver Sihhe: on why this is essential for effective leadership.
Twisting the Truth
I don't believe that Rian intentionally sets out to lie to others on a habitual basis. I think the problem is much worse than that. Rian is able to convince himself that the world is not as it is, but how he wishes it to be. Rian deceives himself, and because of that, pushes absolutely counter-factual ideas with absolute confidence and assurance.
Much ado has been made behind closed doors about the recent suspensions of Jonnyjonski, Kijin, and ( N_S ). Repeatedly, comments that were borderline infractable were painted in the harshest possible light. A comment about Rian's location was painted as a death threat. An analogy about the similarity between generalizations and racist thinking was construed as trolling. Posting an amusing AIM chat was construed as posting "on behalf of" a banned member.
Or take the example of his self-serving reconstruction of the previous gutter debacle:
Quote from Rianalnn »
I just want to draw attention the double-standard here. The prior administration didn't see fit to leave much, & in most cases, any paperwork about much of anything, & the office I walked in to was more or less abandoned.
*snip*
I feel you when you say that the deal with the last admins has gone sour, but I also can't agree to honour anything they set out, when they neither consulted anyone else on staff nor left much evidence for the process or intent.
Quote from Azrael »
My perspective on this decision is that the decision-making process (what you refer to as after-the-fact) was very well documented. And that was the case because it took place within CI and at regular moderator level, due to a staff-led revolt in the "leadership" thread I started at the time, which reached 5-6 pages in size, and also in the gutter closure discussion thread, of a similar size. That thread included numerous participants at the lower levels who were not so much consulted in creating this decision, as much as they were successfully attempting to forcibly ram this decision down admin's throat. Off the top of my head, the moderators attempting to reverse that course included myself, yourself, Nai, Nightarcher, Manders, Blinking Spirit, Clock King, Kijin, and at least four other moderators.
In sum, I feel that the previous administration's decision was very much a product of the entire staff, and the arguments used to produce that decision were exhaustively documented in not only CI but in two separate moderator lounge threads.
Quote from Rianalnn »
Despite all of us chiming in, there was still barely any administrative input.
For example, the day before the CI post, when told the admins were drafting 'something', I asked this in the GL; A day later, post CI announcment.
Quote from Azrael »
*nods* I recall, having reviewed the admin-level discussion at the time with considerable interest myself. But my argument is that that underscores the point.
This decision didn't originate with just admin. The idea that the gutterites should be treated as individuals was an idea that originated in that public CI thread, and was championed in the lounge by us underlings, and was subsequently adopted as a result of that public and staff pressure.
It wasn't just an admin fiat that they formulated internally. It was a hard-won consensus arrived at by a confluence of userbase pushing, staff revolt, and admin deference to the groundswell of outrage and activism.
And after all that effort by so many of us, staff, normal users, and gutter alike, that accord has been casually disregarded.
Or at least, we came awfully close.
Unilateral Decision-Making
Not long after Rianalnn was promoted to admin, he began pushing two separate policies on a unilateral basis. The creation of the speakeasy, and the punishment of "slurs" being used by staff within the gutter. Rianalnn was successfully overruled as to the latter, while the former has proven to be a worthwhile idea - but the example is useful as a demonstration of his mentality.
Rianalnn is a fan of getting his way. He is prepared to listen to others - but if he sees a chance to push his own agenda without running into serious opposition, he will seize it in an instant.
When I was on board, we had a healthy and friendly relationship - but I was able to hold him in check. And I encouraged other staff members to continue speaking their minds and act as a counterbalance, as I left. Instead, an exodus ensued. Kraj, who knew Rian far better than the rest of us, jumped ship as soon as I left.Then Madding. NS. Misclick. Gaea's Regent. CK. Kijin. One by one, the number of voices able to act as counterbalances dwindled, while other moderators were promoted up the chain - but not through public moderator apps. By private selection and recommendation.
And for the ultimate example of unilateral decision-making, one need look no further than the latest gutter debacle. No regular moderators were consulted - only the global and admin levels - few of whom have meaningfully taken stands against Rianalnn in the past. No users were consulted - not even the gutter. And the hard-fought decision of the previous admins, not more than six months old? Disregarded. Because the userbase's opinion doesn't ultimately matter much to Rian. Rian getting his own way matters to Rian.
Alternate view.
Political Problems
Beyond those problems, Rian's most obvious problem is failing to understand and empathize with people. He has repeatedly failed to engage in negotiations, except when forced to. His ear is deaf when it comes to diplomatic tone, and he would much prefer to write off those who disagree with him as irrational enemies, than to engage with them. I won't belabor the point here unless requested, as I don't believe that even Rian's consistent supporters would argue this point. Sufficed to say, this skill set is one of the essential abilities for an admin, and Rianalnn's lack of it has been all too evident in the current crisis.
Continuing in a second post.
-
1
Hamlet Captain posted a message on [SCD] Rancor(Psst, Nabby. Crusade has pro-green.)Posted in: Modern -
1
AEIOUsometimesY posted a message on [Deck/Primer] Knights in LegacyPosted in: Developing (Legacy)Quote from OverlordChaoThat was basically what I thought. He just isn't good enough to take something out. If only 70 cards was the minimum...
Also, since I really haven't seen it listed in anyone else's list: Cavern of Souls. I have a very blue meta, so I think it's worth a slot. Sure, it can be Wastelanded, but being able to get any creature out in the deck (minus Metamorph or Stoneforge) without fear of a FoW or something seems decent. But again, I like running all basics. Any thoughts? Maybe as a 2-of?
I think it depends. Since it would be your only nonbasic land, it's going to be a Wasteland magnet, which could be a problem. I think it depends on how your games typically play out, and whether you Vial out most of your creatures or not. I know sometimes I'll deliberately run a creature out hoping to bait a counter, so I can land an Elspeth or a removal spell or something like that. With Cavern of Souls, you force all of their countermagic on the rest of your spells, for better or worse. I personally don't run it, but for people with either a creature-heavy deck, a multicolored deck (BW, GW, GWB), or just a deck with several, powerful nonbasics, it can be pretty useful. It's probably a useful 1-of if you run Knight of the Reliquary. - To post a comment, please login or register a new account.
1
1
1
Now Doran would really be nasty with Walls....that would mean replacing blue with green, definitely a very good choice for wall commander!
1
1
It feels weaker because all the other decks are adapting and evolving with newer cards and strategies, while we are pretty much struck with the same knights, our only consolation is that banned cards don't really affect us .
1
Argentina performed well to get to the final too. Great World Cup!
1
I still think Brave the Elements is better than Launch the Fleet. That said, I might just play a combination of both - somewhat like 3x BtE and 2x LtF.
1
1
1
Special thanks to Syndarion from Aeternal Studios for this awesome banner!
[Contents]
1) Introduction
2) Knight-Analysis
3) Companions/Sidekicks
4) Artifacts/Equipments
5) Spells
6) Mana Base
7) Sideboard
8) Decklists
1) Introduction
Forming a Knight deck is reasonably affordable compared to other Tier one decks, efficient, and for anyone who likes Tribal knights. Knights as a tribe although lacking in synergies are better individually. There are few instances whereby you need to overcommit your board. Knights is essentially a defensive aggro deck.
Knights casting cost is relatively cheap, and with first strike and various protection from colors this could make it a real handful to deal with. Coupled with the emergence of Stoneforge mystic, the effectiveness of the equipment swords which were formally too slow for the format has been greatly enhanced. Now with NPH we have all 5 swords with various protection, giving the typical knight protection from 3 colors. It is not a difficult combo to pull off as well, and can be a stroll to victory once a single knight has been equipped with the right color hoser.
At the moment i have a few different built, and i'm aware there is another thread on Vial knights. This primer was created without focusing on using Vial in the deck but rather emphasied on building a reasonably-competitive deck with Knights as the main creatures and their various sidekicks as supporting cast. However upon more decktesting and discussion in the thread, my conclusion is Vial is a definite shoo-in for any Tribal decks which are creature intensive.
Below is a link to the previous thread created by EnemyWithin which has some really good and useful discussion, you can also see how knights have evolved since Knight Exemplar was first released.
EnemyWithin's Vial Knights Thread
Here i'll be exploring several different versions of knight decks.
DECKLISTS AVAILABLE:
GW Vial Knights
UW Vial Knights
RW Lightning Knights
BW Haakon's Confidant
BW HaakonForge's Swords
Mono-W Knights: (By EnemyWithin)
Mono-W Mox Knights
GW Mox Knights
This is a surprising solid legacy deck which can win at least 50% of the games, and like other tribal decks there is potential to be even stronger with the addition of more and newer knights.
2) Maindeck Knight-Analysis
With so many knight creature cards in the game, as of last count at 159(before M12), i have grouped them into different categories:
Namely:
2.1) Elite Knights. the cream of the crop in the contingent - if you are splashing the right color this will be an auto-include
2.2) Other Possible Maindeck Knights
2.3) Remaining of Honorable Knights - knights who have retired and joined the hall of fame
2.4) Playable knights who failed to make the cut into competitive
2.1 Elite Knights the best knights in the game which should always be the choice in all Tribal knight lists
Knight Exemplar
The only Knight Lord. She boasts your own knights, makes them indestructable, survives Day of Judgement, Engineered Explosives, Pernicious Deed, Nevinyrral's Disk etc. Indestructability also allows us to stall board and build our forces with equipments or more knights. A pair of them means indestructability therefore a no-brainer here to include 4 in the deck.
On the downside, she usually only make cameo appearances and is also a good magnet for opponents removal. It goes to show how good they are. Can also be use as a bait before you cast other bombs.
Student of Warfare
The best one-drop knight around in Legacy. A four-of is a must because there is no other better knights around in term of casting cost and ability. Good when he is in your the opening hand, decent if drawn during early game and absolutely massive when drawn during the late game.
Knight of the White Orchid
A 2/2 with first strike for 2cc. Being on the draw/combined with fetchlands will allow us ensure we don't miss land drop or even play an additional land for the turn. How many games have you lost because you fail to lay the third land? KotWO allows you to get out of such situations. It can also be used as a mana fixer by tutoring for dual lands which can be use straightaway for mana.
Knight of the Reliquary
Usually enter play as a 3/3 creature or bigger at 3cc. The land fetching will trim the deck resulting in better draws during later parts of the game and it can be a tutor for lands such as Karakas/Wasteland/Maze of Ith/Bojuka Bog. It can also tutor for Sejiri Steppe in response to save a creature from imminent destruction. She is the only potentially powerful knight as the rest are mostly considered weenies. Most importantly it is able to hold its own without the aid of equipments during mid/late game unlike the other knights.
White Knight/ Silver Knight / Black Knight / Blood Knight
A cheap and effective knight with built in first strike and protection from a color. Protection is especially useful when paired with one of the equipment swords. Fits the Mana curve/vial counter prefectly as a 2 drop. Should try to play 4 of them unless you are playing Knight of the White Orchid as well. Which one to use will depend on the meta, my preference is White knight due to the number of black-based removal spells in my meta.
2.2) Other Possible Maindeck Knights Not always first choice, but usually good enough to join the contingent
Knight of Meadowgrain
Early lifegain from this creature might be critical against certain matchups. As a 2cc, it might draw removal from some decks thus allowing more powerful 3cc to go through later on. Lifelink also has good synergy with Knight Exemplar.
Mirran Crusader
Everyone plays Tarmogoyf nowadays while Black is also a very popular removal colour. Therefore protection from Black/Green is very relevant here.
The double strike ability also trigger two times over here which means 4 Jitte counters or two cards/4 damage via SoFI and other Swords etc.
Stillmoon Cavalier
Protection from White and Black means many of legacy most popular removal spells are useless againt him. Has flying for evasion so he is able to bring your Swords over for direct damage. However when you have no mana available he is very weak at 2/1 and may prove to be a liability to pump him when you can put your mana to better use. Not so good when drawn early against Non-white/black opponents.
Court Hussar
The ponder effect is usually very timely and it works surprisingly well in stalling with a stronger toughness of 3, when equipped it can provide both defence & attack with its vigilance. One of the very few card advantage we can get from a knight.
Haakon, Stromgald Scourge
It has an effect allowing us to play Knight cards from the graveyard when it is in play, and as a result it also has a lot of synergy with changeling cards such as Nameless Inversion & Crib Swap since you can also play them when Haakon is in play.
I'm still skeptical on this card because of so many white exile spells in my meta(StP & PtE), finding a way to put him into graveyard and casting him again only to be exiled from the game via a cheap spell from the opponent is a massive loss in tempo.
Kinsbaile Cavalier
The global effect this knight brings along is very useful and can often win the game via a single attack or swing board advantage back to your side. The fact that an opponent has a dilemma over removing Kinsbaile or Knight exemplar when both are in play is compliment on the potential of this card.
However the downside is its 4cc, which will render our vial useless. When there is no other knight around, it is just an overcost knight.
2.3) Rest of the best of Honorable Knights - Good maindeck knights which has seen better days...
Knight of Stromgald/Order of Leitbur/Order of the Ebon Hand/Order of the White Shield
Each offer either protection from black or white. But in Legacy there is usually no time nor mana for you to pump them sufficiently big enough against the likes of Tarmogoyf & Tombstalker. Their base power/toughness is not strong enough to stall the ground or set up defense. Black Knight and White Knight are now better 2cc creatures as a result of their built-in first strike.
Stromgald Crusader/White Shield Crusader
Both also offer either protection from black or white, but compared to the 4 knights above, these Crusaders can also fly. But again the opportunity cost of spending mana to pump them usually does not give you equal amount of benefits. It's lack of first strike and 1 toughness means it will die to almost any kind of attack/defence.
Paladin en-Vec
This Knight from en-Vec was formerly one of the best around, the fact that he is "retired" is testament to the improvement of the knight tribe as a whole. Anyway he has been trumped by Mirran Crusader double-strike ability all else equal. Unless your meta is red-dominant, its Mirran over en-Vec kingdom anytime.
2.4) Playable knights who failed to make the cut into competitive
Mirrodin Beseiged & New Phyrexia Knights
Hero of Bladehold
At 4cc i would rather cast Kinsbaile Cavalier, Wilt leaf Liege or Elpseth Knight Errant. It loses out as you can only use it's benefit during next turn attack phase while Kinsbaile/Wilt leaf and Elspeth are able to make an immediate impact once they hit the battlefield.
Simply not as good as the other knights around.
Hero of Oxid Ridge
Knights does not attack by swarm, this card is only good when attacking in hordes. Also at 4cc, suffers the same fate as the Hero who comes from Bladehold.
Puresteel Paladin
This is a Knight with a rare built-in card advantage ability. However it is more suitable for equipments heavy deck which would eventually dilute the knights theme. This knight has to be played as a 4 of to maximise it's effectiveness, and typically drawing one or two extra cards per game does not justify its presence here. Because of this, at the moment he doesnt really belong to a Knight deck.
White
Knight of Dawn
With enough mana available, this knight is literally a protection from all colors. But in competitive play, it is usually very difficult to keep mana free to use this specific ability. At WW, we have much better choices around as described in earlier sections.
Knight of Sursi
Too slow, although it has some synergy with Wrath of God or Armageddon.
Knight of the Holy Nimbus
Good against tempo deck especially. His built-in indestructability forces opponent to disrupt their own tempo in order to kill him. Also has synergy with Wrath of God or Armageddon, but otherwise there are better 2 drops knights around.
Order of the Golden Cricket
Has good interactions with Jitte and Swords since it gains evasion with flying by paying W mana when attacking.
Sigiled Paladin
Solid 2cc 2/2 first strike knight which is similar to White/Silver knight & Knight of the White Orchid. But protection and the ability to fetch additional land is better than exalted.
Soltari Crusader
Shadow literally means unblockable in most legacy matchups. On the downside it also means this creature can't block. The shadow does works well in ensuring the swords can deal player damage and its pumpable power is an added bonus also. If it was a one or two drop it might be playable but unfortunately the 3cc slot is taken by Mirran Crusader.
Teferi's Honor Guard
Another knight who can have valid applications with Wrath of God or Armageddon. However getting UU might not be easy with a minor U splash.
Tivadar of Thorn
A sideboard knight against Goblins as i would maindeck Paladin en-vec over this guy anytime.
Zhalfirin Crusader
Can literally kill off all your opponents critters if you have enough mana by redirecting damage to them or unless your opponent is willing to take two damage per turn. Two mana to redirect 1 damage is useful, but this ability is too cumbersome and doesnt really cut it in competitive legacy.
Black
Knight of Dusk
A knight with a destructable streak. However what is stopping the opponent from taking 2 damage every turn? Otherwise a 2/2 creature at 3cc is not beefcake enough.
Mercenary Knight
Perfect synergy with Haakon, but what if you dont get Haakon on the same hand? Losing a card here is bad when it is not Haakon. And especially we dont usually play 4 Haakons.
Order of Yawgmoth
Has good evasion with Fear and also forces opponent to discards a card which is almost always relevant. Again 4cc pushes it out of contention.
Phyrexian Crusader
First strike and also has protection against 2 colors. In the Zoo/Boros matchup, casting this creature is as good as a win. Otherwise the Infect portion has Zero synergy with the rest of the knight deck. Due to Infect inrelevance in Knights, it is quite difficult to argue for its inclusion here.
Blue
Knight of the Mists
Has a destroy target knight ability when it enters the battlefield unless Uis paid. He can also kill off an opposing KotR.
However unless Zoo & Knights become as popular as Merfolk otherwise the ability is vanilla.
Multi-Colored & Hybrid Knights
Skyknight Legionnaire
Flying and haste provides a sneak attack which is usually good enough to enable Jitte counters or the equipped Swords effect.
Thistledown Liege, Ashenmoor Liege, Glen Elendra Liege
These Hybrid knights looks cool but due to the same reason as Wilt-Leaf Liege below, it is not even splashable when in the right color. They also do not have sufficient knight creatures in the right hybrid color to justify playing them.
Wilt-Leaf Liege
The only reason this guy isn't played is because Knight Exemplar is a cheaper & better lord and at 4cc, you are better off playing a planeswalker or Kinsbaile Cavalier. There simply isnt enought 4cc slots left in the deck. However, it gives +2/+2 to multi-colored/hybrid GW knights such as Knight of Reliquary and the rest below:
Knight of New Alara
It's special effect of giving +1/+1 is quite useless and unplayable and is only good with hybrid/multicolored cards. Too linear in my opinion to be playable in mainstream decks. Also at 4cc it is too costly.
Knotvine Paladin
Knights do not attack in hordes, so the idea of a single and massive Knotvine Paladin attacking is not a far-fetched idea. With either one of Knight of the New Alara or Wilt-Leaf Liege in play, this guy is at least a potential 5/5 attacker at 2cc.
Steward of Valeron
Mana acceleration is always good.
Wilt-Leaf Cavaliers
A very good defensive knight. And nothing else.
3) Companions/sidekicks for Knights - knights on their own can't make a kingdom, here is some creatures worthy enough to be their able sidekicks
Stoneforge Mystic
One of the best W creature in the game who is an equipment tutor and allows you to cheat equipments into play during your opponents' turn; and we haven't even talk about it been uncounterable via Stoneforge ability to put into play. Tutoring for a Batterskull almost ensure your stoneforge will eat up a removal spell thus clearing the way for Knight Exemplar and Knight of the Reliquary to come down safely.
Best play= EOT Vial in Stoneforge, get ready to cheat equipment into play the following turn, equip and swing FTW!
Qasali Pridemage
Provides the answer to artifact/enchantments for GW Knights. Exalted as a bonus which makes a knight with first strike even harder to kill.
Duergar Hedge-Mage
Provides the answer to artifact/enchantments for RW Knights. It might forces us to include more R in our manabase but it often turns into at least a 2 for 1 advantage and on occasions even 3 for 1.
Leonin Relic-Warder
Provides the answer to artifact/enchantments for Mono W Knights.
Dark Confidant
Provides card advantage for Knights splashing B. Playing Knight of Meadowgrain together with Confidant is a good way to mitigate the self-inflicted damage.
Tidehollow Sculler
Removal of threats before they are cast for Knights splashing B.
Mother of Runes
The most irritating creature ever as once active it forces your opponent to use at least 2 removal spells to take her out. Usually I prefer to soak up player damage and will only activate Mom's ability in response to removal spells.
Always protect your mum so our Knight Exemplar can stay on board to provide indestructability to other knights.
Phyrexian Metamorph
Our mainboard anti-Emrakul, the Aeons Torn & Progenitus card. Also has the versatility to copy another equipment or artifact. Next, it can also be the 5th Exemplar to give indestructability to all knights.
Feel free to vial it in anytime for the surprise element or to evade counters.
4)Artifacts/Equipments & Planeswalkers - The knights will also carefully enlist or utilise planeswalker/artifacts/equipments available to bolster their prowess.
4.1 Artifacts
AEther Vial
Every Tribal deck must play this. Creatures put into play is uncounterable thus a bane of all control/countertop decks. Vialing in a creature during the opponent end turn can also usually result in an sneak attack next turn, better still if there is equipment to equip and attack with.
Vialing in Knight Exemplar is also usually a nice trick to save your creatures from destruction.
Haakon can also be put into play via Vial thus removing the headache of getting it into the graveyard if it is on your opening hand.
Vial also has very nice interaction with Stoneforge Mystic.
The optimal number of creatures in a deck to utilise Vial is usually 18 creatures or more. You dont want to have Vial with counters on it but no creatures to flash into play.
4.2 Equipments
Umezawa's Jitte
Without a doubt the best equipment ever printed. Cheap to cast, cheap to equip & insane ability. Jitte is the key to winning any Tribal War, or any War...
Sword of Fire and Ice
The second best equipment for me. Gives card advantage and protection against burn/merfolk. A very good equipment to have especially in the early game therefore should usually be the first few equipments to fetch.
Sword of Light and Shadow
The Third best equipment in my opinion. Card advantage as you can fill your hand with killed creatures from your graveyard. The lifegain is also useful during mid-late game when opponents are trying to hit you with small flyers or burn spells. A equipment more suitable during the mid-late game.
Sword of Body and Mind
It is in my sideboard against opponents playing Jace 2.0 or Tarmogoyf because Jace cannot bounce the creature it is equipped with and a equipped Swords on our Knight is only +2/+2 so they are still not strong enough to kill Tarmogoyf most of the time. However SoBM can help in stalling the board by creating Wolf tokens. With most predominantly blue decks splashing green for Goyf the sword is a good sideboard choice.
Sword of Feast and Famine
Sideboard material since the the best 3 equipments have already taken up the available slots. The untap ability is not really relevant most of the time, and discarding a card is not a big deal either.
Sword of War and Peace
Unlikely to be able to dislodge the existing maindeck equipments. Might make the sideboard though.
Bonesplitter
Makes a Knight very strong during combat due to its +2 power to a already first strike creature. Only requires 1 mana to cast and equip.
Neurok Hoversail
A relevant equipment here, evasion is very important for example to get our SoFI and SoLS through to the player because many popular legacy creatures are still bigger than an equipped knight. However at the moment there isnt space for this in the deck and we have Elspeth Knight Errant to bypass Moat.
Batterskull
Fetching this equipment via Stoneforge Msytic is akin to telling the opponent to expend their removal spell on Stoneforge if they do not want to face a 4/4 lifelink & vigilance creature next turn. Pulling this out when the game stalls is a massive advantage which usually result in a win. Only issue here is getting 5 mana to hardcast him as the mana curve is quite tight over here.
Basilisk Collar
Deathtouch on our first strike knights will kill any opposing creature which dare to enage in combat with us. However IMO the real use for this equipment is actually for defense. A 2/2 knight equipped with the collar can block and kill a fattie without trading himself. This in turn will allow us the time to built our board with more Exemplars or equipments.
4.3 Planeswalkers
Elspeth, Knight-Errant
Give our Knights evasion and pump +3/+3 ability, produce 1/1 Soldiers each turn to stall the board while we accumulate equipments and creatures. At 4cc, she is the bomb which can win the game for us or swing board advantage towards us.
Elspeth Tirel
I wouldnt play this because the Knight-Errant abilities is more relevant to the deck while this also cost more to cast.
5)Spells
5.1 Relevant for all Knights Variants
Swords to Plowshares
The best unconditional removal in the game for white. The downside of giving an opponent extra life can be use on yourself as well, and may punish an opponent who over-commit in ending the game.
Path to Exile
The next best unconditional removal in the game for white. The downside of giving opponent an extra land can be use on yourself as well, helping to get you out of a sticky situation if mana-screwed. Has nice synergy with Knight of the White Orchid.
5.2 For Knights deck with Blue Splash
Ancestral Vision
The synergy between this card and Aether Vial/Remand and Chain of Vapor is amazing. While this card is in suspend, we can easily delay & disrupt opponents by bouncing and countering spells back to their hand.
The mana curve between these 3 cards is also perfect:
First turn= Suspend Ancestral Vision (4 time counters)
Second turn= Ancestral Vision (3 time counters), Cast Chain of Vapor(your opponent cannot even sacrifice his land because your only nonland permanent is in suspend!), then play Aether Vial.
Third Turn= Ancestral Vision (2 time counters), Aether Vial (1 counter), leave mana available to Remand your opponent spells a.k.a Time Walk.
Fourth Turn= Ancestral Vision (1 time counter), get ready to countdown and draw 3 additional cards next turn while continuing to cheat creatures in.
Even if you do not have this card in your opening hand, being about to cast it on the 2nd-3rd turn is also very useful. I'm frequently able to draw a timely Swords to Plowshares and Chain of Vapor to remove/bounce threats in time.
Chain of Vapor
The utility card here which can bounce any nonland permanent including Planeswalkers or meddlesome artifacts/enchantments such as Pitching needle, Moat, Ensnaring Bridge which is locking down the board etc. This is a very under-rated card in the knight deck. I have even used it before to save my Knight Exemplar or re-cast Court Hussar for the ponder effect.
Remand
Casting Remand at times feels like a Time Walk. The extra card from cantrip would have effectively set your opponent back by a turn.
It works even better especially when you have Aether Vial gaining counters & Ancestral Vision removing counters.
5.3 For Knights deck with Black Splash
Nameless Inversion
It can be used on our own creature to pump it's power but dont forget the creature will loses creature types thus losing Knight Exemplar bonus. Will also be useful in removing weenies or our own Dark Confidant when we can no longer handle the life-loss. It can also be played Ad infinitum with Haakon in play. However on the downside,this spell is unlikely kill most opposing big critters.
Crib Swap
Like Nameless Inversion, only that this is a better and more clear-cut removal. The reason this Wcard is here is also because it can be played Ad infinitum with Haakon in play.
Buried Alive
One of the ways to get Haakon into the graveyard. More knights creatures can also be thrown into the graveyard to better utilise Haakon ability when he eventually comes into play.
Entomb
The cheapest and fastest way to get Haakon into the graveyard.
Vindicate
Utility card to remove any type of permanent in play. One of the best removal spells in the game and should be played when the colour is right. Dodges the increasingly popular Spell Snare and Mental Misstep which is a plus point although 3cc removal at sorcery speed is considered slow.
5.4 Red - For Knights deck with Red Splash
Chain Lightning
The next best bolt. If you wishes to include more than 4 Bolts, this card will be one of the main choices. In legacy the chain effect is also unlikely to be replicated.
Lightning Bolt
Best direct-damage spell in the game.
Lightning Helix
Very efficient spell, 3 damage and 3 life for a 2cc card.
6)Manabase
Dual lands:
Plateau
Savannah
Scrubland
Tundra
Fetchlands:
Arid Mesa
Flooded Strand
Marsh Flats
Windswept Heath
Shocklands:
Godless Shrine
Sacred Foundry
Flagstones of Trokair
Tend to hurt your own tempo if struck with 2 of them in the earlier turns. For this reason i'm not sold on it. Does deck thinning and is a good fetch to make Knight of the Reliquary bigger.
Horizon Canopy
Good card drawing advantage. Good synergy with Knight of the Reliquary.
Mutavault
An additional creature may be crucial for us though at the expense of destablising our mana base/wasteland target. Also becomes an indestructable land & creature with Knight Exemplar in play.
However because knights are color intensive, i'll play at most 2-3 pieces in order not to expose us to mana screw and hate. I'll only use them in mono-white lists as anything else will add vulnerability to the manabase.
Wasteland
Messes opponent's tempo and destroy lands crucial to opponents' strategy.
Karakas
Against reanimator/NO decks and those strategies which is reliant on legendary creatures.
Sejiri Steppe
A good trick with Knight of the Reliquary in response to a removal spell to save our creature. Can also be use to sneak in an unblockable creature.
7)Sideboard
7.1 Artifact & White - Relevant for all Knights Variants
Pithing Needle/ Phyrexian Revoker
Added to stop Planeswalker abilities, engineered explosives etc.
Relic of Progenitus / Tormod's Crypt
Against Dredge or decks reliant on getting cards into graveyard.
Aura of Silence
Against opponents heavy on artifacts and enchantments.
Enlightened Tutor
Enables an artifact/enchantment toolbox against all threats.
Ethersworn Canonist
Good against Combo.
Grand Abolisher
Hoses counterspell decks.
Leyline of Sanctity
Against burn and discard.
Oblivion Ring
Best utility spell for White in Modern, take care of all non-land permanents in the game.
Orim's Chant
Included 4 ofs for Storm decks.
Retribution of the Meek
Always relevant, i always play 4 because it is the only chance you have against Progenitus & Emrakul, the Aeons Torn. It is cheaper than Wrath of God/ Day of Judgement and it seldom kill your own creatures.
Serenity
A very good sideboard card against Stax and Affinity.
Surgical Extraction
Take out opponents key spells after they have been cast before.
7.2 Green - For Knights deck with Green Splash
Gaddock Teeg
Played against combo with a body to boot.
Krosan Grip
Against counterbalance or Affinity.
7.3 Blue - For Knights deck with Blue Splash
Chain of Vapor
Utility card to handle threats by bouncing them back to their hands, or to save your own vital non-permanents from destruction.
Also good with messing opponents tempo in the early game.
7.4 Red - For Knights deck with Red Splash
Price of progress
Some massive direct damage which do not hurt us as badly.
7.5 Black - For Knights deck with Black Splash
Extirpate
Take out opponents key spells after they have been cast before.
Nihil Spellbomb
For graveyard hate with card advantage as a bonus.
8)Decklist
The Green/White knights had been played in a couple of tournaments recently while the blue/white was played casually with varying successes. I have included links and results to the tournaments below based on the GW built. This built has actually been played before by legendofzadeh last year so its not totally my creation.
My decks are usually equipped to deal with all type of various threats so below is my maindeck utility cards:
GW Knights = Qasali Pridemage x 3 (artifact or enchantment removal with a body + exalted), uncounterable if put into play via Vial
UWKnights = Chain of Vapor x 3 (bounce any permanent which cant be handled)
RWKnights = Duergar Hedge-Mage x 3 (artifact and enchantment removal with a body) uncounterable if put into play via Vial
Green & White Legacy Knights, Vial Knights - Origins from legendofzadeh
2 Kinsbaile Cavalier
4 Knight Exemplar
3 Knight of the Reliquary
4 Knight of the White Orchid
3 Qasali Pridemage
2 Silver Knight
3 Stoneforge Mystic
4 Student of Warfare
2 White Knight
Planeswalkers [2]
2 Elspeth, Knight-Errant
Spells [11]
4 AEther Vial
1 Sword of Fire and Ice
1 Sword of Light and Shadow
4 Swords to Plowshares
1 Umezawa's Jitte
2 Arid Mesa
1 Forest
2 Horizon Canopy
2 Marsh Flats
6 Plains
2 Savannah
1 Wasteland
4 Windswept Heath
3 Krosan Grip
4 Orim's Chant
4 Retribution of the Meek
1 Sword of Body and Mind
3 Tormod's Crypt
Decklist analysis
Why not more than 1 wastelands?
The optimal mana availability will be WWG by the 3rd turn, including 4 wastelands will screw up the mana as we need the WW to get going. Wasteland is not there to mess with opponent tempo as we are also running on a tight mana curve, 1 Wasteland is there to due with Maze of Ith or other problematic lands.
Why only two savannahs?
The mana consumption in this decklist is intensive due to the stoneforge toolbox and Student of warfare so we cannot afford to have a dual land wasted in the earlier turns.
Why no Mirran Crusader in the list?
3cc makes for a slightly uneven mana curve. Knight Exemplar & KotR has taken up the main deck slots thus we cannot afford to have additional 3cc creatures.
Matchup in percentages:
Merfolk W-L @ 80%-20%
No Bant W-L @ 50%-50%
Dark Horizons W-L @ 30%-70%
Goblins W-L @ 90%-10%
White Stax W-L @ 40%-60%
Zoo W-L @ 35%-65%
Sneak Attack W-L @ 50%-50%
Show & Tell W-L @ 10%-90%
Rock W-L @ 40%-60%
CounterTop W-L @ 60%-40%
4 Knight Exemplar
4 Knight of the Reliquary
4 Knight of the White Orchid
4 Mother of Runes
1 Phyrexian Metamorph
3 Qasali Pridemage
4 Stoneforge Mystic
3 Student of Warfare
Planeswalkers [2]
2 Elspeth, Knight-Errant
Artifacts [7]
4 AEther Vial
1 Batterskull
1 Sword of Fire and Ice
1 Sword of Light and Shadow
4 Swords to Plowshares
Lands [20]
2 Arid Mesa
1 Forest
2 Horizon Canopy
2 Marsh Flats
6 Plains
2 Savannah
1 Wasteland
4 Windswept Heath
4 Leyline of Sanctity
4 Orim's Chant
2 Retribution of the Meek
2 Surgical Extraction
1 Sword of Body and Mind
2 Tormod's Crypt
Matchup in percentages:
Zoo W-L @ 40%-60%
Team America W-L @ 40%-60%
RUGTempo W-L @ 40%-60%
UW stoneforge W-L @ 60%-40%
Bant @ 70%-30%
4 Knight Exemplar
4 Knight of the Reliquary
3 Knight of the White Orchid
4 Mother of Runes
2 Phyrexian Metamorph
3 Qasali Pridemage
4 Stoneforge Mystic
3 Student of Warfare
Planeswalkers [2]
2 Elspeth, Knight-Errant
Artifacts [7]
4 AEther Vial
1 Batterskull
1 Sword of Fire and Ice
1 Sword of Light and Shadow
4 Swords to Plowshares
Lands [20]
2 Arid Mesa
1 Forest
2 Horizon Canopy
2 Marsh Flats
6 Plains
2 Savannah
1 Wasteland
4 Windswept Heath
4 Leyline of Sanctity
4 Orim's Chant
2 Surgical Extraction
1 Qasali Pridemage
4 Tormod's Crypt
Matchups update:
UWB Snapcaster Control
Mono R Goblins W-L @ 90%-10% (20+ games)
BR Goblins W-L @ 80%-20% (Several games)
GR Goblins W-L @ 80%-20% (20+ games)
Team America W-L @ 40%-60% (few games)
UW Stoneblade W-L @ 60%-40% (few games)
Bant @ 70%-30% (few games)
GW W-L @ 40%-60% (several games)
Mono W Death and Taxes W-L @ 65%-35% (10+ games)
Dredge @ 10-90% (few games)
Storm @ 0-100% (few games)
Blue & White Legacy Knights, Vial Knights
3 Court Hussar
4 Knight Exemplar
2 Silver Knight
3 Stoneforge Mystic
4 Student of Warfare
2 White Knight
Spells [22]
4 AEther Vial
4 Ancestral Vision
3 Chain of Vapor
4 Remand
1 Sword of Fire and Ice
1 Sword of Light and Shadow
4 Swords to Plowshares
1 Umezawa's Jitte
3 Flagstones of Trokair
4 Flooded Strand
3 Island
6 Plains
4 Tundra
1 Chain of Vapor
4 Leonin Relic-Warder
4 Orim's Chant
4 Retribution of the Meek
1 Sword of Body and Mind
1 Sword of Fire and Ice
Red & White Legacy Knights, Lightning Knights
2 Blood Knight
3 Duergar Hedge-Mage
4 Knight Exemplar
4 Mirran Crusader
2 Silver Knight
2 Skyknight Legionnaire
3 Stoneforge Mystic
4 Student of Warfare
Spells [16]
4 AEther Vial
2 Bonesplitter
4 Lightning Helix
4 Swords to Plowshares
2 Umezawa's Jitte
4 Arid Mesa
4 Marsh Flats
1 Mountain
4 Plains
4 Plateau
3 Sacred Foundry
2 Price of progress
4 Lightning Bolt
4 Orim's Chant
4 Retribution of the Meek
1 Umezawa's Jitte
Decklist analysis
This deck suffers from extreme lack of power cards. The land base is also very fragile despite adding in 3 shocklands.
Matchup in games
Merfolk W-L @ 8-10
Mental Misstep is the key to Merfolk getting the better of this deck. Merfolk hiding behind Aether Vial with a 1st turn Mental Misstep and Daze is unbeatable. More to come shortly.
Zoo W-L @ 3-7
Zoo's creatures are faster, efficient and bigger. Also has more removals. I usually die with no creatures on board but with some equipments in play occasionally. A poor matchup and one i detest playing against.
Black & White Legacy Knights, Haakon's Confidant
2 Haakon, Stromgald Scourge
4 Knight Exemplar
4 Knight of Meadowgrain
4 Dark Confidant
2 Mirran Crusader
3 Leonin Relic-Warder
2 Stillmoon Cavalier
4 Student of Warfare
Spells [15]
4 AEther Vial
2 Buried Alive
2 Entomb
3 Nameless Inversion
4 Swords to Plowshares
1 Godless Shrine
4 Marsh Flats
6 Plains
4 Scrubland
5 Swamp
2 Retribution of the Meek
4 Extirpate
1 Haakon, Stromgald Scourge
4 Orim's Chant
3 Tormod's Crypt
1 Vindicate
Decklist analysis
Why no vindicate?
Leonin Relic-Warder as the replacement.
Matchups in percentages:
Counter-Thropter W-L @ 80%-20%
Managed to beat Counter-throper very easily, the only game i lost was when i was struck with 1 Plains & 1 Swamps for a few turns which was sufficient for him to setup his combo and lock. For that game Haakon was in my graveyard ready to be cast into play but it was too late.
During our games my opponent was not impressed with Haakon saying he could Swords to Plowshares him, i promptly told him to keep his Plowshares for Haakon then.
Most of the games were a breeze for me because Leonin Relic-Warder was able to smash him combo to pieces. A first turn Vial will also be a very easy win for me. Stillmoon & Student was a huge source of damage against his deck which often draw his removal before i cast Leonin Relic-Warder.
Zoo W-L @ 50-50%
Goblin W-L @ 80-20%
Merfolk W-L @ 70-30%
Mono-Blue Control W-L @ 40-60%
Black & White Legacy Knights, HaakonForge's Swords
2 Haakon, Stromgald Scourge
3 Knight Exemplar
4 Knight of Meadowgrain
1 Mirran Crusader
2 Stillmoon Cavalier
3 Stoneforge Mystic
4 Student of Warfare
Spells [21]
4 AEther Vial
4 Entomb
3 Nameless Inversion
1 Sword of Fire and Ice
1 Sword of Light and Shadow
4 Swords to Plowshares
3 Vindicate
1 Umezawa's Jitte
1 Godless Shrine
4 Marsh Flats
6 Plains
4 Scrubland
5 Swamp
2 Retribution of the Meek
4 Extirpate
1 Haakon, Stromgald Scourge
4 Orim's Chant
3 Tormod's Crypt
1 Vindicate
Mono-White Legacy Knights, 7 Kingdoms - By EnemyWithin
17 Plains
3 Flagstones of Trokair
2 Mutavault
Creatures: [23]
4 Student of Warfare
4 Knight of the White Orchid
4 Silver Knight
3 Stoneforge Mystic
4 Knight Exemplar
4 Mirran Crusader
4 Path to Exile
Artifacts: [8]
4 Aether Vial
1 Basilisk Collar
1 Umezawa's Jitte
1 Sword of Fire and Ice
1 Sword of Light and Shadow
Planeswalkers: [3]
3 Elspeth, Knight-Errant
4 Relic of Progenitus
4 Silence
4 Phyrexian Revoker
3 Oblivion Ring
Mono-White Mox Knights/Green & White Mox Knights
2 Arid Mesa
4 Marsh Flats
9 Plains
3 Wasteland
Creatures: [25]
4 Knight Exemplar
4 Knight of the White Orchid
3 Leonin Relic-Warder
3 Mirran Crusader
4 Mother of Runes
4 Stoneforge Mystic
3 Student of Warfare
4 Path to Exile
4 Tithe
Artifacts: [8]
1 Batterskull
4 Mox Diamond
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Umezawa's Jitte
Planeswalkers: [2]
2 Elspeth, Knight-Errant
1 Leonin Relic-Warder
4 Leyline of Sanctity
4 Retribution of the Meek
1 Sword of Body and Mind
1 Swords to Plowshares
4 Tormod's Crypt
Deck Idea & concepts:
Interestingly, with this deck, i always choose to be on the draw.
Some of the consistent scenarios/plays that keep replaying itself for this deck:
1) A first turn Mox Diamond and Tithe always get me 2 Plains with a Knight of the White Orchid coming down on turn two giving an additional untapped land and enough mana to cast Stoneforge Mystic.
2) First turn Mother of Runes, follow up wth Knight Exemplar.
3) First turn Stoneforge Mystic tutoring for Batterskull forcing opponents to kill SFM or face a 4/4 attacking viligance/lifelink creature on the 3rd turn. A Winner against Goblins multiple times.
Matchups:
Vs Zoo (around 50 games, W-L @ 40-60%)
Zoo has too many threats - simply too many. There are some games which they just completely wipe out my board. The games i won were usually an unanswered Batterskull or a MoR protecting Exemplar or Exemplar x2. An interesting fact i realised during the matches - It is more important to save your MoR then Exemplar against Zoo. Basically anything can die against Zoo except MoR & Batterskull.
Vs Vial Goblins (around 20 games W-L @ 80-20%)
A very favourable matchup for us, this decklist owns goblin completely. A stoneforge with batterskull/SoFI defeats the deck handily. Goblin Piledriver always die to one of the first strike knights and the deck is able to handle Goblins' speed. Goblins land disruption package is also unable to work due to Mox Diamond and Tithe providing consistant land drop. The only few games lost was a turn one lackey(backed with removal for against my one drop) and which i also didnt have Plowshares.
Vs B/W deadguy (around 10 games W-L @ 100%)
Whenever MoR comes on board the game is as good as over as they do not have enough creature removal spells. Their disruption spells is unable to work as Tithe refill lands and Mox Diamond provides speed and SFM provides CA. StP or PtE on their Tidehollow Sculler returning the card it captures usually turn the game around. A very easy matchup for this deck.
1 Marsh Flats
4 Windswept Heath
8 Plains
1 Forest
1 Savannah
2 Mutavault
1 Sejiri Steppe
Creatures: [26]
4 Knight Exemplar
4 Knight of the White Orchid
3 Leonin Relic-Warder
4 Knight of the Reliquary
4 Mother of Runes
4 Stoneforge Mystic
3 Student of Warfare
4 Path to Exile
4 Tithe
Artifacts: [8]
1 Batterskull
4 Mox Diamond
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Umezawa's Jitte
Planeswalkers: [1]
1 Elspeth, Knight-Errant
1 Leonin Relic-Warder
4 Leyline of Sanctity
4 Retribution of the Meek
1 Sword of Body and Mind
1 Swords to Plowshares
4 Tormod's Crypt
Overview of Mox Knights V2:
1) Added G for KotR.
2) Changed Wasteland for Mutavault.
3) 4x KotR replaced 3x Mirran Crusader and 1 Elspeth, Knight Errant.
Matchups:
Vs Zoo (around 20 games, W-L @ 40-60%)
Once again, Zoo simply has too many removals. Contrary to popular belief, the pro-green protection from Mirran Crusader does not make a difference against zoo therefore choosing KotR over Mirran Crusader does not worsen our matchup. I have heard many comments saying Mirran is a good blocker against Nacatal & Goyf but when Zoo has at least 10 RW removals and Grim Lavamancer, KotR is a better choice as it is tougher to remove. The results is similar to the Mono-white version, but once Zoo used up their Path to Exile our chances improved considerably as KoTR is not within Bolt/Helix or Lavamancer range and is able to stand up to their Goyf.
Vs Vial Goblins (around 10 games W-L @ 90-10%)
A stoneforge with batterskull defeats Goblins handily. We can also count on a resolved Mom, Sword of Fire & Ice etc - there is so many ways to beat Goblins. I love this matchup. In most games despite Goblins speed - I was seldom reduced to less than 10 life total.
Vs UW Stoneblade with Mental Misstep (around 10 games W-L @ 70-30%)
Most of the games were epic, and usually turned into a battle of batterskulls. However SoFI & SoLS was usually key in defeating them. The speed we generate with Tithe & Mox Diamond usually allows us to gain a foothold before they could settle down. With KotR/MoR and Knight Exemplar all "must remove" for Stoneblade, they are usually reduced to stalling with Batterskull before we eventually overwhelm them with our creatures or swords.
Vs Deck with Aluren/FOW & Imperial Recruiter (around 6-7 games @ 50-50%)
Against a combo deck, Knights were basically racing against the clock to beat him. Any game which goes beyond the 4-5 turns is an auto-win for me, while I did managed to win on turn 5 for one of the game if I remembered correctly.