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  • 1

    posted a message on [EVK] Duel Decks : Elspeth Vs Kiora (Decklists leaked - 2/12!)
    I really don't fancy the decklists especially Elspeth with the Gustcloak creatures, from a flavor point of view I find that they don't link up, it seems like being foil and new art for Elspeth would be the only reason for me to be keen this DD set.
    Posted in: The Rumor Mill
  • 1

    posted a message on [FTV] From the Vault: Angels
    Wizards have a chance to make this the most popular FTV ever, and maybe for once, the art will take precedent over the ability of the card.
    Posted in: The Rumor Mill
  • 1

    posted a message on Walls deck win!!! - WIP
    Quote from Burntgerbil »
    I'd think that Doran, the siege tower would be the premier wall commander.

    Now Doran would really be nasty with Walls....that would mean replacing blue with green, definitely a very good choice for wall commander!
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Reality Shift - Blue gets hard-removal now?
    Blue gets all the love again. They already have counters, and now they have another low cost removal - it can even be used on themselves!
    Posted in: New Card Discussion
  • 1

    posted a message on [Primer] Modern Knights
    Quote from JPoJohnson »
    So... Iplayed the deck against some other modern decks and I have to be honest... The deck feels weaker now than it ever has before. Anyone else felt this?

    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 Rolleyes .
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on World Cup
    Congrats to Germany! Happy to see the best team won.

    Argentina performed well to get to the final too. Great World Cup!
    Posted in: Sports
  • 1

    posted a message on [Deck] Modern Soldiers
    I would try to play a set of War Falcon, even though it doesn't get the solder tribal boost, an early flyer would put opponents under good pressure. I also think we could reduce Preeminent Captain and add on more Field Marshal or Brimaz, King of Oreskos, because I don't think we have enough Soldiers that would require us to cheat onto the field (other than Brimaz, King of Oreskos).

    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.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [Primer] Modern Ninjas
    When it comes to evasion spells such as Distortion Strike, Writ of Passage, Veil of Secrecy and Artful Dodge to name a few, they are obviously situational and can be 2 for 1 (upon a removal spell). Even then, I would still try to play 1 or 2 pieces of Artful Dodge, because there are enough instances which I just need to connect with a Ninja already in play to turn the game around or just win the game. Flashback from Artful dodge is so useful, and because of that is a card worth playing IMO.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [[MM]] Why not reprint MM1?
    Because Wizards didn't want to destroy faith/confidence in the secondary market. When people have faith in a highly value card, they will also continue to trade and open boxes for it. This is crucial towards the livelihood of the game and if this is eroded the collectible aspect of the game will be over too. No one wants to wake up in the morning to a new set or reprint set to know their collection has become worthless overnight.
    Posted in: Speculation
  • 1

    posted a message on [Deck/Primer] Knights in Legacy
    Legacy Knights Primer/Deck

    Special thanks to Syndarion from Aeternal Studios for this awesome banner!

    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.

    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:
    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.


    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.


    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.


    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.

    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.

    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.


    5.1 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.

    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.

    The cheapest and fastest way to get Haakon into the graveyard.

    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.


    Dual lands:

    Arid Mesa
    Flooded Strand
    Marsh Flats
    Windswept Heath

    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.

    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.

    Messes opponent's tempo and destroy lands crucial to opponents' strategy.

    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.


    7.1 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.

    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

    Take out opponents key spells after they have been cast before.

    Nihil Spellbomb
    For graveyard hate with card advantage as a bonus.


    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

    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%

    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%

    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

    Red & White Legacy Knights, Lightning Knights

    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

    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

    Mono-White Legacy Knights, 7 Kingdoms - By EnemyWithin

    Mono-White Mox Knights/Green & White Mox Knights

    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.

    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.

    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.

    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.

    Posted in: Developing (Legacy)
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