Ok, so my deck is doing decently so in 1v1 as well as thumping in the multiplayer, I'm thoroughly enjoying it. Let me know if there are any changes that could work out well. I've looked into Death Knights and there's no way I would want to run that, I can see the pro of playing G/W and may drift in that direction if I feel I need something a little different, but I'm liking what I have so far:
Notes:
1. I know that my sideboard is weak, it hasn't been necessary since all my games with this deck have thus far been casual
2. I know that Elspeth is expensive, but she's a fantastic board wipe that they can't counter and something they have to answer within a turn... so it's also treated me almost like a timewalk as well once I get it down on the board.
3. Depending on what I'm playing against, I have included 2 Cavern of Souls for 2 Plains.
Anyone have thoughts? I'd love constructive criticism in order to make this deck either more competitive in a multiplayer sense or to make it something a little bit stronger that wouldn't do half bad at FNM for a modern tourney.
Heya! So I'm basically doing the same exact thing you are, which is from my understanding, using the knight deck for both 1v1 and multiplayer matches. My deck is also mono-white, but with a bit of variances for the people I tend to play with.
I have never used Mutavault so I have no clue how effective it is, and I and trying to get my own hands on a pair of cavern of souls, but if your games in multiplayer tend to go on sometimes, you may want to run 1-2 Emeria the sky ruin. It's a tech card that I have brought down to one in my deck, but later games, it becomes a good tech for reviving things like Knight Exemplar.
FOr creatures I still want to get a knight of meadowgrain for testing, but right now I use Knight of the white orchid for a mana ramp, or a good first strike 2/2. I've also gotten used to running only 1 kinsbaile cavalier as a tech, since my knights swarm fast. I'm considering removing Hero of Bladehold from my own deck due to it being such a high cost, and taking a whole turn to live and pay off her summon. Because a LOT of people where I play like to use path to exile and beast within and fog, as well as other cards that make swinging with my knights hazardous, I have been teching in 2 Grand abolisher so that I can play my turns un interrupted. He does not share the same blanket of protection that the knights get, but he does his job well, and I most cast him just as I am about to aim for my final swing.
In terms of other cards, I have found that brave the elements and holy day can be great tech depending on the balance of your deck. with mine, I tend to have one of each in hand most times and either use them to prevent damage instead of blocking, or use brave the elements, call the color they are playing that poses the most threat, and since their creatures and other spells of the selected color cannot touch my protected knights, I swing out typically for a kill. holy day is not as versatile, but it allows for you to swing and cover your butt, or not defend and cover your butt. I'm personally on the fence about it. In anything less than 4 people free for all, its rather useless. if its 5+ people, it's a godsend (get it?).
dunno if this helped any, but I hope it did. Good to see even more people are doing a multiplayer and 1v1 deck like I am.
Heya! So I'm basically doing the same exact thing you are, which is from my understanding, using the knight deck for both 1v1 and multiplayer matches. My deck is also mono-white, but with a bit of variances for the people I tend to play with.
I have never used Mutavault so I have no clue how effective it is, and I and trying to get my own hands on a pair of cavern of souls, but if your games in multiplayer tend to go on sometimes, you may want to run 1-2 Emeria the sky ruin. It's a tech card that I have brought down to one in my deck, but later games, it becomes a good tech for reviving things like Knight Exemplar.
FOr creatures I still want to get a knight of meadowgrain for testing, but right now I use Knight of the white orchid for a mana ramp, or a good first strike 2/2. I've also gotten used to running only 1 kinsbaile cavalier as a tech, since my knights swarm fast. I'm considering removing Hero of Bladehold from my own deck due to it being such a high cost, and taking a whole turn to live and pay off her summon. Because a LOT of people where I play like to use path to exile and beast within and fog, as well as other cards that make swinging with my knights hazardous, I have been teching in 2 Grand abolisher so that I can play my turns un interrupted. He does not share the same blanket of protection that the knights get, but he does his job well, and I most cast him just as I am about to aim for my final swing.
In terms of other cards, I have found that brave the elements and holy day can be great tech depending on the balance of your deck. with mine, I tend to have one of each in hand most times and either use them to prevent damage instead of blocking, or use brave the elements, call the color they are playing that poses the most threat, and since their creatures and other spells of the selected color cannot touch my protected knights, I swing out typically for a kill. holy day is not as versatile, but it allows for you to swing and cover your butt, or not defend and cover your butt. I'm personally on the fence about it. In anything less than 4 people free for all, its rather useless. if its 5+ people, it's a godsend (get it?).
dunno if this helped any, but I hope it did. Good to see even more people are doing a multiplayer and 1v1 deck like I am.
-Mutavault SHINES in this deck! You can survive board wipes (or things like Terminus and Devastation Tide or other bounce/wipe shenanigans. It allows for some early attacks and gives you a blocker when you're solely relying on Vial to insert your creatures. The best part about it is that you can use its activation to become a knight and be indestructible as well as get +1/+1 and double strike if you have the right knights down.
- I like Emeria, but only a little bit. With how many decks like to run graveyard base strategies (Snapcaster Mage, Dredge, Tarmogoyf, storm, etc), I like running STRONG graveyard hate such as Rest in Peace in the sideboard and that would, in turn, make for a weaker turn 1-4 in games 2-3. It would make for some fun late game returns though, especially with the board wipes I like to run.
- Knight of Meadowgrain wins games. Hands down. That lifelink is invaluable. Knight of the White Orchard was very close in at a second for this slot in my deck... If you're really seeing some good success with him I may test subbing him out.
- Knight of the Bladehold didn't make it in exactly for the reasons you described, spot removal. I found if I ran two Kinsbaile Cavalier that I saw him on a more regular basis and haven't had an issue with having multiples in my hand at any point enough to even consider dropping one. There's something fun about attacking fifth turn and vialing him in for a devastating ending they didn't see coming.
- I like Grand Abolisher as a sideboard option.
- Brave the Elements makes for a great alpha strike turn. I like that. Definitely a solid sideboard option.
The one thing I suppose I should point out is when I do multiplayer (we play up to 6-8 people in some games), we play the attack left rule due to a few of the more serious players (I am, sadly, included in that list and this deck is the result of people hating all my decks such as Miracle Control) would always get ganged up on and die within a few turns. This makes it a little bit more fair especially since we organize ourselves around the table by die roll.
The card that has really shined for me in multiplayer is Elspeth. I think this one is superior for 1 reason only - She requires an answer the very next turn or they are going to be sad. I've found it to almost be a timewalk of sorts against the proper decks. Her ultimate is a great board wipe that I utilize on a regular basis, as well, and since it's an ability it typically pulls through and is fantastic since it hits opposing enchantments, artifacts, and planeswalkers. I realize that 5 cmc is a little slow, so I'm not sure how that will work against competitive modern decks (as I've stated, I haven't really tested it out), but I'm not scared to tap out on turn 5 to cast it since I still have the ability to cast knights.
Edit: I'm tempted to include Safe Passage as my anti-combo card against Scapeshift and Storm. Thoughts?
Knights are not getting a whole lot of love right now in terms of new cards.
If Scavenging Ooze is released, I think I might have as a sideboard card for Knights, even though it isn't a Knight.
Great to see you back again! Took a hiatus from Modern ? lolz
Yup, there were a few new knights....but they were nowhere near competitive. I had a copy of Knight of Obligation in my Darth Knights list though and it worked fine.
They have just spoiled a new knight in M14, Dawnstrike Paladin, again not constructed material at all :(.
Great to see you back again! Took a hiatus from Modern ? lolz
Real life has been keeping me busy, and with no constructed-worthy Knights of late, I had nothing to talk about in this thread. I was hanging out in the Kaalia EDH thread.
I did occasionally read this thread, but the attention of late is on Darth Knights, so I didn't have anything useful to contribute.
I will speak up when there are some good Knights for our deck.
Real life has been keeping me busy, and with no constructed-worthy Knights of late, I had nothing to talk about in this thread. I was hanging out in the Kaalia EDH thread.
I did occasionally read this thread, but the attention of late is on Darth Knights, so I didn't have anything useful to contribute.
I will speak up when there are some good Knights for our deck.
Yup, I'm still waiting for new constructed playable knights :rolleyes:....
I was hoping Gatecrash could make a few new knight archetypes viable but unfortunately both Champions were soldier creatures (even though they could easily have been knights).
RTR block has passed by and Boros knights is still not a thing.:-/
Tendrils isn't modern legal and safe passage is a great time walk against empty the warrens.
Right! My bad. Must have seen too many legacy storm :rolleyes:. Honesty nowadays I don't care much about playing against Storm. We should still have sideboard against them though. You are right too about the extra time walk as well :thumbsup:.
I guess I'm not too concerned overall with EtW since I have 6 board wipes in my deck and they have no way of giving them haste without the deck being convoluted enough that I don't have to worry about it in the first place (:
Any comments/suggestions/critiques on the list I posted?
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I guess I'm not too concerned overall with EtW since I have 6 board wipes in my deck and they have no way of giving them haste without the deck being convoluted enough that I don't have to worry about it in the first place (:
Any comments/suggestions/critiques on the list I posted?
Well in that case Safe Passage is not much relevant against EtW afterall :rolleyes:, but still works against Scapeshift and Storm and also still good buying a turn against tempo deck trying to beat you down with Geist of Saint Traft or Delver of Secrets ;).
I can't really comment on the list yet as I'm not sure if you are building it for multiplayer or 1v1 games. In my opinion the list is always going to differ especially on the mana curve side, since in multiplayer games there is usually more time available to increase the power level of the cards by choosing higher casting cost spells. I also don't play any form of 60 cards multiplayer games at all :embarrass:.
Knowing the meta would be good as well since the protection knights and casting costs are all factors when considering which knight creatures to choose from.
Well in that case Safe Passage is not much relevant against EtW afterall :rolleyes:, but still works against Scapeshift and Storm and also still good buying a turn against tempo deck trying to beat you down with Geist of Saint Traft or Delver of Secrets ;).
I can't really comment on the list yet as I'm not sure if you are building it for multiplayer or 1v1 games. In my opinion the list is always going to differ especially on the mana curve side, since in multiplayer games there is usually more time available to increase the power level of the cards by choosing higher casting cost spells. I also don't play any form of 60 cards multiplayer games at all :embarrass:.
Knowing the meta would be good as well since the protection knights and casting costs are all factors when considering which knight creatures to choose from.
I would tweak the list a little bit for multiplayer games, but lets say its being built for 1v1 at this point and most decks in my area are typically aggro based in my playgroup. My LGS is just starting having Modern at FNM starting the first Friday in June, so I guess I'll see what is actually local soon enough!
Hello everyone,I have been reading this threat during a few days and I decided to enter this forum. Right now I have a modern knight deck, and I will like to ask for help to improve it.
like mentioned before, Im new here so i dont know how to post decks like you do it, so Ill just post my decklist next.
4 Student of Warfare
4 Champion of the Parish
4 Honor of the Pure
4 Accorder Paladin
3 Knight of Glory
4 Knight Exemplar
4 Mirran Crusader
4 Brave the Elements
4 Path to Exile
19 Plains
Thanks for your help.
PD: Im sorry about my english,I know its not perfect, hope you understand.
About the side board, right now im playing with some friends because as you say, this is just a basic list, and telling the truth Im pretty sure that my deck isnt competitive in the actual modern metagame.
My friends use G/W aura deck, mono black exalted,mono black zombies,G/W tokens,U/W control,slivers and R/G dragons, the last one with the auras deck being the worst match up for me.
So thinking about how to beat that decks, i considered that Riders of Gavony could be useful, and some creatures against red burns spell like Paladin en-vec but i dont pretty sure about it.
The worst problem right now is find some cards that make my deck better to compete officially and to compete with my friends too.
thank you again for help.
Nautiluz
PD: I have a special problem aganist Slagstorm for example.
beating the auras deck is *easy*! Just sideboard in tempest of light or patrician's scorn and wait until they have barfed their hand onto the battlefield. + 4 of either one, - 4 honor of the pure. When their buffs are gone, your first strikers should bring it home easily.
with 7 pro black and 4 pro green guys main (admittedly, 4 of those cross over) the black decks should be easy.
slivers will be bigger than your guys, especially after they start barfing them up. a well placed path to exile on a sliver, though, and the resulting carnage shouldn't be fun for them. You'll be control here!
tokens and u/w control are pretty spell dependent. Perhaps some thalia, guardian of thraben main or sideboard? Might give you the time you need to beat in and win it.
I'm not entirely sure about the r/g dragons deck. is it ramp+ sweepers and plays like a control deck with dragon finishers? Is it ramp into fatty after fatty after fatty and they are just too big to deal with? If it is the sweepers, paladin en vec is about the only real answer I can suggest for now.
I didnt know that cards aganist auras, they are awesome, black and green decks are no problem as you mentioned, thanks to Mirran Crusader and Knight of Glory, there isnt much blue control in my meta, but in that case i think cavern of souls could greatly increasy the chance to play almost any creature in this deck. The worst problem is red and they burns spells over key creatures. Dragons deck for example, find mana very quickly, and use burns spells to kill my creatures, then the cast big dragons and Asetism, that way they win the game. Aganist rackdos is the same thing, specially if the cast creatures pro white or things i cant block,like vampire NightHawk.
I absolutely love my Leonin Skyhunters and they have won me plenty more than a single game. The flying evasion/blockable capabilities as well as being indestructible once exemplar hits the field has been key.
Edit: Just a P.S., Day of Judgement is strictly inferior to Wrath of God when none of your creatures can regenerate... So if you have the opportunity to get them as board wipes in this deck, it's a great choice.
Sorry, i didnt know that the first post is being updated constantly(right now i havent tried the last changes to the deck incockatrice, it has been imposible til now ), reading the first post again, i dont know what variation of deck is more agressive, in my case is easily for me adapt my deck to the mono White vial Knights decklist( beacuse of the fetchlands and no basic land cost basically) but i see the interacction between fetchlands and KoTR a really powerful one. The other thing that is weird to me its the exclution of more removal cards to kill big creatures, or creature with evation abilities like flying. To finish, I find a really nice choice of 4cc Elspeth Knight Errant and i kind of miss her in G/W vial knights, why isnt there?.
Thanks for your time and your comments.
Sorry if there a couple of obvious questions here,right now like i mentioned some post before im not a pro player, just a casual player that try to enter in a modern environment to get some fun.
Sorry, i didnt know that the first post is being updated constantly(right now i havent tried the last changes to the deck incockatrice, it has been imposible til now ), reading the first post again, i dont know what variation of deck is more agressive, in my case is easily for me adapt my deck to the mono White vial Knights decklist( beacuse of the fetchlands and no basic land cost basically) but i see the interacction between fetchlands and KoTR a really powerful one. The other thing that is weird to me its the exclution of more removal cards to kill big creatures, or creature with evation abilities like flying. To finish, I find a really nice choice of 4cc Elspeth Knight Errant and i kind of miss her in G/W vial knights, why isnt there?.
Thanks for your time and your comments.
Sorry if there a couple of obvious questions here,right now like i mentioned some post before im not a pro player, just a casual player that try to enter in a modern environment to get some fun.
Thanks again.
Nautiluz
I typically find elspeth knight-errant to be an awesome planeswalker, but I also see her as being killed fairly quickly in my games, though most of them mind you are multiplayer matches. That being said, in the conditions where you can protect her, and eventually get her final move off, she is one of the best ways to seal the game in your favor. She is more of a personal flavor card for the user of the deck in my opinion, because her viability depends on the kind of games you play in.
Trying to maintain having a low curve as well as balancing out with all the fetching effects to thin the deck while keeping pressure. I might want more lands though, but I can go happily off only 2 lands.
Trying to maintain having a low curve as well as balancing out with all the fetching effects to thin the deck while keeping pressure. I might want more lands though, but I can go happily off only 2 lands.
My $0.02 - There's been evidence that deck thinning by fetch lands is minimally efficient and not worth the loss of life. I can see how Flagstones of Trokaircould be beneficial, but could also slow you down a turn. Overall, I don't think it's worth it.
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My $0.02 - There's been evidence that deck thinning by fetch lands is minimally efficient and not worth the loss of life. I can see how Flagstones of Trokaircould be beneficial, but could also slow you down a turn. Overall, I don't think it's worth it.
The updated decklist was made with the upcoming Legendary rule change coming up. There is no longer a slow down using Flagstones as you can float mana with the first one, play the second, and legend out the first, then tap the second for mana.
The updated decklist was made with the upcoming Legendary rule change coming up. There is no longer a slow down using Flagstones as you can float mana with the first one, play the second, and legend out the first, then tap the second for mana.
Touché! I would still take out the fetchlands unless you're really dying to have a Mistveil Plains on the battlefield that badly. That couple of life would make the difference against UWr, Burn, Merfolk and several other Tempo based decks.
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Touché! I would still take out the fetchlands unless you're really dying to have a Mistveil Plains on the battlefield that badly.
For the most part they do allow me to fetch out the Mistveil when I don't need the mana, so I can avoid an awkward tapped land drop. I do actually want to drop Mistveil to 1, but I worry about it getting Quartered or Edged.
The Infinite Hawk + Worship lock is pretty ridiculous when set up. It's just that other thing, but it's nice to know the tech is there.
I may reduce the fetches to a certain point. Running on 20 lands, I don't know how reliably I can 'eventually' get to 4 lands.
I'll need to get some testing on it.
In my board, I have a playset of Knight of the Meadowgrain. Been contemplating whether or not I should just mainboard them. But I like the resiliency of the current line up of knights.
I favor Meadowgrain over Accorder. Having an indestructible lifegain that you can butt heads with every turn really makes the difference in a lot of fights. I've won many games because of Meadowgrain, especially when I vial out Kinsbaile (I know you don't run them, but for my list).
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I favor Meadowgrain over Accorder. Having an indestructible lifegain that you can butt heads with every turn really makes the difference in a lot of fights. I've won many games because of Meadowgrain, especially when I vial out Kinsbaile (I know you don't run them, but for my list).
I concur. Knight of Meadowgrain's lifelink is extremely relevant, so many times he has "brought" me extra turns with the lifegain, or push me out of opponent's reach. Accorder Paladin is too fragile to survive any combat with it's 1 toughness and also doesn't have first strike which is also a very useful ability for chump blocking. Accorder Paladin has a problem in knights - he tend to need other creatures to attack together to be really useful, but in Modern Knight we can't cast creatures fast enough or in big enough numbers to gain maximum mileage out of the Battlecry mechanic.
Heya! So I'm basically doing the same exact thing you are, which is from my understanding, using the knight deck for both 1v1 and multiplayer matches. My deck is also mono-white, but with a bit of variances for the people I tend to play with.
I have never used Mutavault so I have no clue how effective it is, and I and trying to get my own hands on a pair of cavern of souls, but if your games in multiplayer tend to go on sometimes, you may want to run 1-2 Emeria the sky ruin. It's a tech card that I have brought down to one in my deck, but later games, it becomes a good tech for reviving things like Knight Exemplar.
FOr creatures I still want to get a knight of meadowgrain for testing, but right now I use Knight of the white orchid for a mana ramp, or a good first strike 2/2. I've also gotten used to running only 1 kinsbaile cavalier as a tech, since my knights swarm fast. I'm considering removing Hero of Bladehold from my own deck due to it being such a high cost, and taking a whole turn to live and pay off her summon. Because a LOT of people where I play like to use path to exile and beast within and fog, as well as other cards that make swinging with my knights hazardous, I have been teching in 2 Grand abolisher so that I can play my turns un interrupted. He does not share the same blanket of protection that the knights get, but he does his job well, and I most cast him just as I am about to aim for my final swing.
In terms of other cards, I have found that brave the elements and holy day can be great tech depending on the balance of your deck. with mine, I tend to have one of each in hand most times and either use them to prevent damage instead of blocking, or use brave the elements, call the color they are playing that poses the most threat, and since their creatures and other spells of the selected color cannot touch my protected knights, I swing out typically for a kill. holy day is not as versatile, but it allows for you to swing and cover your butt, or not defend and cover your butt. I'm personally on the fence about it. In anything less than 4 people free for all, its rather useless. if its 5+ people, it's a godsend (get it?).
dunno if this helped any, but I hope it did. Good to see even more people are doing a multiplayer and 1v1 deck like I am.
-Mutavault SHINES in this deck! You can survive board wipes (or things like Terminus and Devastation Tide or other bounce/wipe shenanigans. It allows for some early attacks and gives you a blocker when you're solely relying on Vial to insert your creatures. The best part about it is that you can use its activation to become a knight and be indestructible as well as get +1/+1 and double strike if you have the right knights down.
- I like Emeria, but only a little bit. With how many decks like to run graveyard base strategies (Snapcaster Mage, Dredge, Tarmogoyf, storm, etc), I like running STRONG graveyard hate such as Rest in Peace in the sideboard and that would, in turn, make for a weaker turn 1-4 in games 2-3. It would make for some fun late game returns though, especially with the board wipes I like to run.
- Knight of Meadowgrain wins games. Hands down. That lifelink is invaluable. Knight of the White Orchard was very close in at a second for this slot in my deck... If you're really seeing some good success with him I may test subbing him out.
- Knight of the Bladehold didn't make it in exactly for the reasons you described, spot removal. I found if I ran two Kinsbaile Cavalier that I saw him on a more regular basis and haven't had an issue with having multiples in my hand at any point enough to even consider dropping one. There's something fun about attacking fifth turn and vialing him in for a devastating ending they didn't see coming.
- I like Grand Abolisher as a sideboard option.
- Brave the Elements makes for a great alpha strike turn. I like that. Definitely a solid sideboard option.
The one thing I suppose I should point out is when I do multiplayer (we play up to 6-8 people in some games), we play the attack left rule due to a few of the more serious players (I am, sadly, included in that list and this deck is the result of people hating all my decks such as Miracle Control) would always get ganged up on and die within a few turns. This makes it a little bit more fair especially since we organize ourselves around the table by die roll.
The card that has really shined for me in multiplayer is Elspeth. I think this one is superior for 1 reason only - She requires an answer the very next turn or they are going to be sad. I've found it to almost be a timewalk of sorts against the proper decks. Her ultimate is a great board wipe that I utilize on a regular basis, as well, and since it's an ability it typically pulls through and is fantastic since it hits opposing enchantments, artifacts, and planeswalkers. I realize that 5 cmc is a little slow, so I'm not sure how that will work against competitive modern decks (as I've stated, I haven't really tested it out), but I'm not scared to tap out on turn 5 to cast it since I still have the ability to cast knights.
Edit: I'm tempted to include Safe Passage as my anti-combo card against Scapeshift and Storm. Thoughts?
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Are you referring to Wilt-Leaf Liege? I'm running it in my lists currently.
Great to see you back again! Took a hiatus from Modern ? lolz
Yup, there were a few new knights....but they were nowhere near competitive. I had a copy of Knight of Obligation in my Darth Knights list though and it worked fine.
They have just spoiled a new knight in M14, Dawnstrike Paladin, again not constructed material at all :(.
http://forums.mtgsalvation.com/showthread.php?t=511169
Lolz I never thought of that. what a noob
That just gives us more justification to play Darkblast ;).
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[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Real life has been keeping me busy, and with no constructed-worthy Knights of late, I had nothing to talk about in this thread. I was hanging out in the Kaalia EDH thread.
I did occasionally read this thread, but the attention of late is on Darth Knights, so I didn't have anything useful to contribute.
I will speak up when there are some good Knights for our deck.
Yup, I'm still waiting for new constructed playable knights :rolleyes:....
I was hoping Gatecrash could make a few new knight archetypes viable but unfortunately both Champions were soldier creatures (even though they could easily have been knights).
RTR block has passed by and Boros knights is still not a thing.:-/
I know that usually for Storm decks, if they play Tendrils of Agony then Safe Passage is irrevelant, while those who use damage based spells will change it to Empty the Warrens.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Tendrils isn't modern legal and safe passage is a great time walk against empty the warrens.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Right! My bad. Must have seen too many legacy storm :rolleyes:. Honesty nowadays I don't care much about playing against Storm. We should still have sideboard against them though. You are right too about the extra time walk as well :thumbsup:.
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[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Any comments/suggestions/critiques on the list I posted?
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Well in that case Safe Passage is not much relevant against EtW afterall :rolleyes:, but still works against Scapeshift and Storm and also still good buying a turn against tempo deck trying to beat you down with Geist of Saint Traft or Delver of Secrets ;).
I can't really comment on the list yet as I'm not sure if you are building it for multiplayer or 1v1 games. In my opinion the list is always going to differ especially on the mana curve side, since in multiplayer games there is usually more time available to increase the power level of the cards by choosing higher casting cost spells. I also don't play any form of 60 cards multiplayer games at all :embarrass:.
Knowing the meta would be good as well since the protection knights and casting costs are all factors when considering which knight creatures to choose from.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
I would tweak the list a little bit for multiplayer games, but lets say its being built for 1v1 at this point and most decks in my area are typically aggro based in my playgroup. My LGS is just starting having Modern at FNM starting the first Friday in June, so I guess I'll see what is actually local soon enough!
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
like mentioned before, Im new here so i dont know how to post decks like you do it, so Ill just post my decklist next.
4 Student of Warfare
4 Champion of the Parish
4 Honor of the Pure
4 Accorder Paladin
3 Knight of Glory
4 Knight Exemplar
4 Mirran Crusader
4 Brave the Elements
4 Path to Exile
19 Plains
Thanks for your help.
PD: Im sorry about my english,I know its not perfect, hope you understand.
Nautiluz
4 Champion of the Parish
4 Honor of the Pure
4 Accorder Paladin
3 Knight of Glory
4 Knight Exemplar
4 Mirran Crusader
2 Fiend Hunter
4 Hero of Bladehold
4 Brave the Elements
4 Path to Exile
19 Plains
About the side board, right now im playing with some friends because as you say, this is just a basic list, and telling the truth Im pretty sure that my deck isnt competitive in the actual modern metagame.
My friends use G/W aura deck, mono black exalted,mono black zombies,G/W tokens,U/W control,slivers and R/G dragons, the last one with the auras deck being the worst match up for me.
So thinking about how to beat that decks, i considered that Riders of Gavony could be useful, and some creatures against red burns spell like Paladin en-vec but i dont pretty sure about it.
The worst problem right now is find some cards that make my deck better to compete officially and to compete with my friends too.
thank you again for help.
Nautiluz
PD: I have a special problem aganist Slagstorm for example.
with 7 pro black and 4 pro green guys main (admittedly, 4 of those cross over) the black decks should be easy.
slivers will be bigger than your guys, especially after they start barfing them up. a well placed path to exile on a sliver, though, and the resulting carnage shouldn't be fun for them. You'll be control here!
tokens and u/w control are pretty spell dependent. Perhaps some thalia, guardian of thraben main or sideboard? Might give you the time you need to beat in and win it.
I'm not entirely sure about the r/g dragons deck. is it ramp+ sweepers and plays like a control deck with dragon finishers? Is it ramp into fatty after fatty after fatty and they are just too big to deal with? If it is the sweepers, paladin en vec is about the only real answer I can suggest for now.
Credit to DolZero for this awesome sig!
I didnt know that cards aganist auras, they are awesome, black and green decks are no problem as you mentioned, thanks to Mirran Crusader and Knight of Glory, there isnt much blue control in my meta, but in that case i think cavern of souls could greatly increasy the chance to play almost any creature in this deck. The worst problem is red and they burns spells over key creatures. Dragons deck for example, find mana very quickly, and use burns spells to kill my creatures, then the cast big dragons and Asetism, that way they win the game. Aganist rackdos is the same thing, specially if the cast creatures pro white or things i cant block,like vampire NightHawk.
Thanks for all your comments :).
Edit: Just a P.S., Day of Judgement is strictly inferior to Wrath of God when none of your creatures can regenerate... So if you have the opportunity to get them as board wipes in this deck, it's a great choice.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Nautiluz.
PD: in the actual modern format what decklist you suggest ?
Thanks for your time and your comments.
Sorry if there a couple of obvious questions here,right now like i mentioned some post before im not a pro player, just a casual player that try to enter in a modern environment to get some fun.
Thanks again.
Nautiluz
I typically find elspeth knight-errant to be an awesome planeswalker, but I also see her as being killed fairly quickly in my games, though most of them mind you are multiplayer matches. That being said, in the conditions where you can protect her, and eventually get her final move off, she is one of the best ways to seal the game in your favor. She is more of a personal flavor card for the user of the deck in my opinion, because her viability depends on the kind of games you play in.
4 Arid Mesa
4 Marsh Flats
4 Flagstones of Trokair
2 Mistveil Plains
6 Plains
Creatures [20]:
4 Knight of the White Orchid
4 Knight of the Holy Nimbus
4 Accorder Paladin
4 Knight Exemplar
4 Squadron Hawk
4 Æther Vial
4 Spectral Procession
4 Path to Exile
3 Brave the Elements
3 Honor of the Pure
1 Worship
1 Oblivion Ring
Trying to maintain having a low curve as well as balancing out with all the fetching effects to thin the deck while keeping pressure. I might want more lands though, but I can go happily off only 2 lands.
My $0.02 - There's been evidence that deck thinning by fetch lands is minimally efficient and not worth the loss of life. I can see how Flagstones of Trokair could be beneficial, but could also slow you down a turn. Overall, I don't think it's worth it.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
The updated decklist was made with the upcoming Legendary rule change coming up. There is no longer a slow down using Flagstones as you can float mana with the first one, play the second, and legend out the first, then tap the second for mana.
Touché! I would still take out the fetchlands unless you're really dying to have a Mistveil Plains on the battlefield that badly. That couple of life would make the difference against UWr, Burn, Merfolk and several other Tempo based decks.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
For the most part they do allow me to fetch out the Mistveil when I don't need the mana, so I can avoid an awkward tapped land drop. I do actually want to drop Mistveil to 1, but I worry about it getting Quartered or Edged.
The Infinite Hawk + Worship lock is pretty ridiculous when set up. It's just that other thing, but it's nice to know the tech is there.
I may reduce the fetches to a certain point. Running on 20 lands, I don't know how reliably I can 'eventually' get to 4 lands.
I'll need to get some testing on it.
In my board, I have a playset of Knight of the Meadowgrain. Been contemplating whether or not I should just mainboard them. But I like the resiliency of the current line up of knights.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I concur. Knight of Meadowgrain's lifelink is extremely relevant, so many times he has "brought" me extra turns with the lifegain, or push me out of opponent's reach. Accorder Paladin is too fragile to survive any combat with it's 1 toughness and also doesn't have first strike which is also a very useful ability for chump blocking. Accorder Paladin has a problem in knights - he tend to need other creatures to attack together to be really useful, but in Modern Knight we can't cast creatures fast enough or in big enough numbers to gain maximum mileage out of the Battlecry mechanic.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W