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  • posted a message on Knightfall/Bant Company
    But when do u have an untapped knight? You attack with it or use its ability, and then they kill it.

    So, if you have a kotr in play, have untapped with it (if they are smart the will kill it before you untap), and then you dont attack with it at any point, and dont use its ability to grow it/get value, then yeah, sejeri step is useful.

    So, almost never.

    However, it is very good value that we can 'threaten' steppe and make our opponents play awkwardly, but we don't have to register the card to actually do that.
    Posted in: Midrange
  • posted a message on Knightfall/Bant Company
    I disagree. 1 mana is a lot less than 2 , and commune cant find path/chord. The main reason I cut walls for them is the mana reduction, and that's the biggest draw. 1 mana is a lot lot lot less mana than 2 (compare how much 1 mana filtering is played in modern to 2 mana filtering). I don't see any conflict with mana dorks-can you elaborate? It seems good with dorks since you are more likely to have an extra mana laying around to visions, though it does suck to draw a mana dork after turn 3. Also, scry is fantastic with courser. That being said...I will try out a commune or two. maybe. Smile
    Posted in: Midrange
  • posted a message on Knightfall/Bant Company


    I haven't played with the serum visions yet, but they seem ok. They were: +1 pridemage, +1 chord, +2 wall of omens. I might end up going down to 2 or 3 serum visions, but idk what creatures to replace them with. I also am not sure if I'm going greedy by only running 22 lands and 6 dorks, so I could cut 2 visions for a land/dork, but I then again am not totally happy with having 30 mana sources in the deck. The Sb chamco is also an untested experiment I just saw a few mins ago earlier in the sub, and could be a worthy anti jund/grixis big dude, though it isn't as good against uw control, and that's the grindy matchup where we need the most help.
    Sorry for the big post I am noob-how do I hide text?
    Posted in: Midrange
  • posted a message on Knightfall/Bant Company
    Quote from piexil »
    How do you guys feel about Rhox War Monk as a beater?


    I've thought about it a few times. He would really only shine against mono-red, for the same reason metwo said: he just doesnt compete with any of the big creatures.

    Also, our main problem is our glut of good 3 drops. There's tons of good choices, but being merely 'good' won't cut it. Thats why I play 0 finks, smiters, and geists.
    Posted in: Midrange
  • posted a message on Knightfall/Bant Company
    To the people saying flash creatures/manlands are giving them problems:

    Flash creatures and manlands are just like any other creature-u just tap them down before they block. If you combo correctly then they do nothing special at all. They key is to complete your combo AFTER blockers have been declared, not during your mainphase.

    Rogues passage is merely cute and it competes with ghost quarter and township, and you can only run so many colorless lands. Passage only matters in the affinity mu and boggles. Against affinity, the combo isnt that good anyways since we are life-sensitive and they may have spellskite, plus we have a lot of powerful sb options. And boggles i like 2% of the meta, and we cant combo them anyways if they have a lifelink enchantment.

    Ghost quarter is the best colorless land imo because it is good-to-strong in about 70% of matchups in modern (as well as adding 2 more lands to the gy to help combo). Township is fine against jund and grixis sometimes, but can be a little superfluous. The games you lose u tend to get outclassed by a powerful creature (bob, jace, olivia, tasagur) and tapping 5 mana every turn doesnt always solve this problem. The tempo loss from townshipping 3 times can be just as bad (like Pokken said).

    Other ideas:
    1) commune with the gods. Way to slow for modern. You can't get by in modern my spending 2 mana for a filtering effect without a huge upside (sylvan scrying).

    2) 4x voice is absolutely a must for this deck. Yeah a grizzly bear sucks against about half the field, but against the other half, voice is the 2nd best card in our deck besides Path. It makes your opponent make weird plays, and you can punish them for it with chord. Its also the best 2 drop we can play (sorry goyf), and we need a good 2 drop for when we dont have the dork draw.

    3) As a lot of people have said, I think company sucks in our deck.

    4) A big one: I think sejeri steppe is godawful. Its a very 'magical christmasland' card, and is just too punishing for modern when drawn, and hurts our dmg output when we combo. Cut it, its real bad. If it ever has saved an attacking knight when you combo by holding a fetch, then it is only because your opponent misplayed. It will NOT work once people become savvy. Plus, bonus, our opponent may think we are (incorrectly) on sejeri steppe, so they will usually (correctly) play like we have one in our deck.

    I've been passionately working on this deck for a few weeks now, and have had great results (though small sample size is hard to predict. Ive only played probably 20 irl tournament rounds total, though I am like 17-3). Lets keep up the tuning guys!

    Posted in: Midrange
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