Warmonger's Chariot is a great suggestion! Just what I was looking for - equipments, enchantments which can allow the walls to attack.
I considered Illusionary Wall, even though it is quite a beater but felt it was quite difficult to pay for the cumulative upkeep and attack effectively with it. Perimeter Captain is fun, I actually completely missed out on defenders. Anyway it is a wall deck, so it will be walls first as a creature type!
I should definitely add Wall of Omens. Initially I wanted to play a 5 color deck, it's just personally I didn't feel like going with a 5 color decks with all those green ramp spells etc, which is so overplayed. Thus decided against playing green - so that means I only have 3 colors walls to play with, a white/blue/read American Jeskai deck is possible too, there are some interesting walls with red but I'll got with black since I need the tutors to get those Rolling stones and Animate Wall cards out. There are also very cute walls such as Wall of Tombstone, Cemetery Gate and Wall of Putrid Flesh which I must most definitely play.
Hi all, this is a work in progress, I'm very much into tribal decks, and after playing almost all type of tribes be it in Commander, Legacy, Modern and Standard formats, I have decided to try the creature type walls - hence Walls deck win!
I'm not too familiar with playing walls though, I choose Esper Walls because:
W - There are a few number of animation walls spells and creatures so white is definitely the first choice. U - I notice there are a few "attackable" walls so blue is in. B - Old school walls and very cute walls so they will make the 3rd color.
I might just play 2 color walls in future, anyway this is a work in progress list so I'll continue to update when I have new card ideas and interaction.
This deck objectives is just to have a good laugh and play cards I will never play with - I also hope to have a slight impact on the board here and there.
Welp, there goes my work, guess I won't need those Firewalkers after all. Will Soldier of the Pantheon be better now? I expect to see a lot more BGx around. I better start finding slots for Hushwing Gryffs. But one of our archenemies, Pod, is gone (I feel bad for the deck and people playing it though, it seemed like real fun to play)
Yup Kor Firewalker is difficult to cast, that said it's much better than Soldier of the Pantheon if you are expecting Red - which I would be expecting .
Honestly I'm happy that Pod is gone, they were a difficult game for Modern Ninjas .
Too bad he was not a knight or else it would have been easier to include him in the deck. However there was a discussion much earlier on Puresteel Knights variants centered around Puresteel Paladin that could have used Porcelain Legionnaire due to its card type helping to achieve metacraft.
I would say Valorous Stance has some versatility over it, since it can serve as a protection spell against non-exile spells/effects or be used as a limited removal spell - so I guess it is a trade off between choosing a spell with more versatility or having a more focused solution.
I like the card, it is very good for decks that don't really care about the 2/2 it leaves behind. The problem is ninjas care. It blocks and trades with all of the good ninjas. And the deck is generally full of small creatures, so we can't even block it.
That's true, the 2/2 creature that is being left behind might pose a problems for the Ninjas, although the Ninja enablers should still be able to get pass it. I think if we were to include this card, the timing of playing it would be critical here to get around the token - that in itself is bad for tempo decks in general.
It's time to bump this and learn new things to do. As far as I go I'm sticking to splash some green, but let's see.
Good choice to splash Green, up to now I still think Green is the best splash for Modern Knights, my answers might be similar to ShiroeTheEnchanter though, we pretty much are on the same page on many aspects when it comes to knights .
One of the very first cards I need is cavern of souls, but it's an expensive card and, like horizon canopy, a rare one to find around. Time will tell. Sejiri steppe it's a good one I'll try to play, but I'm afraid it will be like a doubled edge blade (if you know what I mean, English is not my mother language).
With card draw such a premium in white color based Knights, Horizon Canopy not under provide a source for card draw but most importantly it does not have a huge drawback such as tempo loss or require an additional card slot due to it being a land. In a deck with green splash it makes even more sense to play it. Cavern of Souls is usually useful, only time I don't need it is when I need to level up Student of Warfare. Otherwise it should be beneficial to have a couple in the deck, I won't play 4 myself because it would be bad if we draw too many of them in the early stages, since we might not be able to cast our spells freely with colorless mana.
Another card I'm trying out is Arena, sometimes I feel it like it don't add too much, but as a way of dealing with some non-combatant creatures can become a usefull tool. Also usefull for those times when an opponent may rather lose some life than a creature, the fact that you can use tapped creatures makes it even better.
Arena has no chance of seeing play...ever...being a non-mana producing land pretty much eliminate it as a playable card - I can't even used it properly in a EDH deck .
Rancor, for our knights will be usually pumped enough and very likely (with silverblade paladin) double striking, this card is a finisher by itself. I also tried combining it with swords, since trample will normally allow us to damage the opponent, but those swords feel clunky when related to tempo.
I like to use Rancor, it speed up our assault plan greatly, and also put pressure on opponents to remove my weaker Knight creatures enchanted with it. By that, it also means our 3cc Knights have a better chance of surviving when they arrives, due to the removal spells being expended earlier.
Protecting or creatures is another thing we all care (or at least we should). As far as I know, the usual number if knights in play usually goes between two and four. If the number goes to the later, the game will be practically ours, so no need to worries there; but if it, as usual, goes to the former, then we could take some help protecting just one of them and getting some nice parallel effect. Gods Willing could do that and allow us to scry one card (avoiding us a dead draw) and it's not limited only to white creatures. Another one is Faith's Shield, that can also protect our enchanments, vials and stuff.
I find that we really don't have the space for protection spells in the main deck. I do have some Brave the Elements usually in the sideboard though. Faith's Shield like you mentioned can protect our enchantments, vials and stuffs - I like that they can protect our equipment Swords, a timely protection on the sword can usually create such a massive swing it can mean the difference between winning and losing.
Really like the idea of UW Knights. Has there been any thought to adding Adaptive Automaton(additional lord effect), Phantasmal Image (similar to Fish and additional lord effect),Mutavault (sudo knight)? Thanks!
The knight I like most in a UW list is Court Hussar, card advantage in knights are almost unheard of so I really like what Court Hussar brought to the table. RTR also brought a few UW knights such as Lyev skyknight which might be useful. I think Phantasmal Image and Mutavault is definitely worth considering but not so much on Adaptive Automation - it is another 3cc which we are trying to cut down on considering so many of the better knights are 3cc, and it does not provide anything else other than an anthem effect.
I've not had good experience with Seijiri Steppe or Bojuka Bog in the mainboard. I seem to have bad luck and draw one of them into my hand. The fact they enter the battlefield tapped creates a tempo loss for me. I need my lands to drop untapped for my first 4 turns, or I will most assuredly lose the game.
We definitely need our lands to come in untapped, therefore usually I find that we can only play 1-2 CIPT lands at most. Currently I only use Sejiri Steppe because it can really make a difference in winning or losing a game (saving our creature & wasting their removal is almost a "2 cards" advantage and massive game swing). I might have Bojuka Bog in my sideboard but probably 1 copy at most.
Warmonger's Chariot is a great suggestion! Just what I was looking for - equipments, enchantments which can allow the walls to attack.
I considered Illusionary Wall, even though it is quite a beater but felt it was quite difficult to pay for the cumulative upkeep and attack effectively with it.
Perimeter Captain is fun, I actually completely missed out on defenders. Anyway it is a wall deck, so it will be walls first as a creature type!
I should definitely add Wall of Omens. Initially I wanted to play a 5 color deck, it's just personally I didn't feel like going with a 5 color decks with all those green ramp spells etc, which is so overplayed. Thus decided against playing green - so that means I only have 3 colors walls to play with, a white/blue/read American Jeskai deck is possible too, there are some interesting walls with red but I'll got with black since I need the tutors to get those Rolling stones and Animate Wall cards out. There are also very cute walls such as Wall of Tombstone, Cemetery Gate and Wall of Putrid Flesh which I must most definitely play.
I intend to stick to black first, however I can see Rage Nimbus as a useful card to force opponent creatures to walk/attack into my walls lol.
Hi all, this is a work in progress, I'm very much into tribal decks, and after playing almost all type of tribes be it in Commander, Legacy, Modern and Standard formats, I have decided to try the creature type walls - hence Walls deck win!
I'm not too familiar with playing walls though, I choose Esper Walls because:
W - There are a few number of animation walls spells and creatures so white is definitely the first choice.
U - I notice there are a few "attackable" walls so blue is in.
B - Old school walls and very cute walls so they will make the 3rd color.
I might just play 2 color walls in future, anyway this is a work in progress list so I'll continue to update when I have new card ideas and interaction.
This deck objectives is just to have a good laugh and play cards I will never play with - I also hope to have a slight impact on the board here and there.
6 Dakkon Blackblade
Attacking Walls [8]
4 Ageless Sentinels
3 Coral Barrier
4 Crude Rampart
5 Dark Maze
2 Prison Barricade
4 Mirror Wall
4 Walking Wall
4 Wall of Wonder
Defensive walls [38]
3 Alabaster Wall
2 Angelic Wall
3 Carrion Wall
3 Cemetery Gate
5 Dazzling Ramparts
2 Jeskai Barricade
5 Mnemonic Wall
3 Psychic Membrane
0 Shifting Wall
2 Shimmering Barrier
4 Stinging Barrier
3 Thunder Wall
3 Wall of Air
3 Wall of Blood
3 Wall of Bone
2 Wall of Caltrops
2 Wall of Corpses
2 Wall of Deceit
4 Wall of Distortion
2 Wall of Essence
2 Wall of Faith
3 Wall of Frost
2 Wall of Glare
1 Wall of Hope
2 Wall of Junk
2 Wall of Kelp
3 Wall of Limbs
3 Wall of Nets
3 Wall of Putrid Flesh
2 Wall of Resistance
3 Wall of Shadows
2 Wall of Souls
2 Wall of Tears
2 Wall of Tombstones
4 Wall of Vapor
3 Wall of Vipers
3 Wall of Water
3 Wall of Light
1 Animate Wall
3 Fortified Area
2 Rolling Stones
Tutoring and recursion for walls' booster [16]
1 Enlightened Tutor
2 Demonic Tutor
1 Vampiric Tutor
4 Diabolic Tutor
1 Mystical Tutor
1 Argivian Find
3 Auramancer
4 Dawn to Dusk
5 Golden Wish
3 Hanna, Ship's Navigator
4 Lost Auramancers
4 Lotus-Eye Mystics
2 Mine Excavation
3 Monk Idealist
6 Plea for Guidance
1 Tragic Poet
Others [9]
1 Glyph of Life
5 Evil Eye of Orms-by-Gore
3 Chromatic Lantern
1 Swords to Plowshares
3 Vindicate
4 Altar's Light
5 Angelic Edict
6 Banishing Stroke
3 Dismantling Blow
11 Islands
11 Plains
11 Swamps
Yup Kor Firewalker is difficult to cast, that said it's much better than Soldier of the Pantheon if you are expecting Red - which I would be expecting .
Honestly I'm happy that Pod is gone, they were a difficult game for Modern Ninjas .
Too bad he was not a knight or else it would have been easier to include him in the deck. However there was a discussion much earlier on Puresteel Knights variants centered around Puresteel Paladin that could have used Porcelain Legionnaire due to its card type helping to achieve metacraft.
That's true, the 2/2 creature that is being left behind might pose a problems for the Ninjas, although the Ninja enablers should still be able to get pass it. I think if we were to include this card, the timing of playing it would be critical here to get around the token - that in itself is bad for tempo decks in general.
http://www.mtgsalvation.com/cards/fate-reforged/24000-reality-shift
Good choice to splash Green, up to now I still think Green is the best splash for Modern Knights, my answers might be similar to ShiroeTheEnchanter though, we pretty much are on the same page on many aspects when it comes to knights .
With card draw such a premium in white color based Knights, Horizon Canopy not under provide a source for card draw but most importantly it does not have a huge drawback such as tempo loss or require an additional card slot due to it being a land. In a deck with green splash it makes even more sense to play it.
Cavern of Souls is usually useful, only time I don't need it is when I need to level up Student of Warfare. Otherwise it should be beneficial to have a couple in the deck, I won't play 4 myself because it would be bad if we draw too many of them in the early stages, since we might not be able to cast our spells freely with colorless mana.
Arena has no chance of seeing play...ever...being a non-mana producing land pretty much eliminate it as a playable card - I can't even used it properly in a EDH deck .
I like to use Rancor, it speed up our assault plan greatly, and also put pressure on opponents to remove my weaker Knight creatures enchanted with it. By that, it also means our 3cc Knights have a better chance of surviving when they arrives, due to the removal spells being expended earlier.
I very much prefer to likes of Mirran Crusader, Paladin en-Vec or Fiendslayer Paladin in the 3cc slot.
I find that we really don't have the space for protection spells in the main deck. I do have some Brave the Elements usually in the sideboard though. Faith's Shield like you mentioned can protect our enchantments, vials and stuffs - I like that they can protect our equipment Swords, a timely protection on the sword can usually create such a massive swing it can mean the difference between winning and losing.
The knight I like most in a UW list is Court Hussar, card advantage in knights are almost unheard of so I really like what Court Hussar brought to the table. RTR also brought a few UW knights such as Lyev skyknight which might be useful. I think Phantasmal Image and Mutavault is definitely worth considering but not so much on Adaptive Automation - it is another 3cc which we are trying to cut down on considering so many of the better knights are 3cc, and it does not provide anything else other than an anthem effect.
Are you referring to Bladed Pinions giving first striker to the ninjas?
NINJAS FTW!
We definitely need our lands to come in untapped, therefore usually I find that we can only play 1-2 CIPT lands at most. Currently I only use Sejiri Steppe because it can really make a difference in winning or losing a game (saving our creature & wasting their removal is almost a "2 cards" advantage and massive game swing). I might have Bojuka Bog in my sideboard but probably 1 copy at most.