Creature — Human Knight
Other creatures you control get +1/+1.
|Have (2)||metalmagic , GeminiSpartanX|
Printings View all
|Magic Game Night (GNT)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Benalish Marshal occurrence in decks from the last year
All decks: 0.2%
Commander / EDH:
All decks: 0.01%
Benalish Marshal Discussion
2 weeks ago
Vivctius Thank you for the great suggestions. Yeah the partners is the only way to play this deck I feel. The Hanweirs are on my hand written notes for add so thank you for putting here. Im more of a go wide player so a lot of these suggestions are great! Below are what I plan on adding. Hanweir Garrison Hanweir Battlements Benalish Marshal Commander's Insignia Judith, the Scourge Diva Xathrid Necromancer General Kudro of Drannith Teysa Karlov Anointed Procession Phyrexian Arena
2 weeks ago
I've been looking forward to this deck but only for the partner commanders tbh. I think it goes without saying Shiny Impetus isn't that good in the deck. Some of my suggestions are Hanweir Garrison and Hanweir Battlements. It depends now which path you take, you can go for a wide board and a beatdown strategy or go for a sacrifice and ping everybody. Kari Zev, Skyship Raider, Benalish Marshal, Commander's Insignia, Flamerush Rider are some good cards to go for the first strategy. Judith, the Scourge Diva, Xathrid Necromancer,General Kudro of Drannith (can work for both sides),Teysa Karlov,Priest of Forgotten Gods are nice additions for a sacrifice route. Ashnod's Altar works on both sides alongside with Anointed Procession, Phyrexian Arena and Dictate of Erebos if you really want to control the board. Now if you really want to get your table super salty get Silvar, Devourer of the Free jacked up and then equip him with Worldslayer and then just win. Is it viable? Not really, you have better strategies. But is it worth it? Yes, just to see the despair on their faces or you can run Avacyn, Angel of Hope that also works.
2 weeks ago
I'm replacing, Flamerush Rider and Agrus Kos, Wojek Veteran with Benalish Marshal for an immediate buff and Gerrard, Weatherlight Hero to help survive that extra turn. They're also cheaper which will make casting them instead of cheating them out easier, if you happen to draw them. I'll make small changes as I go. I have finals this week, I'll fix the deck after that.
2 weeks ago
I'm replacing, Flamerush Rider and Agrus Kos, Wojek Veteran with Benalish Marshal for an immediate buff and Gerrard, Weatherlight Hero to help survive that extra turn. They're also cheaper which will make casting them instead of cheating them out easier, if you happen to draw them. I'll make small changes as I go. Have finals this week, I'll fix the deck after that.
3 weeks ago
@Ninokun: Thanks! That card seems very strong but I am running plenty of cards to buff my creatures. I'm more inclined to want to be able to draw some cards off of Mentor of the Meek. I initially considered playing Benalish Marshal to buff my creatures, but his creature type could present a slight challenge in limiting the number of additional creature types.
1 month ago
Hey, love the deck. It takes guts to play a few copies of Gisela, the Broken Blade without it's other half. I know you are quite fond of Fairy Godmother, but a few Mardu Woe-Reaper can help deal with Uro, Titan of Nature's Wrath without dipping into the sideboard. Healer's Hawk is pretty good as well, especially if you have an Always Watching or Benalish Marshal out.
2 months ago
Chino90, I did sincerely think about that, but I decided to go with the one mana flier. Indeed, it turned out having Faerie Guidemother won me a couple of games because of Gift of the Fae (the instant spell on Faerie Guidemother)! I gave flying to Benalish Marshal and won that way. Nevertheless, I get why you say that. I just think it's better to have creatures with flying. Generating the 1/1 flying tokens is really nice, but they don't get the anthem effect of Always Watching, which proved to be crucial in nearly every match. I also think that Bishop of Wings may "tip my hat" a bit and let an opponent hold up removal for any angel that shows up. Sure, they would do that after game 1, but I'd rather keep it a surprise, generally speaking, and not tip them off to my deck being packed with angels, which that card would definitely signal.
Good suggestion, but for what I'm doing, I think Faerie Guidemother works a bit better. Thanks!
2 months ago
Most of this you already realize but figured a reminder/ card ideas might be helpful.
You need more lands. With the CMC and goal of the deck at a minimum it should be running 36 lands, assuming you have a strong ramp package. So I would suggest 2 more lands at a minimum to better the odds of drawing land especially early game. Most likely plains with the amount of white cmc costs you have.
I am going to guess without running any fetch lands, and or shuffle effects that your probably going to have a problem with seeing your basic mountains and swamps most games if you do not get Sword of the Animist out early. Just something to think about if you have color fixing issues early game while play testing.
Also might want to take a look at your ramp package. You are running roughly 6 pieces of ramp which is not bad but adding some more will help the consistency and speed of the deck as well as hopefully patching any color fixing issues early game, and provide much needed mana to both play creatures and equip them in the same turn in case the commander is not out (which will probably be often depending on your play group). The deck wants to be closer to 8 or 9 pieces of ramp especially when running 36 lands.
Next card draw is going to be important especially when your commander costs too much or you need to recover from a board wipe. Around 10 draw spells should keep your hand full most of the time.
I would suggest Syphon Mind, Altar's Reap, Read the Bones, Night's Whisper, Succumb to Temptation, and Mask of Memory which are all good calls but loot effects (Basically all red draw spells) and wheels (I.E. Magus of the Wheel) are not bad choices either. Just definitely add more card draw than what you are running currently.
While lands and ramp are usually first to go when making room for "better" cards it is a fine balance between having a bunch of badass cards and having enough mana to play them, or card draw to keep refilling your hand mid to late game after a wraith or 2. Just making the changes I mentioned above will do wonders for how smooth your decks game experience is overall.
Some cards to pull-
Cathars' Crusade- Not running enough cratures or token producers to really trigger it. Plus anthem effects (Benalish Marshal) and Lords (Inspiring Veteran) will be more than enough to pump your creatures, and they also make good targets for some of your equipment helping the Knights tribal with equipment sub-theme the deck is looking for.
Nahiri, the Lithomancer- Good card in most equip decks. But she makes soldier tokens losing the main theme and there are cheaper options for her neg ability.
Sword of Vengeance- Great for voltron but it costs a total of 6 to cast and equip the same turn. There are better equipment out there that cost a total of 3 mana to cast and equip, (Mask of Memory) letting the deck play a creature and the equipment in the same turn helping with early game as well as speeding up board state recovery after a board wipe.
Loxodon Warhammer- Same as above
These are just a few ideas from looking over your current list. I actually built a Syr Gyn deck yesterday out of the brawl precon and cards I already owned. I was going for a midish tier power level (Can hold it's own with precons and slightly tuned decks) so to finally have a deck for each power level roughly. (Jank/theme power level all the way to CEDH level Basically 1-10) After play testing it for about 6 or so games last night I have made some changes and think the deck is in a decent spot. Once the cards come in I will play test it some more but I think the majority of the deck is set now. Here is the updated list I am running.
I went a Knight theme with an equip sub theme as well. Basically I wanted my creatures to be fairly cheap, (Mainly 2 Drop) with the higher CMC curve holding game finishers/ best value cards, as well as my equipment to be cheap CMC wise to allow me to cast both a creature and equip it on the same turn without relying on outside cost reduction effects, such as the commanders free equip cost. The deck runs 18 creatures too 12 Equipment but I think the ratio might be off. Probably would run better at 17/13 but need to test out the 18/12 ratio first. As such most of the cards cost 2-3 CMC for a better early game and recovery mid game. IT runs one alternate wincon cause games at this power level tend to drag out at times, and all the card draw helps with that wincon as well. The Knights all have keyword abilities of their own to augment equipment or they provide pump or other strong utility. The deck can switch between full voltron if need be to kill one player or if board wipes are heavy, and going wide while equipping multiple knights to ensure different combat triggers and varied play/strategy.
Feel free to let me know if you have any questions about my deck list or the cards I suggested. Deck building for EDH can be like trying to swim in the deep end of the pool, especially at higher power levels. Hope this helped and gave you some ideas. I would say it gets easier but it never does. LOL