Creature — Human Knight
Level up (: Put a level counter on this. Level up only as a sorcery.) [2/4]
[Level 2-4] Other creatures you control get +1/+1. [3/6]
[Level 5+] Other creatures you control get +2/+2. [4/8]
Printings View all
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Uncommon|
|Duel Decks: Knights vs. Dragons (DDG)||Uncommon|
|Rise of the Eldrazi (ROE)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Kabira Vindicator Discussion
7 months ago
you may be better off pretending its a mono-white deck with Khorvath Brightflame at the helm. Which isnt that far off from the list -the few bulk dragons.
It may be tedious, but adding lands will help immensely, both from a "commander decks with partner have a 98 card deck" stance, but also help you tune the manabase to fit your curve and deckoverall.
budget knights like Benalish Marshal , Kabira Vindicator , Lightwielder Paladin , Riftmarked Knight , and Valiant Knight may be taking a look at, as are some less budget like Knight Exemplar or Kinsbaile Cavalier
that all being said, best of luck in completing the deck .... i may have to built a KNIGHT deck now (with a dragon commander)
1 year ago
Kabira Vindicator would be my pick, and maybe adjust the counts so that you can include 3 or possibly even 4 copies so they're more reliably obtained early-game.
The Kabira Vindicator is just a bit too high mana cost for my liking, personally, not to mention it taking extra turns worth of mana to pump it up just to be on-par with some of your 3-mana drops like Benalish Marshal and Knight Exemplar , which obtain essentially the same effect for far less mana.
1 year ago
So with the theme of being aggro/removal, and keeping the deck at a budget I'll try and list some budget alternatives that can be upgrades, off the cards I can think of off the top of my head. I'm also noticing a trend with +1/+1 counters so I'll consider those as well
Arbor Colossus: He's basically an 11 cost 9/9 that removes one single flying creature
Druid of the Cowl: Two drop mana dork that can be replaced by Llanowar Elves or Elvish Mystic. Though Druid of the Cowl has more toughness, playing one of the others turn 1 helps accelerate you better.
Experiment One: Cool one drop that gives himself counters and can regenerate, but the downside is that your deck does run a lot of creatures with similar low power/toughness creatures making this hard to get passed more than 3 counters without the aid of using resources on him.
Kabira Vindicator: Level up is a cool mechanic, but having to spend 4 mana to cast him and then another 6 mana to give your creatures +1/+1 is pretty bad. Glorious Anthem would already give them +1/+1 OR you can always get Gideon, Ally of Zendikar use his -4 ability immediately and have the emblem to have an almost permanent buff to your creatures.
Knight of Cliffhaven: Same reason as Kabira, 5 mana to have a flying 2/3 is pretty meh. and 14 mana total to have a flying, vigilant 4/4 is the worst.
Sunscorch Regent may not have vigilance, but he does have flying, and gets stronger the more spells that cast as well as gaining you life.
Netcaster Spider: Would just replace this with
Longshot Squad, would synergize more with the deck and grants your other creatures +1/+1
Salt Road Patrol: For aggro, this card is too slow and only boost itself.
Sporemound: You don't have any mana accelerators or extra land drop enablers
Oath of Ajani: Would replace with Abzan Ascendancy, one extra mana for the same first ability, but the second ability will have more usage since you don't run any planeswalkers in the deck which makes the oath just a dead card on the field.
Consume the Meek: This kills your commander and most of your creatures
Cards I would consider adding:
Cathars' Crusade: Considered a staple in most creature decks that use +1/+1 counter things
Forgotten Ancient: Allows itself to gain more counters on it while the game continues and can move them to other creatures
Retribution of the Ancients: Great kill enchantment that revolves around +1/+1 counters
Oran-Rief, the Vastwood: Just an all around decent land that gives counters to all your creatures that entered on the same turn.
1 year ago
Update: After some Game's an the release of the Core 2019 I desided to do some changes:
- Cut the Equipment package (Everething without direct synergy with knights) an other artifacts, include others
- Add some "controly elements" besides Blind Obedience
- Tweek the Landbase = more Swamp
- Do some rework to the creaturebase
- Do something against flyer-heavy decks
- Other changes
to 1. exclude: Sword of the Animist = never had Problems an Lands, Blackblade Reforged = simply nice, no real vallue, Door of Destinies = performed not so well and to slow, Sword of Vengeance = no extra vallue with knights
Include: Herald's Horn = thanks "SynergyBuild", more synergy, great vallue
to 2. Include: Authority of the Consuls = make Enemies slower, gain some live
Include: Valiant Knight = buff my board an can give doublestrike Dauntless Bodyguard = lower the ovreall cmc, good protection for other creatures Knight of Infamy = lower the ovreall cmc, ok body, protection
to 5. Include: On Serra's Wings = maybe too clunky, are there better options?
Maybe: Include Avacyn, Angel of Hope?
What do you think? I definitely need more sugestions against flying threats!
Of Course I will playtest it again and see iv it get better!
1 year ago
1 year ago
I like it, looks fun!
I would also (possibly) swap Infinite Obliteration with Memoricide. It's a turn slower but less color intensive and the major upside is you can get any card. I would at least sideboard it so if you're playing against a less creature heavy deck it wouuld be more versatile.
Kabira Vindicator could be a good option
Always Watching could be a good enchantment for you.
Haakon, Stromgald Scourge seems really good with Final Parting
Finally Hero of Bladehold
1 year ago
Abilities granted by the level do not override other abilities, in particular it still has the level up ability to gain new levels. It only has abilities granted by a level when it is that level. Kabira Vindicator has "other creatures you control get +1/+1" only while it has 2-4 counters on it. If it loses counters so it has 1 or fewer, or gains counters so it has 5 or nore, it no longer has that ability.
1 year ago
Kabira Vindicator has 2 level up abilities that pump the power of other creatures I control. I looked up the ruling and saw that level up abilities do not overwrite each other, so at 5th level is it giving all of my creatures a net +3/+3?