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Knight of Malice
Creature — Human Knight
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
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Knight of Malice Discussion
1 week ago
Paladin of Atonement is another solid Knight. If you’re definitely set on Mono-White, some curve toppers that aren’t necessarily Knights could help, things like Lyra Dawnbringer and Ajani, Adversary of Tyrants. There are a handful of Vampire Knights from the Ixalan block you could look over.
If you are open to adding another color, Black gives a ton more Knights and some solid removal. Knight of Malice is a great 2-drop, and again lots more Vampire Knights to choose from.
Nice build, +1
2 weeks ago
2 weeks ago
2 weeks ago
@kdown: You're right that Knight of Malice has to be on the battlefield to get the bonus from its ability. That's why it's a 3/2 when it enters the battlefield in this example. Also, an "enters the battlefield" ability triggers after the object has actually entered the battlefield, not before it gets there. Mentor of the Meek looks at the creature's power when it enters the battlefield, not while it's still resolving as a spell.
3 weeks ago
Hey, consider black as the second color instead of blue?
Black for Knight of Malice which is really good with white Angels and of course Grace and History. Black gives access to great sideboard cards for control matchups: Duress, Doomfall and Arguel's Blood Fast Flip. Blood Fast seems amazing with the lifelink Angel strategy of Lyra or Resplendent. It can shore up a big weakness of white which is draw. Black just seems like it can do more than blue for the overall deck strategy which is Knights/Angels midrange. Teferi is an amazing card, so is Negate, but you already have your five drop Lyra and I think black gives more sideboard control options than just Negate.
Malice, Grace, Resplendent, Shalai and Lyra is a very strong creature base. I'm not a fan of Marshal because I think restricts the manabase too much for what he gives and I think white needs a secondary color for control matchups.
Good luck with your deck.
3 weeks ago
First of all, 16 lands isn't remotely enough for this deck, or really any deck without Moxen or other cheaty fast mana. Even Elf decks run at least 18 lands and over half their creatures are mana-dorks. Since your curve tops out at 4 with Oketra, you need 24 lands. That will ensure that you can likely cast a 4-drop on turn 4 most games. If you're ok with Oketra not coming down until later, then you can maybe drop to 23 lands but that's starting to push it. And with Mentor of the Meek, you don't mind flooding out as much so I'd really suggest sticking with 24 lands. (Note: you can possibly drop to 22 lands if you switch to a build heavier on 1-drops.)
As for colors, I'd strongly suggest switching to Mono-White. You're only really splashing for Black and White has good alternatives in those slots. The issue here is that in order to reliably cast your two colors, you need more than just Evolving Wilds, but since this is an aggro deck, you can't afford to play many taplands or you'll cripple your early game and aggro decks rely on their superior early games to win. This means you'd need to run playsets of Concealed Courtyard and Isolated Chapel, but those will raise the budget dramatically and they don't work well together so you'll still occasionally have awkward turn sequences.
Also, you're currently at 65 main-deck cards. You gotta get that down to 60 cards. Decks are at their strongest when they play the least number of cards possible. If you cut the 5 weakest cards from your deck, you'll then only draw the 60 strongest.
Moving on to specific choices, Duress really shouldn't be in the main deck of Aggro. It's a good card out of the sideboard in some matchups but unless you know you're going to be playing against Control 75% of the time, it's often just going to be dead. Dusk // Dawn is the same thing: not main-deckable. Good in the sideboard maybe but it often won't do anything. Oketra's Monument is actually quite terrible in Aggro: a) it doesn't discount your 1-drops, b) you have to take off Turn 3 to cast it, but Turn 3 is crucial for Aggro, c) it encourages you to wait to cast you dudes, but deploying on Turn 4 is way too late, d) It costs 3 mana and you won't necessarily have that on Turn 3 anyway, e) Aggro has a serious problem with running out of cards and since this is Legendary, drawing multiples will make you effectively run out of cards even faster. The 1-of Inspired Charge is probably fine but I've found mass pump spells like that to be too swingy in general. Often times it just won't do what you need it to do. Plus, 4 mana is a lot. Pride of Conquerors or even Charge might be better, if you raise the number of 1-drops to make sure you can flood the board.
As for your creature distribution, you really want to lean on your 1-drops to get work done. You're currently weighted heavily towards 2-drops, but this just means you won't be able to cast two spells in a turn very often. Glory-Bound Initiate is a great card but it's a non-bo (opposite of a combo) with Mentor of the Meek, Militia Bugler, and Dusk // Dawn, so I'd cut it. Otherwise, your choices are fine. Just be aware that Knight of Malice and Knight of Grace don't trigger Mentor of the Meek and are hit my Dusk // Dawn if they get the +1/+0. I haven't personally found these guys to be all that great in the main deck but they can be good in certain metas.
Hope that helps!
3 weeks ago
And after a few more playtests with Negate I went with 2 of them. You really don't want to draw them mid to endgame when opponent has no cards in hand and they are useless vs creature heavy and control spell heavy decks.
I also did some runs with Helm of the Host, Sigiled Sword of Valeron and Forebear's Blade: The 3 drops are great to play 1 turn before a Bogle enters and the Helmet just wins stalemates. I would run those over Cartouche of Ambition any day as the cartouche sucks... I always end up playing the other 2 cartouches first. Also drawing 3-4 Cartouche's is instant loss.
And I sideboarded Knight of Malice for free wins against white. ( Seeing many cat / lifegain / angel decks )
And finally I added 4x Evolving Wilds for obvious reasons.
4 weeks ago
In Case 1, MTGO was correct. The way Lyra's ability is written, it only affects Angel permanents on the battlefield. It won't affect an Angel spell on the stack. The Shalai spell just has 3 power.
If Case 2 happened on MTGO the way you described, it's a bug. In your example, Knight of Malice enters with 3 power. There's no period of time, not even a very short one, where it's on the battlefield and isn't getting the +1/+0 from its ability.