Knight of the Stampede

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Common

Combos Browse all

Knight of the Stampede

Creature — Human Knight

Dinosaur spells you cast cost 2 less to cast.

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Knight of the Stampede Discussion

lagotripha on Jaws of Haakon

2 months ago

You might want to check out the Skeletal Changeling/Basal Sliver combo deck. I've run a similar list with Call the Bloodline/Olivia, Mobilized for War with a madness package and almost exclusively vampire knights. With W/G Juniper Order Ranger is worth a look, and if you find yourself liking the skeletal changeling combo, Knight of the Stampede/Ghostly Changeling offers some extra resiliency.

AmazingGrace15 on Enraging Dinos 2

2 months ago

Looks good so far! I love dinosaurs, they're super fun to play. Being a dino player myself, I have a lot of suggestions for you!

First off, I would suggest cutting some of the mana dorks, like Kinjalli's Caller, Knight of the Stampede, or Otepec Huntmaster. Although they can be helpful, I suggest cutting them to make room for better ramp. I also think cutting Priest of the Wakening Sun is a good idea; I didn't find him very useful whenever I played him in my deck, but maybe that's just me. Some more cards to reconsider are some of your sorceries, namely Anger of the Gods, Commune with Dinosaurs, and Sweltering Suns. While Anger the Gods and Sweltering Suns allow you to get the enrage trigger, I think they're a little on the weaker side. Not only would they deal a good amount of damage to each of your creatures (they would alone kill 9 of the creatures you currently have in your deck), they are also sorceries and are rather slow. Commune with Dinosaurs I didn't find useful when I playtested with it. As far as your enchantments go, I think Ashes of the Abhorrent, Blind Obedience, Ghostly Prison, and Solemnity don't fit. It seems like you're worried about getting attacked and losing life, but as a dino player, you can't worry about those things. Dinosaurs are aggressive, so you need to put cards in that make them more aggressive rather than slow you down. Plus a lot of your dinosaurs involve +1/+1 counters, and solemnity doesn't allow you to put them on creatures.

To help you with these things, I suggest more ramp in the form of Kodama's Reach, Commander's Sphere, Zendikar Resurgent, Herald's Horn (sort of like ramp and card draw) and Mirari's Wake (the less budget option). In my mind, you can never have enough ramp, especially with an 8 cmc commander. I also think you need some more card draw, so I recommend cards like Elemental Bond, Sunbird's Invocation, Shamanic Revelation or Rishkar's Expertise. Both Elemental Bond and Sunbird's Invocation have worked wonderfully for me. As far as the enrage trigger, I saw you have Pyrohemia so that's a great start, but think about adding Rampaging Ferocidon. My dinosaur deck doesn't focus on the enrage mechanic, but maybe you'll find use of cards like Staff of Nin, Splintering Wind, Task Mage Assembly, or Bullwhip.

I hope this helps! Let me know if you have any questions, I hope I didn't overwhelm you. Great start though!

Dreamweav3r on dinosaur dump

2 months ago

I'd suggest cutting a few or all of the Knight of the Stampedes because you're already presumed to have 4 mana at the time that you play one. The turn after if you can make your land drop you already can play regisaur alpha which is at the top of your curve. (Besides kicked Territorial Allosaurus) So the 2 mana discount doesn't really end up doing much and you're left with a 2/4 body for 4, which is pretty bad.

Deco_y on

3 months ago

True that. For the best decks, you gotta pony up. Oh, the eternal struggle of a magic player.

I took a look at all the Green/White creatures in Standard atm, and this is the list of creatures I would consider for a Dinosaur deck in these colors:

Imperial Lancer
Kinjalli's Caller
Priest of the Wakening Sun
Cherished Hatchling
Drover of the Mighty
Raptor Companion
Atzocan Seer
Deathgorge Scavenger
Kinjalli's Sunwing
Orazca Frillback
Ranging Raptors
Ravenous Daggertooth
Renegade Rallier
Rhonas the Indomitable
Territorial Hammerskull
Thrashing Brontodon
Knight of the Stampede
Ripjaw Raptor
Territorial Allosaurus
Crested Herdcaller
Snapping Sailback
Temple Altisaur
Trapjaw Tyrant
Carnage Tyrant
Goring Ceratops
Wakening Sun's Avatar
Zetalpa, Primal Dawn
Ghalta, Primal Hunger

I would consider maybe focusing on the lower CMC Dinos to populate the majority of the deck and have Wakening Sun's Avatar as a finisher. Your curve is a little wonky, and you'll want to smooth it out a tad.

x12721 on T H I C C

4 months ago

Your lands could be improved by using the untapped dual lands (Rootbound Crag, Clifftop Retreat, Sunpetal Grove) and replacing the taplands you're currently using. Some dinosaur all-stars are Ranging Raptors (also fixes your mana!) and Ripjaw Raptor. Forerunner of the Empire also deserves a mention here as both an enrage enabler and a tutor. Otepec Huntmaster is also surprisingly good, as it both ramps your dinosaurs and can lead to a nasty surprise when you do cast them. Finally, I'm surprised to not see any Regisaur Alpha. That card is really good in any dino deck.


Blessed Light is not a great card, so I'd start with removing that. In the same vein, Temple Altisaur, Sun-Collared Raptor, Raptor Companion, and Knight of the Stampede are rather lackluster cards. If you need a sideboard as well, please let me know, I'd be happy to add something for that as well. I hope this helps!

CardTyrant on Gishath hungry! Gishath want eat!

4 months ago

A big part of being competitive is deck speed. I run 38 lands and all my lands come out untapped or have an ability that lets them come out untapped. That gives me a chance to do something right than and there.

I also run Urza's Incubator and Knight of the Stampede which lower the cost of my dinosaurs by . It really helps get Gishath out faster. That is the main goal of the deck is to slam Gishath out of the command zone and start beating people down her.

When it comes to ramping, I always run costing ramp spells that get me any kind of land, not just basic lands.

With Gishath's ability, it's good to have some kind of top deck manipulation. Scroll Rack, Sensei's Divining Top, Worldly Tutor, and Congregation at Dawn all allow you to manipulate the top card of your deck.

If you want anymore advice, let me know. Sorry if I'm a bit confusing. Just woke up. But that is how to make a good competitive deck. 38 lands that don't come out tapped for speed, low costing ramp spells that don't enter tapped, and top deck manipulation spells.

Argy on (Updated) Indestructible Breeding Jurassic Bunnies

5 months ago

Knight of the Stampede was made for Limited, but is not good for a Standard Dino deck.

You need/have so many cards that let you Ramp much earlier, at the 4CMC slot of your curve you don't want to play a 2/4 that isn't a Dino.


From the way you are writing about Heroic Intervention I get the feeling that you think it isn't still legal in Standard. It is for the next sixth months. I would not have suggested it for your Sideboard, if it wasn't.


Going four colours is a bad idea. The deck will be colour screwed and/or too slow.


You put cards in your Sideboard that have very specific uses.

Chandra's Defeat comes in against decks, because it is so good at shutting down many of their permanents.

It's hopeless Mainboard, so you don't bring it in unless your Opponent is using

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