Knight of the White Orchid
Creature — Human Knight
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it into play, then shuffle your library.
|Want (5)||BetoJohnSon , deman464 , Grenchorne , jordanc0607 , Korsakoff600|
Printings View all
|Magic Origins (ORI)||Rare|
|Duel Decks: Knights vs. Dragons (DDG)||Rare|
|Shards of Alara (ALA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Knight of the White Orchid occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Knight of the White Orchid Discussion
8 hours ago
Leonantti I like looking at other decks with commanders that are the same to mine. There are always little gems tucked away inside them that I generally do not know about!!
You get an upvote!!
1 day ago
Ha, looking back I really went overboard on my last comment
1 day ago
I want to preface this with a couple of things. First, I'm not sure what power level you're building this deck for. I tend to build decks between 6-9, so some of my suggestions might not be the best fit. Second, based on the current price of the deck, I imagine this is more of a budget build. So I'll try to keep my recommendations within a decent price point.
Now, let's talk about what you've got. I don't want to pick apart your creature selection card by card. Rather, I want to know why you chose the creatures that you chose. Obviously, Kathril wants cards in your graveyard to have a bunch of keywords, but those creatures aren't always going to be there. You're going to need to play them some times. It's important that the creatures that you put in do something on the field too. I do want to call out a few cards that I feel like will not do what you want them to do.
- Gravebreaker Lamia: The CMC is much too high are what you're getting
- Night Incarnate: Same issue
- Anvil of Bogardan: You don't have a good way to make use of your opponents getting card advantage too
- Arguel's Blood Fast Flip: Doesn't do a lot
- Asceticism: It's a pricy card for a deck that should already be giving its stuff hexproof
I'm not seeing a wincon in here either. I know Kathril can be a big flying force, but if that is your main plan, you should be packing a pretty strong sub-strategy. I think hand destruction would be a strong choice for this deck. Cards like Oppression and Necrogen Mists give you a way to discard cards without making you fall behind. I saw Noose Constrictor in the maybeboard. That is a prime example of something that you should avoid. Yes, discarding a keyword-soup creature will help you with Kathril but you will not be getting a card's worth of value from that. When you discard a card, you want to make should that you are not falling behind. So, either everyone needs to discard too or you need to get a card back (like with Fauna Shaman).
Now, here's the fun bit. With group discard effects, there will be a lot of creatures in graveyards (or at least yours). I would run a suite of reanimation spells, Reanimate, Animate Dead, and even a finisher like Rise of the Dark Realms. This will turn already good discard effects into massive value.
Next, let's talk about ramp. A great way to work in ramp that isn't too pricy are two-drop rocks. In basically all of my decks, I run every signet and talisman (like Talisman of Resilience) that I can. In this deck, that's 6 cards of solid power. Also, Fellwar Stone goes in basically all my decks too. It's just solid. I also want to point out Knight of the White Orchid. It has a keyword that's relevant and ramps you. Also, it's not technically ramp but does a great job here, Life from the Loam.
Lastly, your removal needs work. I would try to work in some of the following because they are good and efficient.
Overall, I think you're well on your way to having a fun deck!!
If you want some inspiration of a hand-destruction/reanimation/aristocrats style deck, check out my Liliana deck here.
2 days ago
My issue with Verge Rangers is the "an opponent controls more lands than you" restriction. Unlike the cards in this deck with that restriction, Verge Rangers isn't ramp or a land tutor. Knight of the White Orchid and Weathered Wayfarer actively get me out of land screw. Rangers barely makes an effort.
3 days ago
Well, someone made a point in a discord that I'm in about Verge Rangers. It's less about mana ramp, and more about playing lands off the top so that you are more likely to have a card on top that you want. Kinda sorta card advantage I guess. Now whether I would include it over Knight of the White Orchid, or even Noble Templar, I'm not sure. I honestly might try it over the knight in my deck, as it's repeatable, it's top-deck control, and it doesn't care if the card is a plains or not.
I also don't have Noble Templar in my deck, so I can't say much about switching it for that.
But yes, Cartographer's Hawk is bad.
1 week ago
Path is not legal in pioneer though. I would recommend Knight of the White Orchid for a similar effect.
2 weeks ago
Knight of the White Orchid isn't a bad card. However, the goal of the deck is not to race the flash hulk decks, rather, we are trying to stop their combos from working. A big mistake people make with this deck is trying to race other people. This deck cannot race, it is not fast. So, since we cannot race them we look to our powerful creatures to prevent early wins until we have enough resources to win. For this reason, Knight does not make the cut. It is not better than any of the cards already in the deck. Hope that answers your question ;)
2 weeks ago
If that's the case it doesn't really seem like it's worth running. It feels like more often than not it just screws with your land base by not producing colored mana of any kind. The chance of it hurting your curve seems more common than being able to activate it. Honestly, an extra plains to tutor with land tax seems like a bigger advantage.
Speaking of mana, despite it being a nonbo with some of the hatebears in the deck, what about Knight of the White Orchid? It would in theory turn off land tax/wayfarer if hit, but it feels like the ramp is well worth it considering you need at least six mana to combo out with heliod already in play. When flash can win at any point with just two mana, every little boost helps...