|Commander / EDH||Legal|
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|Duel Decks: Knights vs. Dragons||Rare|
|Shards of Alara||Rare|
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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.
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Knight of the White Orchid Discussion
1 day ago
I did just goldfish 15 hands to see how many of those I would keep. The answer was 2. Lets examine why.
2 mulligans were due to lack of color/lands, 5 were hands that did nothing until turn 4 and 6 were hands that had the wrong combination in hand. Lets examine those one by one.
1/ Lack of lands/color - color requirements are very tough here and the lands are a bit insufficient. Half the lands are "fast" lands and those are always a pain to draw later on in the game. Additionally, there is a color imbalance - you have 12 sources of B for 3 cards total, but blue, one of your two main colors with more than a dozen cards has 15 sources only, creating an imbalance.
2/ Hands that do nothing until turn 4 - those were hands with mulldrifter or djinn or mauler, etc. and lands. That hand cannot do anything until turn 4, which is bad. That occurs because you have too many big blink targets - 3 maulers, 3 djins and 3 akromas are about 6 cards too many of "big creatures that are good when blinked", since you rarely need more than 1 of them to win the game. Drawing more than 1 of them can actually be bad. 15 blink effects is also at least 6-7 too many, given that few are repeatable.
3/ Wrong combination in hand - This deck is a combination of three main things - mana accelators, blink targets and blink effects. Having the wrong mix of those in your hand is what will lose you the most games. All games without a turn 1 accelator are much worse than those with 1 birds-type effect. All draws past the opening hand where you draw one of those birds-type cards are horrible.
Examples of horrible actual hands: 4 lands and 3 Birds; 3 lands 2 blick effects and 2 birds; 3 lands, 3 mauler-djinn-akroma, 1 blink effect. 2 lands, none of which produces G, 2 birds, 2 blink effects and 1 mauler.
The solution is to have other cards that are good on turn 1-3 and useful beyond. For example, Path to Exile is great turn 1-3 play that is also good when drawn later. Same with Wall of Omens, Knight of the White Orchid etc.
Tl;Dr - too much variance in the deck for not a lot of gain. Reduce variance and colors.
2 days ago
I'd also strongly suggest you remove some lands and add in more ramp instead. The average in EDH is 36-38 lands, otherwise you tend to end up mana-flooded. I know you have a high cost commander, but more lands doesn't mean she gets out faster, and at 1 land per turn, having her out on turn 8 is a bit late.
Mana ramp I would add:
Wayfarer's Bauble: One of the best early game land-ramp cards you can get outside of green. Land-ramp is the best form of ramp as it is far more permanent than mana rocks, which are easily and often removed. (Also, Wayfarer's Bauble forms somewhat of a limited combo with Emeria Shepherd
Knight of the White Orchid: You're playing mono-white. Someone will always have more land than you. You may not be able to play him turn two, but turn three you can always play him before your land for turn, guaranteeing your ramp.
Burnished Hart: Two lands. Definitely a good ramp card to get your commander out early.
Coalition Relic: This is a fantastic mana rock. Tap it every turn for the charge counter, and it provides one mana of any color per turn. But on the turn you need to summon Avacyn, you can use the charge counter and then tap it for mana to net 2 off of it, getting her out one turn early.
Just these 5 ramp cards alone would put you at 37 lands, dead center of the average, and would greatly accelerate your commander cast time.
If you're insterested, I also run an Avacyn deck, if you wanna check it out.
4 days ago
5 days ago
not totally sure what you feel like doing with your deck so I can't make too many suggestions about the deck other than probably cutting some lands for other cards and adding in more mana ramp since you have pretty much none, mana ramp is a bit hard in a deck that doesn't use green but there are some options
i think you could replace Sigil of the Empty Throne with Angelic Accord since your deck is to gain life, it sort of utilizes it. You could also use an Archangel of Thune to weaponize lifegain, or use the Sanguine Bond +Exquisite Blood combo it might not be friendly but it isn't that bad
you could add in tutors:Demonic Tutor, Vampiric Tutor, Diabolic Tutor, Beseech the Queen is a decent card for 3 mana mid game Sorin, Grim Nemesis is fairly good here i'd think but better if it hits a higher cost card, i dont think he'd live long enough to pump enough value out though.
not very easy on the wallet but solid rock here: Mana Crypt
Any color ones: Manalith, Commander's Sphere, Darksteel Ingot, Doubling Cube(doubles all the Mana you have for 2), Cryptolith Fragment Flip(doesnt really flip though), Corrupted Grafstone, Gilded Lotus, Fellwar Stone
1 week ago
Windbrisk Heights is a given, for white weenie decks.
If you want a more human-themed deck (and you already have Thalia's Lieutenant, you could remove 4 Aerial Responder and replace with Champion of the Parish. And you could probably replace a couple of lands with Knight of the White Orchid.
1 week ago
Lastly, you could do to cut back on some of your lands. 36-38 is the standard for most EDH decks. You should, however, run more ramp. Wayfarer's Bauble and Knight of the White Orchid are the best to get extra lands onto the battlefield fast. Burnished Hart and Solemn Simulacrum, (an EDH staple), are also quite good. Mana rocks such as Azorius Signet, Talisman of Progress, and lets not forget Sol Ring, can really increase the speed with which your deck starts to function.
1 week ago
One last piece of advice: you run way too many lands. Most EDH decks, unless they focus on lands as their core mechanic, run an average of 36-38. I'd strongly suggest you cut back and instead add some mana ramp. Suggestions there would be Wayfarer's Bauble (one of the best ways to ramp actual land in a non-green deck), Burnished Hart, Solemn Simulacrum (an EDH staple), Knight of the White Orchid, Orzhov Signet, Pristine Talisman (on theme with life gain), Thran Dynamo, Gilded Lotus, Marble Diamond, Charcoal Diamond, and Coalition Relic.
Obviously, don't include all of these. But I would cut back to probably 36 lands, and include at least 4. 36 is what most players I've encountered seem to run, and I've found it works best for my decks as well. That'll open up a few slots for other cards as well.
Anyhow, sorry to spam your wall. I think that's 3 long posts now? I hope some of them were helpful.
2 weeks ago
With such a high cost commander, I would recommend some more hard (land, as opposed to mana rocks) ramp. You already have 39 lands, so you could easily cut back to 36-37 to throw in a bit more acceleration. The ones I'd suggest would be Wayfarer's Bauble and Knight of the White Orchid. Kor Cartographer isn't a bad card either, if you find yourself needing more.
Devoted Caretaker is also an interesting card for protection, as it can save not only a high-value creature, but one of your damage enchantments as well.