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|Magic Origins (ORI)||Rare|
|Duel Decks: Knights vs. Dragons (DDG)||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
5 days ago
So, speaking as an Angel fanatic who refuses to give up on the idea of a Modern-competitive Angel-themed deck, there are a few things you have to consider. One is that your CMC is far too high. You'll be killed while having a hand full of cards you're still turns away from casting. You don't have near enough removal, or things you can do early in the game.
First thing you'll probably have to do is come to terms with having some non-Angels in there. I had to, but it doesn't have to break the theme. Thalia, Guardian of Thraben is a servant of the church of Avacyn, and in general a holy warrior, and fits the theme. She's great for slowing up decks, trades well early on, and helps buy you time to bring out the big guns. Knight of the White Orchid is great, as you've seen, and combos well with Emancipation Angel.
Here are a few general thoughts, and I hope they help.
This needs to be changed a ton. Some are redundant, most are too expensive and don't do enough to compete.
Herald of War: This card doesn't do much, although you'd think it'd be helpful. It's a 5-drop, though, so by the time it comes online, you can already cast all the stuff you'd want it to speed up for you. For the same price you could have out Baneslayer Angel or put out something cheaper but generally more effective, like Angel of Jubilation.
Most of your creatures are too expensive and don't do enough. Even Platinum Angel at most stalls out until it can be removed, which is pretty easy to do. I'd ditch that one, and almost all the others. Even my favorite creature in all of Magic: Avacyn, Angel of Hope.
Start by looking at mana costs. If you don't have a 1 CMC creature, then you need at least 2-drops. So start with probably at least 3 (I run 4) Thalia, Guardian of Thraben. Knight of the White Orchid is also good, and if not that, something that disrupts your opponent like Grand Abolisher. Good blockers like low-cost Knights and Soldiers help hold the line until you need to bring out the big guns.
Angel of Jubilation is pretty amazing. Prevents some strategies while buffing your creatures to win battles. Also, that art is unbelievable.
Linvala, Keeper of Silence is also pretty nice. Good body for the cost and she can also shut down some decks almost completely. My Elves hate her, for instance.
For your top end, don't bother with going past 5 CMC, generally. Baneslayer Angel is pretty strong, but so is Sigarda, Host of Herons. You could also use Sigarda, Heron's Grace if you're going with more Humans for your low-level guys.
These can all go. Most are too expensive to put out and equip, and Angels tend to be pretty strong. They don't need many buffs. Your low-level guys could use them, but you'd be better served by putting out more creatures, or having more removal or defensive spells. Spear of Heliod isn't bad, but it's expensive and requires the creature to have done its job of bringing you closer to loss before you can do anything about it.
If you're intent on equipment, the various Swords work, and I'm a fan of Sword of the Animist, which helps you get lands out. I don't know that I'd bother with most of this, though.
Armored Ascension isn't bad if you can get it off, but I'd probably rather just run more Ghostly Prisons or the like. I'm not a big fan of expensive Auras because you can easily get 2-for-1'd trying to put one on. Brave the Sands isn't bad if you have a lot of cheap creatures, especially if they have first strike. For the same cost, Dawn Charm also has a lot of real useful modes.
You need far more removal. Path to Exile is a must. You could also put in Leonin Arbiter to help stuff their ability to benefit from Path or fetches. I'd run 4 Path, for sure. Any number of defensive spells can be good, like Brave the Elements for blocking or swinging through blockers, or Authority of the Consuls to slow down aggro and get you a fair bit of life.
Board sweeps are nice, and if you go GW, Heroic Intervention can help protect your own creatures from them or turn a combat into a complete rout. Settle the Wreckage has a similar drawback to Path, but a lot of Modern decks run few basics, and even if they get a few lands out of it, an entire attacking force being exiled is absolutely crippling. It also combines well with Leonin Arbiter. They could attack all-in, get exiled, and then be wide open to your counterattack. Do that once or twice and soon your opponents will think twice if you have cards in hand and untapped lands. Wrath of God is also great.
At least in the sideboard, Leyline of Sanctity is also amazing. Great devotion if it starts on the field, and when it's good, there's nothing better. Shuts down a lot of discard, burn has a hell of a time with it (especially if their creatures can't get past yours), even mill and general black staples like Thoughtseize get hosed by it.
Take a look at various Modern lists of what the best white spells are. Consider opening up to white/green, which solves a lot of mono-white's issues. Run more removal. Definitely run more low-cost creatures, and stabilize the higher-level lineup. You want more on the low side to help you buy time to bring out a Baneslayer or Angel of Jubilation to help you land a decisive attack. Some sweeps can help you control the board state.
1 week ago
Orzhov Signet,Darksteel Ingot, Orzhov Keyrune, Orzhov Cluestone,Commander's Sphere, Wayfarer's Bauble,Coalition Relic,Star Compass, Gilded Lotus,um..Knight of the White Orchid and Endless Horizons gets you plainsDark Ritual can get you black mana. I know you had some of those already either in your main board or maybe board, i was just listing some of the cheaper cards that i know of. It would mainly have to be artifact based ramp. I dont know, i hope it helped.
1 week ago
I have a couple suggestions:
Midnight Duelist is a particularly mediocre card. A 1/2 with an irrelevant ability is well behind the curve. Replace this card with Student of Warfare--one of the better one-drops in both knights and white weenies. Generally, I hate Level up cards--most of them are poorly costed, and far too susceptible to removal. Student is an exception--a 3/3 with First Strike for 3 is pretty nice. A 3/3 with First Strike that you can have on turn two is fantastic (turn one: play plains and Student, turn two, play planes, level up student twice).
Suntail Hawk is not a great card--you don't have enough support to justify running it.
Knight of the White Orchid is a strong card, particularly if you are on the draw.
Radiant Destiny is quite mediocre, and you have better lords and other bonuses already. Oketra's Monument is three-mana for little real effect. Yes, it will net you tokens, but most of your creatures do not benefit from its cost reduction. Replace these cards with Path to Exile--probably the best removal spell in Modern.
Knight of Glory's Exalted ability is not particularly useful in a deck that seeks to go wide and swing with a bunch of lord-boosted creatures. Instead consider Leonin Skyhunter--another two drop, in your relevant tribe, with evasion.
3 weeks ago
Grasp of Fate - o ringing multiple permanents makes it usable.
Knight of the White Orchid - decent "ramp" in white (not true ramp, but lets you hit land drops).
Oreskos Explorer - good "ramp" in white.
Land Tax - best "ramp" in white.
Solemn Simulacrum - sad robot is good in lots of decks.
Oketra the True - another token generator.
Comeuppance - fun anti aggro card.
Idyllic Tutor - another enchantment tutor
3 weeks ago
A few things:
Ensnaring Bridge is a real liability - this is a deck that wants to attack, and gains advantage from attackers with 3 power, and you could easily end up stumbling over your own bridge. What is the reason you'll rather play that than Ghostly Prison?
You have exactly 3 cards that would be delayed a turn from playing colorless sources (Spectral Procession - or am I missing something?), and that one can actually be played from colorless mana, if need be (delayed, but not unplayable). Since you are playing Knight of the White Orchid, you can regain land if you spend a Ghost Quarter pretty often. I would move Condemn to sideboard, and add 2 Ghost Quarter.
Also: Why did you label this deck as control? It seems more like an aggressive deck with some disruptive elements, than a deck that aims at long games and hard-to-deal-with winconditions?
And another card for cardadvantage: Twilight Shepherd.
3 weeks ago
Draw: Mesa Enchantress
Hope some of this is useful, I'm fairly sure I didn't recommend anything you already have... My bad if I did.
3 weeks ago
never said anything about "white weenies" but you NEED small creatures to get your devotion up. Knight of the White Orchid by itself does NOT enable mana ramp with Nykthos, Shrine to Nyx. you need a devotion of at least 3 just for the nykthos to produce mana equal to the number of lands you used to activate it (because you have to use nykthos plus 2 others, thus totaling 3 lands). therefore you need a devotion of 4 before you actually get any net gain of mana. how do you do that? you play small creatures turns 1-3. and with Knight of the White Orchid being your ONLY creature that costs 2 or less mana, that isn't going to happen.
3 weeks ago
It also enables actual ramp with Knight of the White Orchid.
If I wanted to play white weenies I would play white weenies