Knight's Pledge

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
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common

Combos Browse all

Knight's Pledge

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

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M19

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Knight's Pledge Discussion

MarcelGilneas on Mister Mammoth's Flying Circus

1 month ago

I am said friend that requested that this be posted. So my personal commentary for this deck:

1) Remove Revitalize - At one point I was also quite fond of cards that gain life, but they don't really help you win so much as they help you not lose. Even if this one draws a card too, it also is a card you need to spend so all it does is replace itself.

2) Remove Oakenform, Knight's Pledge - I tend to avoid Auras that buff creatures quite a lot unless there's certain circumstances. It's entirely too easy for your creature to die and for you to lose an extra card this way. The buff is tempting but it's too big of a draw back in my eyes. Squire's Devotion is a special case since it comes in with an extra creature.

3) Remove 1 each of Forest and Plains - This just looks like too much land, especially with the recommendations I'll be giving later on. You probably want to put yourself at 26 lands tops.

4) Move Plummet to your Sideboard - You already have a not insignificant amount of anti-air options. If the deck is strictly flying creatures, that's when you move in Plummet. From your maybeboard, Naturalize or a different version Forsake the Worldly should also be sideboard material.

5) Inspired Charge - I'm not particularly fond of this card; you seem more interested in going tall than wide in this deck. But try it for now and see how well it works. It makes sense with your Mammoth, so I wouldn't outright cut it yet.

6) Llanowar Elves and Druid of the Cowl - The elves you have in here so far are good. You will definitely want more of these guys to make sure you can cast your big goofs as soon as possible.

7) Rabid Bite, Take Vengeance, Gideon's Reproach, Divine Verdict - these cards are going to be your removal suite. They should all be main deck for right now, until you can find better options. Rabid Bite will always be prime for you, though.

This is not a bad start for a deck that is a modified Welcome Deck. You'll definitely want some consistency so you'll want more of your best cards and less of your not quite as good cards. As always, practice makes perfect for deck building.

The_Cardinal on Aura Mare

2 months ago

Oh, I thought you had Knight's Pledge's. Novice Knight becomes so good if you have both in 4 times. I do think that Druid of Horns is good if you "missed" early game, also he isn't as effective if you can't give him Hexproof. For that purpose, I recommend Shalai, Voice of Plenty ! It's really good to give Hexproof to all your creatures, and she's in the right colors too. Also, I'm about to try a Rogue list, with 3-4 Dub's and History of Benalia's. I'll tell you how it goes if you want to.

Joe9 on Selesnya Enchants !

3 months ago

If you plan to add the Bant control aspects, Unbridled Growth will be important for both mana balancing and card draw tricks. I'd drop 1 Knight's Pledge instead.

tfrederick96 on The Deck That Rides as One

3 months ago

Looks pretty neat! Some substitutions I recommend considering are Bonesplitter for Darksteel Axe, Godless Shrine for Isolated Chapel or other lands, and Spirit Mantle/Unquestioned Authority for Knight's Pledge. Also, History of Benalia would be insane in this deck.

Thebiggalactus on G/W Enchantment

3 months ago

I have a couple suggestions.Vine Mare, Shield Mare, Sram, Senior Edificer, Talons of Wildwood, Knight's Pledge, and finally Sheltering Light. this deck is gonna be very hurt by the powerful removal in standard right now, so Vine Mare is your ideal equipped creature, it's also a big body. Shield Mare should effectively stop those red decks in their tracks, it's also another good creature to equip when your facing any red deck.Sram, Senior Edificer is another powerful source of card draw, with decent stats. Talons of Wildwood, and Knight's Pledge would be your strongest aura's by far. They are costed very well for what they do. Finally, Sheltering Light is a nice protective spell, that comes with a free scry attached to it. I think you have a deck that's really fun too play, and can be FNM competitive too.