Sideboard


Maybeboard


DESCRIPTON OUTDATED. - Just know the gameplan is to have the potential to go either wide with knights and soldiers or voltron up. Combo with Surestrike Trident and stat buffs like Pennon Blade, Colossus Hammer, or Dragon Throne of Tarkir to kill players really fast.

Everything past this point is outdated and I'll change it all later.

Our deck, like all other decks around our commander, is a Knight Tribal with Equipment theming. Where each deck differs is in the specific cards they choose to support their commander’s strategy.

One of the main appeals of this commander was its color identity of (I hate and personally), it's knight and weapon theme, and it's playstyle. The ability of swinging wide with knights all equipped with different weapons or combining them all onto our commander to make voltron seemed like a pretty cool idea. All the while never running out of steam with how much card draw you can have by attacking. One of the hardest parts of course, is actually getting her out in the first place. 6 mana cmc is not gonna happen that early, nor will we be able to cast her more than 2-3 times. So our deck has to be able to function without her most of the time, bringing her in for those big turns or plays.

Early Game:

Our early game consists of trying to Ramp up and search for our stronger things. If you get tutors early, search for Sword of the Animist or Dowsing Dagger  . If you've already got them, look for Swiftfoot Boots or Sigiled Sword of Valeron. Boots will let you speed up your attacks and Sword will let you start building a board if your lacking creatures.

Mid Game:

For mid game, you've probably got a few knights in play with some equipment on them and if your doing really well, have already eliminated a player. Your primary thing from here will be attacking ruthlessly with either Syr Gwyn, Hero of Ashvale stacked with equipments (Like Colossal Hammer), Putting as many knights on the board as possible, or Sunforger machine gun paired with Leonin Shikari andMistveil Plains, which you can search for using fetch lands. Use the artifact tutors to search for Sunforger, Embercleave, Heartseeker, or the Swords of blank and blank.

Late Game:

In late game you're beginning finishing off opponents. Blackblade Reforged really shines here with how many lands you should have by now, Argentum Armor will be easy to start using and abusing, Surefire Trident can start deleting players, Dragon Throne of Tarkir can be used in the same way you'd use a Craterhoof Behemoth, Kindred Defiance can clear the path for your attacks, Josu Vess, Lich Knight or Waylay with our enchantments or Smitten Swordmaster for a flavorful Exsanguinate.

I won't be covering all of the creatures, just the ones that make the most impact.

Syr Gwyn, Hero of Ashvale - The one who brings us together in the dire hour, hero amongst heroes, destroyer of evil, and commander of our army. She ties everything together, as do most commanders obviously. She gains us power with allies via card draw and is powerful enough on her own to pack a REAL punch when fully equipped. However, with a 6 mana CMC it's improbable to cast her early and very hard to cast her late in the game. You'll rarely get her off more than twice or thrice.

Leonin Shikari - She really shines with Sunforger and Heartseeker. Her ability lets us activate during our opponents turns multiple times instead of once, which is pretty important.

Josu Vess, Lich Knight - One of the Big Finishers. Use with enchantments like Mana Echoes or Cathars' Crusade to go crazy. In an ideal world you'd use this when you have Vedalken Orrery in play with the previously listed enchantments during your opponent's end step right before your turn for a board of 8 11/11 knights with a 13/14 Josu Vess with 36 floating mana. And that's not counting the equipments and other knights you'd have in play before playing him.

Aurelia, the Warleader - She may not be a knight, but she has a lot of combat synergy with our commander and our Equipments. I've listed the synergies with each equipment in each specific card's description.

Grand Abolisher - A personal favorite of mine when playing white. Doesn't have the knight tag, but he provides a great amount of protection against instant speed sources.

Kinsbaile Cavalier & Valiant Knight - Gives all knights double strike. That's crazy! This combined with our equipments and Aurelia, the Warleader is really overkill.

Knight Exemplar - 2nd best of the few protection sources we have next to Boros Charm.

Vona, Butcher of Magan - Vigilance, Lifelink, an Ok ability. Nothing really special about him except the lifelink. I just wanted to give my respects to him as he's carried me through many games, though you wouldn't really expect it.

Stoneforge Mystic - An expensive tutor that puts an equipment out for a crazy discount. The only downside is the damage it deals to your wallet. Use Open the Armory for a budget version of this.

Khorvath Brightflame - Another non-knight. This guy will speed up our attacks and make our token making things even better. Waylay and Josu Vess, Lich Knight are the prime examples of this.

Puresteel Paladin and Sram, Senior Edificer - More card draw.

Syr Konrad, the Grim - Can become rather taxing on creature or token heavy decks. Kindred Defiance and other board wipes become more destructive when he's around.

Varchild, Betrayer of Kjeldor - Makes you lots of tokens if you can buff her up and get her in. This is what Dragon Throne of Tarkir works best for.

All equipments with our commander function as card draw, as well as buffs for our righteous knights. But don't just use any weapons in this army. In commander... there be dragons... many of them. One can't simply use standard steel to slay them all, and it will take more than simple martial skill.

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Sunforger :

The Sunforger is one of the big 'boss weapons'I guess you could call them. +4 power is nothing to sleeze at, and using the Equip 0 synergy from the commander along with Mistveil Plains you can get repeatable value out of you instants. With Leonin Shikari it becomes a practical machine gun.

  1. Boros Charm repeatedly will hurt them a lot. The ability to protect your paladins is also extremely important.

  2. Lapse of Certainty will protect your Sunforger (and your other everything really)) from removal.

  3. Utter End is all purpose (except lands, we have chivalry here) removal.

  4. Path to Exile and Swords to Plowshares are your creature removal

  5. Return to Dust is the only Artifact/Enchantment removal Sunforger can fetch other than the all purpose removal.

  6. Enlightened Tutor will search for your other equipments and enchantments really fast.

  7. Hide / Seek is kind of an unusual pick, especially over Anguished Unmaking, the card I cut to fit it in here, but the reason I put it in is because of the Hide / Seek portion in combination with Mistvail Plains. It annihilates decks revolving around combos, and when you can use it repeatedly you can target most of their important pieces. Or you can get rid of that Blightsteel Colossus or Ugin, the Spirit Dragon or whatever. Y'know, nothing big or anything.

  8. Waylay may seem underwhelming and useless at first glance, and on its own it is, but through synergy it can be quite powerful. The ability to make 3 bodies instant speed with 3 mana is nothing to scoff at. Especially when they have 6/6 stats combined. The apparent weakness is that they don't have haste or do pretty much anything except appear and disappear. But Khorvath Brightflame can give them all flying and haste, Mana Echoes can give you on it's own (let alone if you already have a board), Cathars' Crusade gives your current board a +3/+3 boost, Smitten Swordmaster does an additional 3 damage, Dragon Throne of Tarkir can be used to really boost your board now, Surestrike Trident can hurt really badly, etc. etc. And all this repeatable under the Sunforger Package.

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Embercleave :

Embercleave is a powerful weapon on its own, and doesn't need our commander to be useful fast. This weapon can make a big creature go from sort-of scary to all out terrifying. Flash this in on your voltron or a knight that just got chump blocked by a 1/1 and watch them be filled with grief and pain from the hurt you'll be bringing.

A 2 power knight that gets chump blocked by a 1/1 will deal 5 damage. Our commander chump blocked by 2 1/1s will deal 10 damage. Even just flashing this in before damage is dealt will deal double damage. So if Gwyn's at 11 power and get's unblocked, she'll end them with 21 Commander damage.

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Sword of Feast and Famine:

The Sword of Feast and Famine is a P O W E R F U L weapon. The discard effect is nice, but the uncapping of lands is what lets us go all out on our turns for combat. Protection from and is great with those being the most common colors to fight against. The Pro- also doesn't affect us in any way as we don't have any black spells targeting our own creatures.

  • Sunforger lets us go crazy. If you have a creature with first strike you can attack with first strike damage, then detach Sunforger with our newly untapped lands to search for Boros Charm to give your guy double strike and he deals damage again. Then then the lands our untapped again, and they discard another card.

  • Aurelia, the Warleader is similar to giving your equipped creature double strike, but is better because you can have both active at once, and you have the ability to split targets, targeting one opponent in the first combat phase and another in the next. Imagine Aurelia, the Warleader on the field and your 2/2 knight with Sword of Feast and Famine equipped. The knight attacks and you flash in Embercleave, equipping it to the knight. He deals 10 damage and they discard 2 cards. Then next combat phase starts and they take another 10 damage and discard another 2 cards. ——

Sword of Fire and Ice:

Sometimes the boring simple tool is better than the specialized one, and that’s just what this one is. Drawing cards and dealing damage. Though not as fancy as the previously used Sword of War and Peace, it’s just better overall. Pro- is good for things like Cyclonic Rift or what have you, and Pro- protects against red creatures and our Boros Charm, so that sucks. But we have other ways of giving double strike.

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Sword of the Animist:

The Sword of the Animist is probably our best ramping tool. Getting this in the early game can make you become a big threat. It filters out your deck a lot too, so there’s higher chance of drawing those cards you need.

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Heartseeker:

Heartseeker can be a really tide swinging piece of removal. But only when we have our commander on the field really. The equip cost is what makes it hard to use in other decks, but not ours. In fact, it can clear the board in cases when you have a lot of knights in play. Get rid of that big blocker on your opponent's field, destroy that Hermit Druid before it can go off, etc.

  • Aurelia, the Warleader lets you reset the charges to double how much removal you have because of the untap effect.

Argentum Armor:

Argentum Armor is the iconic staple to decks like ours and with good reason. It's a powerful damage dealer at +6/+6 AND it destroys a Permanent? Eat your heart out Anguished Unmaking. Unlike something like Heartseeker however, you can't do it more than once a turn without a card like Aurelia, the Warleader. Which doubles the amount of permanents you blow up each turn.

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Surestrike Trident:

Surestrike Trident is a finisher I'm experimenting with. The idea is that you use Gwyn's equip ability to Voltron a creature to buff their power, then Surestrike. Then repeat with all of your creatures. Even if you have Gwyn up with a 2/2 knight token and something like a Sword of Feast and Famine, you can do 12 damage to someone. With something like a Blackblade Reforged you can delete players without needing to attack at all!

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Dragon Throne of Tarkir

This is our best go wide tool. You Voltron something up to ludicrous amounts of power (usually Syr Gwyn) and then activate throne's ability for 2 to buff all your dudes up, then re-attach all the equipments back to your dudes, then swing hard. You could even do this multiple times if you have the mana.

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Godsend

It took me a while to become convinced on Godsend. I love the card design, but I just wasn't sure if it was strong enough or what to cut it for. What finally convinced me is how powerful it's exile ability is. It could have synergy with Sigarda's Aid or Leonin Shikari + flash to exile an attacking creature. cough cough blightsteel collosus cough cough. The +3/+3 is ok at first glance but is actually quite good in execution.

Fetch lands - Duh

Sword of the Animist will ramp you up really fast and filter the deck. My personal favorite early game equipment and ramping tool.

I guess Danitha Capashen, Paragon counts, but the 1 less cost isn't always a big deal, but it helps.

Dowsing Dagger   is a Gilded Lotus for 2 (4 technically) and has a (Minor) politics tool with the defender tokens.

Gilded Lotus / Sol Ring / Smothering Tithe - Basic Staples

Mana Echoes can be powerful for those big all out turns where you just dump your hand and swing hard. The knights begin paying for themselves. Whenever you make tokens, via Righteous Confluence for example, you make more mana than you'd ever need for that turn.

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100% Casual

Competitive

Date added 4 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 1 Mythic Rares

44 - 5 Rares

26 - 1 Uncommons

8 - 2 Commons

Cards 100
Avg. CMC 3.35
Tokens Copy Clone, Elephant 3-3 G, Golem 3/3 C, Human 1/1 W, Human 1/1 W, Knight 2/2 W, Knight 2/2 W w/ Vigilance, Knight 2/2 W w/ Vigilance, Knight 2/2 W w/ Vigilance, Plant 0/2 G, Treasure, Zombie 2/2 B, Zombie Knight 2/2 B
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