Update November 2020

So I played a couple of games with this deck recently and it provides a lot of fun, however in my opinion there are a few things that are not working:

  1. Previous update added a few cards to discourage opponents from attacking (namely Ghostly Prison and Dictate of Erebos). These enchantments are doing a good job, however there are only two of them in entire deck, so this is not consistent strategy. To make this deck a consistent pillow fort, it would be required to include much more cards like that (also creatures), which is not in line with commander theme (knights). After all games so far, I think Aryel’s strategy should be go wide knights with protection/recursion. Thus for now, I will remove these enchantments from the deck
  2. There are a few knights that have only first strike and protection from one color or knights that are lords. I think these can be replaced with different knights, which have more relevant abilities.
  3. Haakon, Stromgald Scourge and cards that synergize with him (Nameless Inversion) are winning games. Thus adding Crib Swap to the party.
  4. Adding some protection and slight modification to mana rocks

OUT: Benalish Marshal, Kwende, Pride of Femeref, Lightwielder Paladin, Dictate of Erebos, Ghostly Prison, Underworld Connections, Spectral Searchlight, Traveler's Amulet, Black Knight, Fiendslayer Paladin, Knight of Grace, Knight of Malice, White Knight, Metallic Mimic, Orzhov Locket

IN: Murderous Rider, Smitten Swordmaster, Worthy Knight, Corpse Knight, Midnight Reaper, Wintermoor Commander, Silverwing Squadron, Syr Konrad, the Grim, Lightning Greaves, Crib Swap, Arcane Signet, Wayfarer's Bauble, Swiftfoot Boots, Flawless Maneuver, Rootborn Defenses


Update August 2020

Due to a budget constraints and cards availability: No Mercy, Grave Pact and Archetype of Finality were not included. Following cards were included instead: Ghostly Prison, Day of Judgment and Swords to Plowshares.

I recorded a 3 player game using revised deck, link below. I feel that after the updates this deck performs smooth and provides a lot of fun. I am not planning to update it significantly in near future.

The only thing that might be useful is to allow using Aryel’s ability right away (Swiftfoot Boots, Lightning Greaves) or use her abilities more often (Illusionist's Bracers). However, the deck runs OK without those and I have no idea how to include them for now.


Update March 2020

I have played several games using deck as described below and it does not work as intended. The issue is, that no matter how many +1/+1 enchantments and artifacts you are going to pull, your knights are not going become relevant. Typically, at the end of a game you control three or so +1/+1 effects and there is always something bigger or more evasive then pumped knights under opponent control. Also, there is a problem of playing 2/2 knights on turn 9, where your opponents are playing much scarier stuff at that moment.

Secondly, I found a few knights that are underperforming and I am not happy when I play them.

Due to above, I decided to completely change my strategy for this commander, and play her as a ‘pillow fort’. The strategy would be as follows:

  1. Discourage the opponents from attacking you, by playing effects like: No Mercy, Dictate of Erebos, Grave Pact and have creatures with deathtouch
  2. Build up an army of knights. Destroy any creatures that might affect you using Aryel’s second ability. Play around cards that you have in hand: don’t hesitate to go wide if there is an Unbreakable Formation in hand. Don’t hesitate to send knights to graveyard knowing that you have access to Haakon, Stromgald Scourge or Knights' Charge
  3. To finish the game: use a wrath effect and go face

With all that said, cards below are OUT:

Kabira Vindicator – I am never happy to play this guy. There was no single game where I was able to get him at level 2. He is basically 2/4 bear for 4.

Knight of Glory – Exalted is irrelevant. Protection from black is nice, but first strike and/or deathtouch would be better. There is definitely a better creature to fill the slot.

Always Watching, Hall of Triumph, Radiant Destiny, Etchings of the Chosen, Marshal's Anthem, Ethereal Absolution – These are all +1/+1 effects that are being removed due to strategy change. Marshal's Anthem sounds good on paper but I was never able to kick it even once. Etching of the Chosen also sounds nice, but it only gives indestructible to one knight, I would rather have effect that gives indestructible to all knights in that slot. From +1/+1 artifacts/enchantments I decided to keep only following cards: Door of Destinies: because if not addressed, it snowballs out of control, Vanquisher's Banner: because card draw, The Circle of Loyalty: because it can be cast for WW and provides a ton of value.

Blind Obedience – sounds nice on paper, but I was never happy to play it. Opponents are going to untap their creatures eventually and kill you anyway. It does not stop them from attacking you in long term.

Knight of Dusk – never had the occasion to use his ability. He does not fit in to the new strategy

Paladin of Atonement – a new strategy assumes that people will not be willing to attack you, so there will not be plenty of life loss, so this guy will not grow as intended.

Knight of the Holy Nimbus – Flanking is irrelevant. Theoretically this is a 2/2 indestructible knight, but anyone can make him destructible at almost no cost.

Following cards are IN:

Discourage the opponents from attacking: No Mercy, Dictate of Erebos, Grave Pact

Deathtouch: Archetype of Finality, Vault of the Archangel

Board wipes: Harsh Mercy, Wrath of God, In Garruk's Wake

Reconnaissance – this allows to use Aryel’s abilities twice during one turn (tapping during combat and removing/untapping after damage is dealt). Occasionally it will allow to save something else during the combat.

Some more synergies with Haakon: Buried Alive, Nameless Inversion

Some more indestructability: Make a Stand

I put an example gameplay I recorded using original deck idea at the bottom. Hoping to get a 4 player match with a revised deck in near future. Also, I would like to thank you mister carpecanum who put some valuable comments, especially mentioning Mirror Entity, which fits very well!


This is a Commander/EDH deck that I play with my friends in the basement.

The objective of this deck is to:

  • Populate board with knights early. You can play them from your hand and/or use Aryel's first ability
  • Majority of knights hit hard, as they often have vigilance/first strike/double strike. Attack early to do some combat damage
  • Attack with vigilant knights during combat and use them later during your turn for Aryel's second ability
  • As game progresses, knights will start to fall behind in power/thoughness compared to opponents bigger creatures. That's is why this deck has many +1/+1 and more counters mechanic, so knights will stay relevant on the board and can compete in combat
  • Creatures are prone to board-wipes and they are very valuable to this deck. You will need to protect them using indestructible mechanic that is also present in this deck. They will still die to sacrifices or -X/-X, but board-wipes are usually the most problematic
  • There is also an alternate win condition present in form of Revel in Riches and Smothering Tithe. However, even if not able to get win through tresures, extra mana is still very good to make a few additional knight tokens using Aryel's first ability (which at 3CMC is not so cheap)

An example gameplay I recorded using original deck idea:

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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

36 - 0 Rares

18 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.29
Tokens Human 1/1 W, Knight 2/2 W w/ Vigilance, Shapeshifter 1/1 C, Soldier 1/1 W, Monarch Emblem, Treasure, Vampire 1/1 W, Zombie 2/2 B, Zombie Knight 2/2 B
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