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This deck focuses on playing knight tribal primarily while using equipment as a powerful engine to draw and ramp. The knights in here are mostly lords and uses that to build up power on the board instead of the equipments. I tried to keep the curve relatively low to help cast all the cards your hopefully drawing. Once i get some good playtesting in with this deck ill come back and refine it and explain choices and play paths in more detail.

Got some games in with this deck. I lost every one of them. lmao The biggest issues I was having was: 1. relying heavily on a 6 drop commander being in play while having little protection for him (adding Lightning Greaves, Swiftfoot Boots, conquerer's flail, and Whispersilk Cloak) 2. Getting said 6 drop commander out on or before turn 6 (added some talismans, still need to work on this point) 3. Relying heavily dealing combat damage.

The vast majority of the deck is less than 4 cmc, so you will often have cards to play. The equip costs can be pretty cumbersome before syr gwyn come out though. You'll generally only be equipping things on cards like Auriok Steelshaper or Fervent Champion on your early turns. At first, I was holding out on running many board wipes since the deck is so creature based, but I'm trying to work in things like Mythos of Snapdax and Ruinous Ultimatum along with other Tragic Arrogance-like effects.

Hopefully with the tweaks, the deck will start delivering. Cause, when Gwyns out, things like Sunforger, Paradise Mantle, and Heartseeker get crazy.

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98% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 3 Mythic Rares

44 - 8 Rares

27 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.56
Tokens Copy Clone, 4/4 O Token Creature Dragon, Elephant 3-3 G, Human 1/1 W, Knight 2/2 W w/ Vigilance, Plant 0/2 G, Soldier 1/1 W, Treasure, Wolf 2/2 G
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