- Introduction:

I charge you, Aryel of Windgrace, to bring justice to the false knight that has attacked the village and all those who shared in his crimes. In the name of its majesty, and all that's holy and fair, I denounce him and attain him. I strip him of all ranks and titles, of all lands and holdings and sentence him to death. Send a message to his lord. He has been summoned to court to answer for the crimes of his bannermen. He will arrive the fortnight or be branded an enemy of the crown and a traitor to the realm.

  • The deck's theme:
  • The deck:

This is a knights deck, loaded with armor wielding cavalry and lots of removal spells, ready to deliver the crown's justice. Knights are a tribe with many innate resistances, specially to black, white and red: your knights will be difficult to remove and block most of the time. When you amass a critical number of knights, use them to control the board with your commander's second ability or just trample over them with your lords and pump effects.

  • Why is Aryel, knight of Windgrace the commander of the deck?

Aryel was the most synergistic legendary knight available just until throne of Eldraine, but in my opinion it is still the best suited for a tribal build with no abudant weaponry. Her two abilities are powerful and very consistent and are what powers up the deck the most. The first ability is to summon a 2/2 knight token, which is helpful, specially when your main plan is to have loads of knights. However, he secondary ability is the really powerful one: She can turn your knights into targeted removal, without even losing them, making her specially poweful on the long game. Her having vigilance only helps to activate both abilities even more: you can attack and then tap to activate them anyways.

  • The deck's weaknesses:

Altough you are tough against targeted removal, you are also incredibly fragile to repeated boardclears and greedy control decks, as your only answer is Knights' Charge. Try to take down the players you suspect have the most board clears first if possible. You don't have a lot of ways to interrupt combos, besides your two "counterspell" knights, so combo decks should also be a priority when choosing enemies.

  • The deck's strengths:

Your tokens will be bigger than the average, which means you will most likely handle most aggressive decks. You commander turning into repetable removal will help against midrange decks aswell, but your "power peak" will be on the mid game. Don't drag too much the games, as you are certainly not prepared for eldrazi titans and the like.

UPDATE: With the arrival of the many knights Throne of Eldraine has, this deck has been reworked, dropping high mana cost knights like Pentarch Paladin in favour of smaller, more synergistic ones like Wintermoor Commander and other two and one mana drops.

--2020 update-- After getting my hands upon a Hakoon, stromgald scourge, I've reworked the deck to make him fit it. This deck has always had a lackluster feel shortly after the midgame, usually outright doing nothing after the first boardclear or the first kill, despite the abundant card draw. Hakoon acts as a second (or even constantly self-recurring) chance to get back in the game, and he will win you the game unless answered with exile. On the other hand, I've also taken out most paladins (western and southern paladins, but not eastern paladin, since green creatures with trample tend to be problematic and the rest of the knights don't usually have protection against them). The paladins were too slow, and either too oppressive or did nothing at all. They have been replaced by the "order" paladins that are able to counter spells, something more interesting (as white and black are prominent in boardwipes) and are cheaper mana wise, and also don't require mana to be activated.

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Date added 4 years
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

39 - 0 Rares

20 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens Emblem Gideon, Ally of Zendikar, Human 1/1 W, Knight 2/2 W w/ Vigilance, Knight 2/2 WU, Knight Ally 2/2 W, Phyrexian Mite 1/1 C, Soldier 1/1 W, The Monarch, Treasure, Zombie 2/2 B, Zombie Knight 2/2 B
Folders MTG Playgroup, Decks
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