This box is full of stuff Ive tried and removed, or stuff Im more than likely not ever going to try in this deck, for whatever reason.
Crucible of Worlds: Tempting, and fun, but is it strictly necessary? Or necessarily even good? The answer to both, unfortunately, is no.
Ensnaring Bridge: Even in the sideboard, I just gotta say no. It shuts off my guys, too. Sometimes you just cant combo, and youve gotta make do with what youve got.
Ghost Quarter: One of my favorite Modern lands, dont get me wrong, but in this deck, there are a few things keeping me from this card. Firstly, I know I have a ton of utility lands, already, but I do actually need to hit my colors sometimes, and this is just another off-color or worse land in that situation. Secondly, losing lands for anything other than a net zero (like fetching with Knight or otherwise) or a net positive (like Knight + Omen + Flagstones) is just downright painful. Even if were doing something good like keeping our opponent off Tron, it just hurts too damn much to go down a land for only a slight pay-off (especially in the case of Tron, with more land-tutoring effects than us). The only time this card is super good for us is if we sac it to blow up our own Flagstones, which is honestly kinda silly as a reason to include a utility land.
Bring to Light: Great card, great potential, but here it just falls flat. Doesnt get our enchantments, the only creature it hits thats any good is Knight, and using it solely as more copies of Scapeshift would just make me want to play more Scapeshifts, instead. Maybe in a more toolbox-y version of the deck, or in something else entirely, but here? No, thanks.
Horizon Canopy: Going down a land just isn't worth it, and the life loss is relevant. Ive found its better to just try and Jund my opponent out with my potential to combo than to actually try to net myself cards off of dumping my mana base.
Oboro, Palace in the Clouds: Yeah, its cute. It has synergy. But it costs me a land every time I want to bounce it, its off-color, and it doesnt do anything.
Qasali Pridemage: Yeah, Modern sideboard all-star. But in this deck? I have a version I can tutor with Idyllic Tutor, and it doesnt cost mana on activation, and its one color, and its beautiful. Seal of Primordium FTW.
Renegade Rallier: On the face of it, it seems like a great card, right? Gets back a Steve, or a fetchland, or Oh. Thats it. Never mind.
Retreat to Coralhelm: But thuzra! It combos with Knight of the Reliquary! You can fetch up all your lands! Ok, but why? It doesnt gain me any actual value unless I already have Omen and Valakuts, and whatever slight increase in combo consistency without Scapeshift this brings, it is not worth the dilution of the control, ramp, or toolbox packages for an off-color meme.
Rites of Flourishing: I took it out every game, and it's almost always better for my opponent than for me. Its kinda sad, because it was such a huge part of the deck in its early stages, but it just so quickly outclassed itself. Bad into aggro, bad into control, definitely bad into other combo decks just what was I thinking back then? I may not have been.
Sejiri Steppe: Honestly, every time I draw this, instead of getting it instant-speed with Knight for protection, it makes me want to die. Also, running more than one, as is almost essential in Knight decks that run any at all, is just not feasible, here. Out it goes.
Selesnya Charm: It was always an okay card or better and I mean that sincerely but I don't want okay cards. I want good cards. Great cards are even better. This just doesnt bring me that consistently great effect.
Treefolk Harbinger: I actually didn't realize how useless this was until my friend pointed out to me that all it ever did was untap Murmuring Bosk. Guess what else has been removed.
If any more come my way, Ill be sure to add them to this list. Honestly, kinda surprised the list is this small after four years. I guess thats a good thing!