Knight of Glory
Creature — Human Knight
Protection from black, exalted
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Knight of Glory Discussion
6 months ago
I like it a lot! I'd consider looking into a Stoneforge Mystic package and Mirran Crusader over Knight of Glory in the sideboard since your deck wants to attack with one giant creature, but at that point I think I'm just suggesting ways to turn this into a GW goodstuff deck, which I don't think is what you want to do. Maybe cut a couple of 4 drops for some more 2 drops or Birds of Paradise to help with your curve (You run the risk of not doing anything for the first 2 turns of the game, which is a little too slow for modern), but other than that it looks great.
9 months ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
1 year ago
Not much into Vintage but on the lines of 'Prot:Black' to protect against Pestilence cards like Auriok Champion, Knight of Glory, and Mirran Crusader could prove effective. You could make more use of the protection by splashing blue for cards like Alter Reality/Mind Bend
1 year ago
Consider Finest Hour, Qasali Pridemage, Sublime Archangel, Giltspire Avenger, Sovereigns of Lost Alara, Steel of the Godhead, Battlegrace Angel, Knight of Glory, Open the Armory, and Angelic Exaltation. Note: Some of these might already in your deck
1 year ago
1 year ago
Add: Wayfarer's Bauble Sword of the Animist Solemn Simulacrum Burnished Hart Smothering Tithe Despark Kaya's Wrath Knights' Charge Etchings of the Chosen Irregular Cohort Silent Clearing Talisman of Hierarchy Belle of the Brawl Murderous Rider Silverwing Squadron Smitten Swordmaster Syr Alin, the Lion's Claw The Circle of Loyalty Wintermoor Commander Corpse Knight Midnight Reaper Cavalier of Dawn Cavalier of Night Icon of Ancestry Haakon, Stromgald Scourge
Remove: Temple of the False God Myriad Landscape Plains Swamp Mortify Call the Cavalry Harsh Mercy Return to the Ranks Shared Triumph Northern Paladin Eastern Paladin Kwende, Pride of Femeref Southern Paladin Student of Warfare Stromgald Cabal Knight of Glory Knight of Infamy White Knight Black Knight Knight of Grace Knight of Malice Paladin en-Vec Dauntless Bodyguard Odric, Lunarch Marshal Commander's Sphere
2 years ago
You're very heavy on the 4-drop slot. I would recommend cutting the Approach of the Second Sun, since you should be trying to win by bringing your opponent's life to zero. Anointed Procession is cool, and can be powerful, but it relies on you following it up with other cards. THough pricey, this should be History of Benalia as this card does not depend on being followed up by another card and produces more Knights on its own.
You should be running 4 of the Dauntless Bodyguards in the maindeck, they should not be in the sideboard. You're going to be wanting to swarm the enemy in a flood of chivalry as fast as possible, and a few amazing 1 drops can help you out that way. Accorder Paladin, Knight of Glory, and Sigiled Paladin are all great 2 drop knights that help you out in attacking strong and early. Knight of the White Orchid can act as ramp, but is also a decent beater.
Mirran Crusader is extremely powerful and you should definitely be running 4 of this one.
Vona, Butcher of Magan is really cool and can give you an answer to nearly anything, and she helps pay for herself with that lifelink.
You'll also want to use some of black's card draw capabilities, since card advantage is definitely white's biggest weakness. Don't be afraid to spend a little bit of life to draw some cards with Dark Bargain, Read the Bones, Night's Whisper, Sign in Blood, or Damnable Pact just to name a few.
For your sideboard, cards like Duress are very important if you're running black, I would recommend running 3-4 of these in your sideboard, since you have no other hand disruption. Celestial Purge is pretty popular, as is Timely Reinforcements. Vraska's Contempt and Anguished Unmaking can help you deal with opposing planeswalkers, and Unmaking hits any troublesome non-land, Rest in Peace, Stony Silence, and Zealous Persecution are very strong sideboard options as well.
Let me know if this was helpful or would like to know some of the reasoning's behind the suggestions!