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Creature — Human Knight
Other creatures you control get +1/+1.
Benalish Marshal Discussion
1 day ago
I love knights and, therefore, I love this deck! I went more aggro and less equipment with the Bruse Tarl/Tymna pairing, but I love this approach nonetheless.
I second on the comment about Temple of the False God : it brings you to keep some sketchy hands and you can use some more efficient ways to ramp, even in these colors. I love Prying Blade , it's simple but with double strikers and additional combats is pretty satisfying. Another must have is Mask of Memory : an equipment that gives card advantage ? Sign me up!
Finally, for the Knights department, I think the best one you're not playing must be Mirror Entity : is a mana sink for when you get flooded, can be a combat trick with an instant activation and its ability makes all your board a Knight (since you have some non tribal creatures). Finally, please consider Benalish Marshal : I know its cost is a pretty steep one, but he's valid and you're already mainly a white deck.
Good luck with your knighting and if you want some inspiration look at my list (still under development)! +1
5 days ago
1 month ago
1 month ago
Perhaps a Benalish Marshal ? Knight that gives buffs to your other creatures.
1 month ago
id agree heavily with shadow63 with the addition that if you were set on blue white make it a mainly small white knights deck and splash blue for Deputy of Detention and Dovin's Veto (not absorb). this would be a play on white blue wennies. but for this all of your creatures are going to be replaced except Benalish Marshal
(FYI. 4 counterspells and 2 teferis does not make a "controll deck" most decks should be running this much interaction)
1 month ago
First of all you can hide old comments by using the last part of the deck editor (having your last comment be back in november can be distracting for new comments).
Now for this deck hitting any swamps early on really hurts Knight of the White Orchid , cutting the swamps down to 1 can really help and run Concealed Courtyard (non budget, Marsh Flats or any fetch land that can grab a plains or swamp can get your Godless Shrine s).
In modern white and black has extremely powerful removal in Path to Exile (which just got a reprint in every gideon spellbook, it also will give you a Rest in Peace which many white decks are running many of in their sideboards lately) and Fatal Push (which is honestly at it's most powerful in a fetch land happy deck), 1 cmc removal vs 4 cmc is quite the difference.
Now there are many good 1 cmc knights and being able to start early is quite important for how fast the format is. Knight of the Ebon Legion can get powerful pretty fast, he even gets bigger if you take 4 dmg in a turn not just the opponent. Student of Warfare is an oldie, it also can become a sizable threat pretty quickly. Dauntless Bodyguard is also pretty decent, it not only can protect a Knight Exemplar later in the game, but it also can just be sacced to proc the stronger effect on Fatal Push or Midnight Reaper .
Having more creature buffing can also be kind of nice, Benalish Marshal and Valiant Knight can be decent at their jobs, they are at least in the majority of the deck's curve (which for modern you really want to lower it as much as you can for an aggressive deck).
2 months ago
Ok Niko, Quick Breakdown of what you've got here.
I notice several themes integrated into the deck. You should probably only focus on one theme, and if a secondary theme crops up take advantage of it's synergies. Right now I'm seeing:
Tokens Populate Soldiers Lifegain Creature Count Matters Enchantments Matter
Next we look at targeted removal:
Wanderer's Strike - Just one removal spell is too few. What happens if someone plays a dank artifact or enchantment? Do you just die to it?
Next we'll look at boardwipes:
Hour of Revelation - Some heavy restrictions here. Do you really want to wait for your boardwipe to become discounted? This is also too few board wipes. What happens if the creatures are indestructible? Or if Someone plays around Hour of Rev?
Next we'll look at ramp:
Smothering Tithe - Excellent choice, and a real over-performing option as well.
Ashnod's Altar - Excellent way to make use of your tokens and small costed buddies.
Everflowing Chalice - Aight, not my first pick, but it's aight.
Sol Ring - Duh
This is a pretty good ramp package, but I think we could upgrade it.
Next we'll break down your card draw options:
Mentor of the Meek - Decent in this deck. Sure the tokens you want to make the most of don't work out, and a few cards you play can turn this on. I like him, lets optimize creatures around him to make him better.
Skullclamp - Ayup!
Two cards that draw for you is a good start, lets add in some more.
Alright, let's cut everything that isn't a creature, that doesn't make tokens on its own, that isn't removal, card draw, boardwipes, or ramp, that doesn't have synergy with your commander.
Ajani's Welcome - A great card, but definitely reserve it for a build where you abuse your life totals more so than make creatures.
Anafenza, Kin-Tree Spirit - Most of your creatures are tokens.
Angel of Glory's Rise - Anti-synergies with your commander, and the tokens it creates.
Angel of Renewal - We can find a card that does something better.
Angelic Accord - We want to make angel tokens, but we're not here to gain life.
Angelic Chorus - While this looks good, it generally equates to 4-5 life a turn. Not bad, but not amazing for the investment in this deck.
Angelic Exaltation - Boy do I have mixed feelings on this card, suffice it to say, if you have no creatures, this card sucks. You might have no creatures when you draw this card. That would suck.
Elite Inquisitor - A good card, but we can do better.
Fiendslayer Paladin - A good card, but we can do better.
Forebear's Blade - There's a little synergy here, but to be honest you want a huge discount from this, and you're not likely to get a consistent discount.
Glorious Anthem - A great spell for a tempo based weeny deck. This is a cast based token deck.
Lena, Selfless Champion - You have so many more token creatures than non-token ones, and your zombie tokens don't benefit from her selflessness at all.
Martyr's Bond - This has potential in a deck that sacrifices it's stuff to maintain board control. I don' think this is a bad card, it just isn't a good enough fit.
Power Conduit -Here's that counter theme again.
Preeminent Captain - Soldier theme.
Sigil of the Empty Throne - Enchantment theme
Squad Captain -Creature count matters theme.
Standing Troops - A good card, but we can do better.
Sunblade Angel - A good card, but we can do better.
Umbral Mantle - I may have missed what this was for.
Veteran's Armaments - Soldier theme again.
Wanderer's Strike - A good card, but we can do better.
Now, I am well aware that this is a lot of cards. Let's shore up your deck, maybe by analyzing your win conditions.
God-Eternal Oketra + Creature Spells = Profit
Token Makers + Divine Visitation = Profit
Expendable Tokens + Ashnod's Altar = Profit
So you win by smacking with a bunch of medium sized tokens, most of the time. This means you need to do three things, Play creatures, Draw Creature spells, and protect your creatures.
Let's start by adding in some badass creatures that fit in your deck well.
Loyal Sentry - One mana has never been spent so well. In the late game it makes a token, in the early game it swings for damage, in the mid game it blocks and destroys pesky creatures.
Knight of the White Orchid - A bear with first strike that ramps you. Pretty good.
Oreskos Explorer - I would never play this in a non-mono-white deck. This does however let you catch up if you are late on land draws, and is at worst a bear to block with.
Boreas Charger - Ramp bud, ramp in mono-white whenever possible. Helps that you could make a zombie, or sac it to skullclamp.
Brimaz, King of Oreskos - I heard you wanted more cats? Can I convince you to play more cats?
Leonin Warleader - This was a card in your maybeboard, its really good.
Oketra the True - This is a fairly good card. Big blocker, or a token generator if you're doing poorly. I often hold her in hand to dump and rebuild after a board wipe.
Ranger of Eos - Only a few cards in your deck that this can retrieve, but a refill alongside making a zombie is an incredibly reserved play that could prevent you from over committing to the board.
Crested Sunmare - Don't get confused. This card cares if you gain life, but not how much. You have plenty of life gain left in the deck to justify making an army of 5/5 indestructible horses.
Geist-Honored Monk - Build a board, save for right after board wipes, or to pull ahead and force one. This is at worst a 3/3 with Vigilance, and two 1/1's with flying for 5 mana. Most often, this will be a 5/5 with vigilance, two 1/1's with flying and a 4/4 with vigilance for 5 mana.
Sun Titan - Sun Titan is Sun Titan. No mono-white deck could be ashamed to run it.
Angel of Serenity - This card is heavily underrated. It is removal, with the possibility to come back, but its also an easy way to sneak in a lethal attack while generating some board presence.
Good on creatures now? Awesome, let's look at Instants.
Swords to Plowshares - Remove that creature.
Generous Gift - Remove that Permanent. Oh and make a creature smaller than my Zombie tokens.
Disenchant - Get that Artifact or Enchantment off my battlefield and in your graveyard.
Rootborn Defenses - Yeah, this.
Unbreakable Formation - This can win games, or prevent the loss of games.
Return to Dust - Fuck these two things in particular, or just one if it's that bad.
Charge Across the Araba - Talk about stupid unpredictable win-cons for a mid-range token deck. This is one.
That about wraps up Instants, now Sorceries.
Divine Reckoning - Protects your general, but still clears the board.
Hallowed Burial - For those mf'ers that don't die.
Austere Command - A very utility board wipe.
Lastly add in a Land Tax
Benalish Marshal occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.2%