Blacklance Paragon

Blacklance Paragon

Creature — Human Knight

Flash

When Blacklance Paragon enters the battlefield, target Knight gains deathtouch and lifelink until end of turn.

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Set Rarity
Throne of Eldraine (ELD) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Blacklance Paragon Discussion

BountyHunter200 on Dimir Flash (IKO) (STD)

1 month ago

Well you aren't casting Brazen Borrower right? Petty Theft is a different spell, so I don't think that works. As for Blacklance Paragon, it helps to offset the life loss from Murderous Rider, and just provides some all around life gain, and it is extremely hurtful to aggro, for killing their Runaway Steam-Kin, General Kudro, ECT. I will probably cut the shark. thnks!

BlackoutX on Dimir Flash (IKO) (STD)

1 month ago

Blacklance Paragon seems out of place, Voracious Greatshark seem a bit slow, unless you choose to do big flash where you run Thryx, the Sudden Storm. Correct me if I'm wrong but wouldn't Cunning Nightbonder make Brazen Borrower's petty theft ability to cost one less? If this is the case id suggest running four of them unless its a matter of budget. I would personally run three murderous riders since you already have a bit of control even without them.

Apollo_Paladin on Mardu Speed Knights (MTG Arena Build)

2 months ago

Thanks for the comment!

I'm avoiding adding anything with mana cost 3 or higher (unless it has a mechanic to reduce its cost) because with a low land count they make it difficult to cast multiple spells per turn (as well as use up all mana).

I'm still on the fence with Wintermoor Commander because his only real function with this deck build would be his Indestructible granting ability -- and even that isn't useful as much as you'd think since I can usually get quite a horde of creatures swinging very early on and then just use Bone Splinters or Conclave Tribunal to remove any real blocking threats. Originally I thought the Indestructible ability would at least come in handy vs. direct damage decks, but it doesn't seem to make a huge difference even there since using him you have to declare your target(s) first making it minimal protection at best.

Generally speaking (based on my observations playtesting) any deck that can have enough creatures on the board to really be able to do serious blocking against a good initial hand-draw has very weak/cheap creatures and one removal spell is all that's really needed. Indestructible just isn't serving a huge function, or if it is, it's pretty sporadic based on most of the deck types I've run up against playing Standard format.

On some of your other suggestions, I'd thought about Blacklance Paragon but I'm a bit torn as to what I'd drop to add him in. The only reason he was left out of the original build is that the deck is set up to use up all available mana each turn to keep the pressure on, so the Flash thing isn't really an option for defense. I guess he could still bring some surprise Deathtouch while attacking, but since I can't make full use of his abilities very much I took a pass. Maybe I'll play around with him once I sort things with Wintermoor and give him another look.

My issue with Stormfist Crusader is that I don't like giving my opponent extra cards. In general, unless a deck has some kind of additional mechanic or synergy utilizing card draw in some way; I've found giving the opponent card draws to be a fairly poor idea at any cost. I've also only got Smitten Swordmaster for lifegain myself so force-losing life per turn could be bad (especially since with this build I'm generally paying the 2 life on Shock Lands when they enter play). Having one in play might be manageable but games with multiples in play would almost certainly get too crazy.

As for Syr Gwyn, I'd have to completely rebuild the deck to include equipment and play to his mechanic. The card draw off of him is nice, but by the time a 6-mana drop enters play there won't be a ton of creatures in-hand to really make much use of it beyond occasionally topdecking a creature draw for an extra card or two. So far it's been doing incredibly well as a Speed Deck as-is so I'm going to have to pass on that one. Most games I can win finish with only 3 or 4 mana in play.

Azeworai on Syr Gwyn, Hero of Ashvale

3 months ago

As for cordialities, welcome to the format! First decks are always a crucible, so I shall do what I can to aid.

I will abstain from mana-base suggestions, for I don't know the deck's potential budget.

I don't have an equipment deck myself, so I shall do my best. Seeing the commander, rather than a single creature being stacked with everything on it, Syr Gwyn seems to prefer many creatures, perhaps endighted by a single equipment.

Lightning Greaves and Swiftfoot Boots are both phenomenal.

There are some cards I am unsure of.

Masterwork of Ingenuity is dependent on there being equipment on the field, so you may prefer something such as Sculpting Steel.

A card I run in my black decks is Painful Truths, which is fantastic for fastly paced decks.

Having a package of cards for each tutor is always a great plan. Seeing as that you run Open the Armory, granting the tutor utility outside of just equipment seems wise. Darksteel Mutation and Prison Term are favourites of mine, so now the tutor can be a kill spell.

Auriok Steelshaper seems like a given, and Blacklance Paragon is a fine trick. Gideon, Ally of Zendikar propels your militia of knights whilst being a lovely threat after a wrath resolves.

Now, Haakon, Stromgald Scourge is a splendid engine for the deck to have, but this means a graveyard sub-theme would be relevant. Faithless Looting may aid in card draw; Cathartic Reunion fills a same role; Entomb, Dread Return and Unburial Rites are similar to find with entomb; Buried Alive finds Haakon and some fuel for it; Cavalier of Night and Cavalier of Flame may suffice; Corpse Knight is prolific in its affliction; Dauntless Bodyguard has utility for cheap; Hero of Bladehold just gets scary far too quickly, as does Hero of Oxid Ridge; Midnight Reaper is fantastic; Marton Stromgald is selcouth to most and absolutely destructive; and Khorvath Brightflame could be quite the finisher; Worthy Knight can swarm quickly; and Ashenmoor Liege bestows power across the board.

Skullclamp and Grafted Wargear could be a fun package to run. Equip Skullclamp, then Grafted Wargear to the same creature. Attach the Wargear to another creature, the other one will die and you draw two cards, all for one mana.

For the bromidic staples; Swords to Plowshares, Path to Exile, and Despark are all great.

For an aggressive deck, as I'd assume this to be, Tymna the Weaver can draw cards abound. Alesha, Who Smiles at Death, who may not be a knight, is quite the reanimation engine. Buried Ruin to get back equipment could be a worthy inclusion.

As for your decklist, the only cards I would consider ablating are Order of Midnight, Vona, Butcher of Magan, Heirloom Blade, and Helm of the Host. Of these, Order of Midnight has the most utility. It brings something back, then can become an evasive threat to put some junk onto. Heirloom Blade just seems far too slow. Sorin, Vengeful Bloodlord is interesting. I'm not too big of a fan, but the lifelink seems relevant. Vona, Butcher of Magan doesn't actually do all of that much. She gives a deck that is attempting to swarm, equip, and maybe reanimate another hole to jump down. Now, Utter End is (in my humble opinion) an overplayed card. It's four mana to kill something Four. Sure, it's an instant, but it's four mana. I prefer Vindicate

That shall be all from me. My condolences if this sounded blunt, but I had a lot to say and I attempted to be as laconic as possible.

May fortune be with you!

Darth_Savage on Putrit Extinction

5 months ago

Surprise deathtouch is better than obvious deathtouch, in game one anyway, so cards like Ambush Viper or Blacklance Paragon can be used as a removal spell more easily than Deadly Recluse for example.

This though isn't the biggest issue with your deck. Your mana curve is skewed towards three drops and you have no ramp. If you want to keep a potential deathtoucher then Deathcap Cultivator would be an option, but you are likely better with Elvish Mystic or similar. Without some form of ramp, your deck isn't doing much until turn three or four, which isn't a great place to be.

You can play creatures with deathtouch, but this is an answer, not a win condition, a deathtouch creature is a removal spell on a body. Against a deck which leans heavily on first strike, Indestructible or a deck that wants to win without creatures your deathtouchers become ineffective. "A deck has a strategy. A goal. A plan. It's directly employing overall tactics." - Gavin Verhey, this quote comes from https://magic.wizards.com/en/articles/archive/beyond-basics/my-most-important-deck-building-rule-2018-02-08

I'd suggest you have a read of the article, it's solid advice and better than what I can provide here or on reddit...

alvinmaker on PIONEER KNIGHTS

6 months ago

Looks like 64 cards. Cut a few lands and add Mutavault and Urborg, Tomb of Yawgmoth to the mana-base. You can probably cut down on Unclaimed Territory and Tournament Grounds . You are only 3 colors so having correct colors available shouldn't be too difficult without them. Maybe lower the curve a bit by cutting Blacklance Paragon (I know, it seems so good, but it just isn't) and running more 1-drops like Dauntless Bodyguard or Venerable Knight. Also, Curry Favor/Smitten Swordmaster needs to be more than a 1-of. That card is how you close out games where combat is turned off by opponent's board state. Embercleave seems good, but double red is tricky (even if you keep the Tournament Grounds in) and 4 is definitely the wrong number; more Valiant Knight or History of Benalia in it's place seems better. Removal seems good, but K-Command is probably more of a sideboard card for this deck and Push can be hard to get in Revolt mode. Probably want Cast Down instead.

luke_planeswalker on Mardu Knights of Eldraine

7 months ago

@Tjau1985 Not enough Swamps to run more than one copy of Castle Locthwain . It's very bad if it comes into play tapped in the early game.

@Tpsig567 Stormfist Crusader is one of the best cards in the deck. Most knights builds early on didn't run her, but that was clearly a mistake. She helps you hit your land drops, keeps pressure on the opponent's life total, and even makes it easier to power up your Knight of the Ebon Legion . Menace is a good evasive ability too, and works well with Blacklance Paragon and Embercleave . I'd recommend boarding her out if you're on the draw against other aggressive decks, though. She's only good if you can dump your hand faster than the opponent.

Dwarfinside on Mono Black Devotion to Ayara

7 months ago

I've also been thinking about fitting Ayara into my devotion deck. She's definitely solid. I'm interested to hear how this works. I have been liking Kitesail Freebooter in the 2-drop slot for additional hand disruption, that might be a good addition for you over Blacklance Paragon , or Collective Brutality since it adds devotion. Maybe drop 2 Brutality for 2 Booters?

How has this been working with just 20 lands? Do you get mana screwed often or does it end up working out with Nythkos.

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