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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Cavalier of Night
Creature — Elemental Knight
Lifelink
When Cavalier of Night enters the battlefield, you may sacrifice another creature. When you do, destroy target creature an opponent controls.
When Cavalier of Night is put into the graveyard from the battlefield, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.

![Betor, Ancestor's Voice feature for Things Betor Left Undead [Primer]](http://static.tappedout.net/mtg-cards-2/TDC/betor-ancestors-voice/regular-1740452505-sf-1740336344.jpg)




casual_competitive on
Sir Ralph de Ashton ps-8
4 months ago
capwner thanks, i like building decks from unused commanders. getting Haakon, Stromgald Scourge in the graveyard is what kicks this deck off, being able to re-cast my commander over and over again from the graveyard kinda turns it into a x spell if i have a death trigger card on board.
going infinite is extremely easy once i have Haakon, Stromgald Scourge on board. if i had Phyrexian Altar on board any 1 drop knight will let me have inf etb and death triggers, another one would be Activated Sleeper and Cavalier of Night. josu also goes infinite on accident really easily especially if i have Roaming Throne out.
its fun to play this deck as i can either go for infinites in a higher power game or for a more casual game ill just not use the infinites and play the deck normally, winning by casting my commander a lot and swinging out or casting Smitten Swordmaster.
so getting Haakon in graveyard, getting sac outlet and casting mana doublers is the plan. every game plays differently with this deck. never the same wincon in a row
Valengeta on
This is the Rhythm of the Knight
1 year ago
Crow_Umbra abusing Cavalier of Night's triggers like that sounds fun indeed!
I'm saving up for some cards next month, I will be on the lookout for a foiled Godhead and some other shiny stuff
Crow_Umbra on
This is the Rhythm of the Knight
1 year ago
I used to play Cavalier of Night in an early version of an Araumi of the Dead Tide deck I used to play a couple of years ago. Being able to make Encored copies of Cavalier made for some fun value plays, so I definitely feel you losing some of that utility.
Idk if you're into foils much, but if you can get your hands on a foil Steel of the Godhead it looks lovely. I picked up a foil copy a year or two ago for cheap since it was marked as "damaged" but didn't notice much wrong with it. The Duel Deck Koth printing of Steel of the Godhead was one of the earliest parts of my collection. My best friend that got me into MtG gifted it to me.
Valengeta on
This is the Rhythm of the Knight
1 year ago
Last_Laugh I get that more draw is always something everyone wants, and I wouldnt mind adding a couple more spells, but I'm having a hard time switching out stuff for them. What would you swap for Bident of Thassa and Tocasia's Welcome, perhaps Court of Vantress as well? I was thinking that the two 5 CMC Knights, Cavalier of Dawn and Cavalier of Night could be good potential swaps, even though they're well worth the 5 mana cost. Gonna need some help on this
multimedia on
Muldrotha: Budget Elemental Tribe!
2 years ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
multimedia on
Muldrotha: Budget Elemental Tribe!
2 years ago
Hey, you've moved on from snow :) Nice version on budget, interesting strategy of proliferate. Unique combination of Muldrotha with Elementals and proliferate.
Consider less basic Forests? Get more green sources from budget dual lands to help color fixing? Command Tower is a staple land in Commander for multicolored decks. Exotic Orchard in multiplayer Commander will rarely not make the color of mana you need. Path of Ancestry is a Tri land that also provides repeatable scry when used to cast an Elemental.
The Pain lands ETB untapped and in my opinion they're among the best budget dual lands in Commander. Wastes and River have just been reprinted in the latest Standard set Brother's War.
Even cutting some basic Forests for dual lands you'll still have many basic lands therefore consider some dual lands that care about basic lands? The Snarls care about basic Forest in hand and you'll have many of them.
These are staple budget mana rocks in Commander. Sol Ring can be really helpful to cast Muldrotha.
Improving color fixing from lands can also help to cast the five drop budget Cavalier Elementals who have nice ETB trigger and die trigger, that's good with Muldrotha. Cavalier of Night is also a sac source to sac a creature you control to cast it again with Muldrotha.
These are excellent budget cards with Muldrotha and have synergy. The creature you get with Neoform ETB with a counter, ready for proliferate. Jarad's Orders can tutor for Witness and another creature.
Good luck with your deck.
Caerwyn on Who gets to use the …
2 years ago
A lot of your questions are going to be solved by the fact that your opponent was wrong--because you controlled the creature at the time of death, you are the one to receive the death trigger even though it goes to the opponent's graveyard. The triggering event is the creature under your control dying, which occurred when the creature was under your control--and you control the triggers of permanents you control.
This applies to both Cavalier of Night and Mind Control effects. Your opponent would also receive the triggers if they took control of your Junji.
Sinq_ on Who gets to use the …
2 years ago
I have several similar questions
I know that permanents check their existence before they are sent to the graveyard. I controlled a Junji, the Midnight Sky, when it died I chose to return his Cavalier of Night from his graveyard to my battlefield. I thought I would be able to reanimate my creature when Cavalier died, but I was told that because the Cavalier goes to his graveyard, he is actually the one who gets the ability.
Does this work the same if I use something like Mind Control to take a Cavalier already on his battlefield? Is there any way to take control of it so that the controller gets the ability rather than the owner, or is that not possible?
Also in the same vein, if someone had taken control of my Junji, would it be them or me who gets the death trigger? Is there any reason that this might be different from the Cavalier death trigger?
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