Cavalier of Night

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer 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.

multimedia on Muldrotha: Budget Elemental Tribe!

1 month 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):

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.

multimedia on Muldrotha: Budget Elemental Tribe!

2 months 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 months 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 months 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?

trippy_mcfly on Cumly Cube

7 months ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

Daedalus19876 on BtheChemist

1 year ago

You kind of caught me at a bad time, haha. Over the last few days I've been moving over to Moxfield.

In the future I'll mostly be active on that site. My Araumi lists -- budget and full power, both updated -- exist over there as well, so if you want to ask future questions I'd do it there: https://www.moxfield.com/decks/Cx0f3NJkDU203YLF6K3kqQ and https://www.moxfield.com/decks/bW0uHT957kORx7N5V1uCPA

But before I go, I can answer your questions real quickly :)

Araumi is honestly my trickiest deck to pilot. Have you read the primer in my full-power version? It helps a bit.

In the early game you want to prioritize dumping cards into graveyard -- either by self-mill, looting, or Entomb effects.

IF you can get Araumi to survive on the battlefield, everything is great: nearly all the creatures in the deck have overwhelming effects when encored. Nearly all of our "spells" (removal, ramp, etc) are on creature ETBs.

If you can't get Araumi to survive, that's fine -- in that case, you want to prioritize finding reanimation spells in hand, then assembling a combo from the cards you've milled into graveyard. This is the part where the primer is very helpful. Some common combos are Mesmeric Orb + Aphetto Alchemist, or Scholar of the Ages + any reanimation spell + Sacrifice, or Glasspool Mimic  Flip + Cavalier of Night + any sac outlet.

In response to your other question, about improving your own decks... The guiding rules that I live under are:

  1. I want to ramp as fast as I can, so I run almost zero tapped lands, and I like mana rocks which cost 2 and produce 1 and come in untapped. Similarly, draw is good, particularly repeatable effects which say "Whenever X, draw a card".
  2. Any spell which you're paying 4+ mana for should threaten to win the game very quickly, if not answered. Something like Force of Will would count as zero mana for this sort of rule, by the way.
  3. Play lots of removal, but mostly at 2 mana or less. You don't usually want to hold up huge amounts of mana for removal / interaction, because you waste those resources if you don't have a good opportunity to use the "trick" you're holding up.
  4. It's very tricky to win non-casual games via combat damage. This is because most cards are balanced for "I need to deal 20 damage to an opponent", and in Commander you have to do 120 damage instead. TLDR, combat is weak in Commander, though certain commanders can make it work.
  5. Combos and tutors are great, and help win games without paying attention to life total (thus, dodging the problem above). However, I would not run ANY card which is bad outside of a single combo. If you're building with combos, I'd try to find redundancy where you can, multiple cards which can all fill different roles and replace each other. That way, you're less vulnerable to a single point of failure!

I hope all that helps!

ClockworkSwordfish on Engineered Plasm

1 year ago

Balaam__ Thanks for saying! I was pondering some +1/+1 counter spells, but black isn't exactly known for those, and it's hard to find one that feels worth the slot. Slitherhead has the added bonus of being good fodder to feed to Cavalier of Night or Fain, the Broker, and it's a one-drop so it can round out a Call of the Death-Dweller if you're bringing back a two-drop. Retribution of the Ancients also plays nice with Slaughter Specialist, turning counter into kills and kills into more counters.

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