Cavalier of Night

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.

Latest Decks as Commander

Cavalier of Night Discussion

Daedalus19876 on BtheChemist

4 days 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 month 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.

Demon519 on M-m-m-m-m-my Muldrotha! That's a bad name.

1 month ago

RAMP: Deranged Assistant, Gilded Goose, Rootcoil Creeper, Sakura-Tribe Elder, Skull Prophet, Solemn Simulacrum, Phyrexian Tower, Binding the Old Gods, Titans' Nest, Cultivate, Kodama's Reach, Nissa's Renewal, Chromatic Lantern, Dimir Signet, Golgari Signet, Lotus Petal, Simic Signet, Sol Ring, Wayfarer's Bauble, Kiora, the Crashing Wave.

CARD DRAW and SELF MILL: Baleful Strix, Deranged Assistant, Glowspore Shaman, Prime Speaker Zegana, Satyr Wayfinder, Sidisi, Brood Tyrant, Skull Prophet, Solemn Simulacrum, Stitcher's Supplier, Underrealm Lich, The Binding of the Titans, Titans' Nest, Vessel of Nascency, Buried Alive, Rishkar's Expertise, Victimize, Aether Spellbomb, Altar of Dementia, Kiora, the Crashing Wave.

REMOVAL: Acidic Slime, Agent of Treachery, Bane of Progress, Cavalier of Night, Hostage Taker, Kraul Harpooner, Massacre Wurm, Polukranos, Unchained, Ravenous Chupacabra, Shriekmaw, Binding the Old Gods, Pernicious Deed, Seal of Primordium, Beast Within, In Garruk's Wake, Languish, Aether Spellbomb, Vraska, Golgari Queen.

PROTECTION and RECURSION: Eternal Witness, Genesis, Gisa, Glorious Resurrector, Glen Elendra Archmage, Siren Stormtamer, Spore Frog, Animate Dead, Kaya's Ghostform, Pattern of Rebirth, The Binding of the Titans, Rise of the Dark Realms, Victimize, Kiora, the Crashing Wave.

ATTEMPTS TO WIN: Avenger of Zendikar + Fabled Passage ... Eternal Witness + Time Warp ... Avenger of Zendikar + Altar of Dementia ... Massacre Wurm + Thassa, Deep-Dwelling ... Muldrotha, the Gravetide + Kaya's Ghostform + Lotus Petal + Altar of Dementia ... Rise of the Dark Realms + Eternal Witness ... Vraska, Golgari Queen emblem ... Underrealm Lich + Prime Speaker Zegana OR Rishkar's Expertise

CUTE/GOOFY: Gisa, Glorious Resurrector, Awaken the Erstwhile, Visions of Duplicity.

Daedalus19876 on To Drown the World in Death: Araumi EDH [PRIMER]

6 months ago

iammute: It's not hard to force them all to die simultaneously -- just encore during your second main :) I do highly recommend the Wake the Dead / Cavalier of Night loops, because the keep the deck from being dependent on Araumi. But I wouldn't remove the Araumi payoffs entirely, because 1) there's decent overlap, and 2) Araumi is cheap enough (mana-wise) that a little commander-dependence isn't too bad. If you went for the combo-win more than the value plans, I'd test with all of the powerful tutors of course. Enjoy the deck, it's SUPER fun to pilot! Just complex, haha :)

TheVectornaut on red and black

6 months ago

I second the idea of cutting down to just 60 cards in 2 colors. Then, I'd try to identify the main gameplan you like to follow when playing the deck. That will inform any cuts, additions, and other revisions you make down the line.

The first archetype that jumps out at me is definitely knights. They are often Mardu () these days, but just Rakdos () should work just fine for casual play. You already have Belle of the Brawl , Barrow Witches , Charity Extractor , Embereth Paladin . Locthwain Paladin , Garna, the Bloodflame , Ogre Errant , Raging Redcap , and Tentative Connection which can definitely fit such a style. Most of the lower cost creatures and spells wouldn't be that bad either. I'll list some cards from the modern card pool under $5 that I think could be strong additions to such a deck.
Ashenmoor Liege , Bloodcrazed Paladin , Cavalier of Flame , Cavalier of Night , Champion of Dusk , Elite Headhunter , Embereth Shieldbreaker , Foulmire Knight , Hanweir Lancer , Hero of Oxid Ridge , Knight of the Ebon Legion , Kulrath Knight , Midnight Reaper , Murderous Rider , Olivia, Mobilized for War , Stormfist Crusader , and Weaselback Redcap are all knight creatures with various effects, costs, and price points that I see as playable. For more general knight synergy, Blacklance Paragon , Fervent Champion , Joust , Sigiled Sword of Valeron , Tournament Grounds , and my favorite, Smitten Swordmaster are options too. Toss in some solid removal like Lightning Bolt , Terminate , or Bedevil and you have the recipe for a strong tribal aggro deck.

The other major archetype I see being possible here is some sort of angel/dragon/demon big stuff deck. The problem is that such a deck is likely to be much slower, making it tougher to keep up in 1v1 games. Plus, a lot of those cards are legendary, so they tend to come with a hefty real-world price tag. Still, I've seen Kaalia of the Vast do some very scary stuff in casual. Such a deck would support your larger creatures as well as spells like Cauldron Dance and Victimize .

Khyheauts on Necronomicon | Teysa Karlov | Primer

7 months ago

Ok, make sense, you have fetchlands, not me, so Brought Back is more than ok. And I just receive my Monologue Tax and I will test the card instead of Smothering Tithe , just to have a less average CCM :)

Yes my deck is fun to play, nice early game, but was hard to cut cards like Cavalier of Night or Requiem Angel , but it's working well.

Crow-Umbra on Drowned Phantoms - Araumi Primer

11 months ago

Nice list! I've also been working on Araumi. In case you want to shuffle stuff around, Aphetto Alchemist can go infinite with Mesmeric Orb by itself, without being Encored. Alchemist can target itself with its ability.

Obsessive Stitcher is also cool since it has a looting and reanimate effect all on one.

You can also get a combo going with Cavalier of Night + Glasspool Mimic  Flip + Sac Outlet.

  • Basically, have Cavalier on the board, and Glasspool ETB as a copy of Cavalier.

  • Sac the Mimic with the sac outlet and its copy of the 2nd Cavalier trigger goes on the stack and can target Glasspool Mimic that is now in the grave yard. As Glasspool Mimic ETBs again, have it become a copy of Cavalier & repeat.

Forbid can also work as reusable interaction

Load more