Corpse Knight

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Corpse Knight

Creature — Zombie Knight

Whenever another creature enters the battlefield under your control, each opponent loses 1 life.

Crow-Umbra on Musashi's Mosh Pit [Primer]

1 month ago

Thank you for the suggestion knightofzero21. It's kind of funny that I forgot about Corpse Knight, since I used to run it in my Alesha, Who Smiles at Death deck as a combo piece.

I do like Corpse Knight and don't mind the 2 color intensity. In my experience a 2 color 2 drop is about the same level of on-curve play as a 1 color 3 drop. Having played this deck numerous times already, I don't think I've ever felt mana screwed by color balance/fixing.

My current issue is figuring out what slots I want to change up. I haven't played with my friends in about a month. As much as I want to change 1-3 slots to test stuff out, I also kind of want to wait knowing that Commander Legends 2 is somehow already around the corner.

knightofzero21 on Musashi's Mosh Pit [Primer]

1 month ago

I saw Witty Roastmaster is up for consideration. Would you try out Corpse Knight at all? I recognize it's more color intensive but it is a 2 drop. Also causes loss of life instead of damage

awatts30 on Varina

2 months ago

Thanks, Guerric! There’s a lot to parse here, so I may take it in parts.

Firstly, the extra lands are temporary. My target is 36, but I had 13 extra spells, so I added 7 basics (35% rate) to be able to goldfish effectively. Sometimes I can learn a bit more about the deck and make changes that way. As I pare down spells, I’ll take out lands too. I thought about Crucible of Worlds, but opted against it because it would change my play style, but without tutors or duplicate effects it’s too high-variance.

The Stifle is mostly there to stop graveyard hate, which tends to be one-off abilities (Bojuka Bog, Scavenger Grounds, Tormod's Crypt, Relic of Progenitus) and which could really mess up my plans. That’s a good point on Dovin's Veto; maybe I’ll swap it for a Negate.

I really like Reconnaissance because it not only allows me to attack into unfavorable board states but also gives pseudo-vigilance, allowing me to commit all my zombies without worrying about the crack back. Anything to maximize those Varina triggers! Flawless Maneuver might need to come out, though.

I’ve used Plumb the Forbidden to great effect in my Mazirek deck. Since it’s instant speed, it’s really good at turning creatures that would die to unfavorable combat or a board wipe into card advantage, and since it’s 2 CMC I can always just put the mana into Varina if I don’t wind up needing it. I had Kindred Discovery in there originally, but in a deck that’s both ETBing and swinging this much it seemed like overkill (plus it’s crazy expensive). A lot of my perspective on card draw may need to change, too. Like I said, I’m not used to using my graveyard, and while Varina let’s me look at a lot, I’m still uncomfortable throwing cards away. After all, they’re all in there because I want to cast them! I need to get better at choosing what to pitch (which is kind of the whole point of making this deck), but corollary to that is figuring out how much draw-to-hand I need and how much I can lean on my ‘yard.

A lot of the deck techs I’ve looked at leaned into Varina’s activated ability. I didn’t much like that because (1) it makes her into a glorified token factory, (2) I want to push myself to use the cards in my graveyard, and (3) why would I want to spend 2 mana and two cards for a vanilla zombie when I can spend 2 mana and one card for a Corpse Knight, a Wayward Servant, or 3 mana for a Diregraf Captain. In the little bit of goldfishing I’ve done, though, she’s dumping cards so fast that exiling two of them isn’t even a problem. I had originally taken Tormod, the Desecrator out, but wound up putting him back in because of the number of cards I was exiling. I’d like to bring it back toward a reanimator strategy, and I think Syr Konrad, the Grim would be a good payoff for that.

You have a ton of good suggestions, including Crashing Drawbridge, Dusk / Dawn, Necromancy et al. (I knew there were others, I just couldn’t remember them!), Living Death/Rise of the Dark Realms, Haunting Voyage/Patriarch's Bidding, and the talismans, but I still need to cut 13 spells to even get down to 100 cards, and then more to make room for any of them. This is my problem!

lhetrick13 on For Honor and Glory!!!

3 months ago

Squirrelbacon - Thanks for all the information! I would love to read that article you mentioned. I will Google that and see if I can turn it up.

You are definitely right about Collected Company kinda being a double-edged sword with the utility knights, mostly the ones with Adventures. Reading between the lines, it seems you are recommending that I add additional creatures to the deck to limit dropping a utility knight when unwanted and also increase the probability of Collected Company being effective and flashing in two creatures. You are also recommended that maybe I spread the love a bit more with the creatures by dropping some of the numbers I have to get some variability. That capture your first two major points well?

Ironically, I do have almost all the creature recommendations you specified. I do really like the idea of adding in Acclaimed Contender as that would act similar to Collected Company on a lesser scale. Corpse Knight and Worthy Knight if added together would be a decent combo but not sure I want to remove enough creatures to make that a viable strategy. The only thing I do not like about Dauntless Bodyguard is that you have to get the protected creature out first. Making it so you have to wait to play it. That was actually the reason why I dropped it but if I add in more creatures, he may be brought back in. Metallic Mimic feels like a slightly weaker lord but considering the only 2 CMC knight lord is Inspiring Veteran, which cost red mana, this may be a good substitute. Great suggestions to the main and sideboards!

Squirrelbacon on For Honor and Glory!!!

3 months ago

I like the idea of the deck and absolutely love Collected Company! However, I do have a few concerns -- that said, I have not played modern since pre Covid (mostly due to Monke) so take some of this with a grain of salt.


Firstly, running CoCo with only 24 hits seems a bit low, especially when you factor in the multi-purpose cards that may feel sloppy coming down such as Murderous Rider and Knight of Autumn. Frank Karsten wrote an article from CoCo standard era about his calculations, and basically it came down to (at 24 critters) roughly a 78% chance of having 2 hits--that number goes up to 87% (28 creatures) and 90% (30 creatures) with semi-diminishing returns. Just something to think about.

This leads into my second thought, creature value! Although I think having some flexibility in main deck creatures is important with CoCo, I would not be running more than 1-2 copies of those types of creatures unless there is an EXTREMELY compelling reason to do so (i.e., local meta game is full of (x) archetype so I am running (x-hate card) to counteract). I can go into more detail on this if you would like, however, that's not for me to decide!


Lastly, just a few card suggestions that might be extremely helpful! Most are budget, some are..... not.

Dauntless Bodyguard--> Great, versatile card. Need something on turn one, sure! Need something to protect an important threat/key card, you got it! Opponent aims a lightning bolt at your Knight Exemplar with a Wrath of God on the stack, so you spin the CoCo wheels so you can "flash" in a way to have indestructible for you indestructibility----unlikely and probably overkill, but you got it! Cheap, flexible, efficient. Probably worth taking a look at.

Corpse Knight--> Seems meh to me but might be a way to close out closer games against control, especially since that would stack on a CoCo hit. It works, but up to personally choice.

Metallic Mimic--> A knight lord that counts as a knight and can stack with several copies, generic

Worthy Knight--> This card is Young Pyromancer for creature strategies, but semi non-bos with CoCo. Again, completely personally preference. Maybb it's a sideboard piece?

Acclaimed Contender--> Feels like you're cheated with CoCo and knights-galor, especially if you up the knight count by a few.

IHATENAMES on Trynn and Silvar

6 months ago

Thinking about this in parts. 1 you have to remember you are an aristocrat build all creatures are fuel for your engine. Hidden Stockpile is a overachiever in this type of deck. Brutal Hordechief can let you choose blocks why not just win also drain is helpful too. Corpse Knight sudo aristocrat. Dusk / Dawn refills your hand late game. All these types of lands no Field of the Dead??? I think Species Specialist sucks overall up to you if you keep it. Living Death or Command the Dreadhorde for mass reanimation for the win would be good. Also a personal favorite Peer into the Abyss and Mausoleum Secrets for instant speed tutor for most key pieces.

9-lives on charming prince yorion blink infinite …

7 months ago

If I blink Yorion, Sky Nomad with Charming Prince, and and then have Yorion, Sky Nomad blink Charming Prince , and have Corpse Knight on the field, would it do infinite damage? Also, would I be able to blink Charming Prince and another or any other permanents and Charming Prince with Yorion, Sky Nomad?

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