Knight of Autumn

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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

Knight of Autumn

Creature — Dryad Knight

When this enters the battlefield, choose one —

  • Put two +1/+1 counters on this.
  • Destroy target artifact or enchantment.
  • You gain 4 life.

AstroAA on Lae'Zel Master Chef +1/+1 counters

2 months ago

Adding in because it dawned on me after the fact: If you wanted to further trim your CMC, replace Juniper Order Ranger with Good-Fortune Unicorn. Not as good as Juniper Order Ranger as it doesn't place a +1/+1 counter on itself, but it does still place a counter on the ETB'ing creature for two less mana.

Managorger Hydra and Knight of Autumn are both really strong. Avenger of Zendikar can get ridiculous really quickly. You should also look at including more spot removal, like Nature's Claim, Beast Within, and Generous Gift. Tutors like Chord of Calling, Worldly Tutor, Eladamri's Call, and Green Sun's Zenith can help add in redundancy.

Also, I'd advise replacing the taplands (lands that ETB tapped) in your landbase. These slow you down a lot. Things like Brushland, Bountiful Promenade, City of Brass, Mana Confluence, and maybe even sometimes Razorverge Thicket can be helpful. Also, fetches like Windswept Heath, Arid Mesa, Misty Rainforest, and Prismatic Vista can also speed you up tremendously because they filter lands from your deck, meaning you're more likely to draw a card that you can play instead of a land - albeit playing fetches like the ones I've listed can get rather expensive $$$ wise very quickly.

wallisface on My Selesyna

2 months ago

JordoSmith14 I've done some brewing, and this is personally what i'd suggest trying as a +1/+1 counter GW decklist. I tried keeping it as "selesnya-feeling" as possible without sacrificing power.

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.

lhetrick13 on Neverending Knights: Haakon Knight Tribal

4 months ago

Hey,

First off, I love the deck as I am trying to make something very similar so it was interesting to see another person's thoughts on the same concept. My only criticism would be seems odd to only have a single Knight of Autumn with the only lands that can cast it being Cavern of Souls. Maybe drop that or play with the lands to add in a bit more of a green splash and a few more Knight of Autumns to make it worth it.

In terms of suggestions, you are running four Aether Vials so I would recommend dropping Silverblade Paladin for Kinsbaile Cavalier. For one extra mana ALL knights you control would have doublestrike compared to only two.

Otherwise, really like the look of the deck. I might actually learn from you and add Damn and Discerning Taste into my version.

jfrog on +1/+1 counters

7 months ago

I definitely need to make some edits to that post. The new cards really should have been what I suggested. Things like Hopeful Initiate could have so many interactions with all your counters when needed. Torens, Fist of the Angels could also go wild here. A creature that can make counters by attacking, and then could give you tokens that can also put counters on themselves. It's got potential. If you wanted a sub theme of life gain Voice of the Blessed is a cool card, pairs well with any of the soul sisters. Cleric Class and Ranger Class both work. Depending on how competitive you are feeling Walking Ballista is an absolute powerhouse. There are so many options for your deck that I can see why something like servant of the scale wouldn't make the cut. Dont know how you feel about it, but maybe cutting some or all copies of Spike Feeder? I havent played the deck so I dont know what cards really perform and which ones dont. Hopeful Initiate competes for a spospot with Knight of Autumn. Hope some of this rambling helps!

Jackfrost23 on Hans Gruber likes this deck (Budget)

7 months ago

You should definitely lower your curve. Even with all your ramp cards like Emeria Shepherd and Rampaging Baloths are far to slow. If you want to stay as a more midrange deck some cards I think you should consider are:

Zuran Orb: this combos excellently with Titania, Protector of Argoth and Elvish Reclaimer. It can easily be fetched with Urza's Saga (which is also a great target to fetch off of Harrow). Urza's Saga + Ramunap Excavator is also a really great combo.

Kazandu Mammoth  Flip: this is an excellent beater that can also be played as a land.

Ancient Greenwarden: although this is more casual then the other cards I've suggested so far once it synergises really well with your gameplan so I thought I would suggest it anyways.

I would also suggest running some utility lands that could be fetched with Elvish Reclaimer or Harrow. Some good ones off the top of my head are:

Blast Zone: Having tutorable removal is always excellent and Blast Zone is even better due to its combo with Ramunap Excavator. It might also be good to add Crucible of Worlds as extra copies of Ramunap Excavator that aren't affected by most removal.

Some other cards you should consider are Lair of the Hydra, Ghost Quarter, Steppe Lynx, Skyclave Apparition and Knight of Autumn.

wallisface on Sunder Shaman or Rust Scarab …

8 months ago

It's pretty hard/impossible to judge either without a list, but I would suggest there are better options than both, by a long way. 5cmc and 4cmc respectively is pretty big, and these guys do nothing on entering the battlefield, so you've given your opponent an absolute TON of time to setup and win before you're enacting any kind of plan (I'm assuming this is the main plan for the deck as I have no other information). On top of that, if you're planning on controlling the board state, you don't need big creatures, you just need to make sure the board is under your control, and then win at your leisure.

So instead, I would suggest you consider some of the following:

  • Shenanigans Lets you destroy whatever you want of your opponents, as many times as you'd like. At 2cmc, you can start peeling-away at every board-piece your opponent has as early as turn 3 - and have a guaranteed 1-destroy-per-turn until your opponent concedes, or you swing for lethal.

  • Gorilla Shaman gives you access to ruining all your opponents non-creature stuff (most notably/easily, their lands), and also provides a body to swing with when the coast-is-clear.

  • Embereth Shieldbreaker is a 1-mana destroy spell, which you can later turn into a creature to deal damage.

  • Ancient Grudge kills 2 artifacts for the price of 1 spell.

  • Reclamation Sage and/or Knight of Autumn can peel back an artifact on entry, provide bodies to attack with, and can be abused with the likes of Ephemerate

  • Also, while Collector Ouphe doesn't specifically destroy an artifact, you can use it to effectively turn off your opponents lands (make them artifacts before they draw), which will certainly help mess up what they're trying to do.

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