Knight of the Reliquary

Knight of the Reliquary

Creature — Human Knight

This gets +1/+1 for each land card in your graveyard.

, Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle your library.

Knight of the Reliquary Discussion

CasualCucumber on Titania lands

3 days ago

Knight of the Reliquary could be fun in the deck and something to consider.

nbarry223 on Glittering Company

1 month ago

So to me, that means that:

Cartel Aristocrat, Good-Fortune Unicorn, Kitchen Finks, Impromptu Raid and to a lesser extent Revival / Revenge, Fiend Artisan, Knight of the Reliquary are win-cons.

I'd say the first 4 in that list are definite staples that need to stay. Revival / Revenge seems to do it's job well too. Everything else does its job, but doesn't have haste or has some minor downside, so there's potentially room for improvement.

Personally, my top choices of everything I'm going to throw out there is as follows:

Liliana, Heretical Healer  Flip (maindeck recusion/utility)
Sigarda, Host of Herons (potential side anti-removal)
Dragonlord Dromoka (potential side anti-counterspell)

I also see a lot of cards in here to counter control/removal. Have you considered a bigger hexproof/shroud creature, or something that's just uncounterable and a threat? There's also recursion, which Revival / Revenge does a pretty good job at, but some other options I can think of for that are Liliana, Heretical Healer  Flip, Lurrus of the Dream-Den, Necropanther, Vesperlark or Nethroi, Apex of Death.

Also, I know you don't have red, but General Ferrous Rokiric seems like it would be a good consideration for that type of a slot. Hexproof agaianst most removal and it synergizes with all of the multicolored you have going on.

Better fits as far as colors go are Reaper of the Wilds, Sigarda, Host of Herons, Thrun, the Last Troll, Witchstalker, Carnage Tyrant, Loxodon Smiter or Dragonlord Dromoka. Some are wish targets while others aren't, figured i'd throw out anything that had potential though.

To me, a wish target has to either be low enough that you can cast it same turn, or big and strong enough that you can cast it next turn and it turns the game around/seals the deal.

I just think you have a lot of slots in the sideboard that accomplish the same basic thing and you might be able to get away with condensing it a bit more to give more versatility for broader answers like psuedo-board wipes, silver-bullets, etc.

So if all that rambling somehow allows you to free up maybe a slot or 2 and still cover everything you need to cover, then maybe you will have the space to consider a broader selection of counterplay instead of just furthering your own strategy.

There's also things like Vindicate that hit lands too, which could help with the tron match as well as covering basically everything.

JacobAGrossman on Glittering Company

1 month ago

Ok, well let me take a step back and go the other direction, and explain my current sideboard choices:

Cartel Aristocrat, Good-Fortune Unicorn, and Kitchen Finks are the combo pieces.

Dina, Soul Steeper replaces Murderous Redcap, Conclave Mentor, and Cruel Celebrant as m, "what to do if infinite life isn't enough," card.

Abrupt Decay and Despark cover literally all single target removal possible.

Humiliate is the best hand interruption, and sometimes that counter placement can be the next piece of the combo puzzle.

Fiend Artisan and Knight of the Reliquary are my big beaters that also can look for other pieces if they're big enough to survive, which is why I would wish for them. Especially the Artisan, if my opponent is blowing up my creatures.

Athreos, God of Passage is if I can get ahead of creature removal and punishment my opponent for it.

Revival / Revenge is for when removal or mill or counterspells have gotten the better of me.

Vexing Shusher is so counterspells don't.

Impromptu Raid is for when I have infinite green mana on the board, and a Wish in my hand. Made all the more confident by the inclusion of Endurance. Also replacing a want for Wheel of Sun and Moon.

Dromoka's Command is for the Blood Moon slot, when fetching for basics isn't working and I don't have a Swamp for Abrupt.

Kambal, Consul of Allocation is for control or artifact decks thinking they're fancy.

Hopefully that will shed a little light on my thoughts, and why I went with what I went with. Sorry if I was a little abrasive earlier, didn't realize what you meant. Now hopefully we are on the same page :D

Starsky2814 on Omnath, A Song of Creation and Chaos

3 months ago

Yavimaya, Cradle of Growth is not necessary, but mainly in there for Knight of the Reliquary and a way to tap a fetch land for mana in case it’s needed. Prismatic Vista more specifically since I run three basic lands. I’m also considering Arbor Elf to go with it for Gaea's Cradle shenanigans.

DreadKhan on Knight deck

4 months ago

Well, Selesnya Sanctuary might bounce a land, but it taps for 2, so next turn you not only have less lands out, you have the same mana (and have some fixing), and you definitely have another land in hand if you need to play a big drop later. If you use Karoo lands, you lose the land, but you aren't down any mana. As for Ohran, I was thinking a singleton as a finisher, as it can both draw lots of cards and clear out blockers, both things you probably want. I'm trying to think of some good card draw options that fit in here, white has nothing I can think of that fits, and green tends to need a big creature out, or lots of creatures.

Rebuff vs Mana Tithe is a decent question, but I think the two serve different purposes. Mana Tithe mostly hits efficient plays, and removal plays tend to be cheap and leave mana to pay it. Mana Tithe becomes dead quickly most games though, while Rebuff can stay relevant.

I can explain some of what Knight of the Reliquary can do for you. It excels in a deck that runs lands that are high value, up to Gaea's Cradle type stuff, but there are many great lands out there that can take over the game that aren't $1k. It can easily fix you with a The World Tree , and all the while it keeps growing. You might also want some landfall payoffs like Felidar Retreat or Retreat to Kazandu , there are tons out there. If you fetch out a Sanctuary, note it will still bounce a land, and thus Reliquary can set up Knight of the White Orchid to fetch a land for you and actually get you ahead on mana, and that fetched Plains can then be sacrificed for a better land later. If you can bounce, flicker or otherwise repeat the Knight, you might actually end up pretty far ahead, as long as you expect your opponents to hit their land drops. You can also find lands that make creatures with Reliquary, or go big with Dark Depths as a finisher, it's an extremely versatile card, and has big synergies with a ton of stuff like Crucible of Worlds to generate big mana enabling quick wins. Even without leaning too hard into it's traditional uses, just using it as a Knight it seems like a good card, and I feel like you need more creatures in here anyways.

If you keep Knight of the White Orchid I would remove the ramp spells for Reliquaries, I think you have enough lands to hit 3 mana safely.

Hope some of this was helpful!

Raomeas on Knight deck

4 months ago

DreadKhan About the Rebuff the Wicked i placed Mana Tithe in place of that card since i thought it would cover more cases.

Bow of Nylea is a great idea.

If i include bounce lands i don't think Ohran Frostfang would be a good idea since he is quite expensive in comparison to the rest of the deck.

Maybe a substitute to Knight of the White Orchid would be a good idea? I heard Knight of the Reliquary was good but i can't really see his use, or maybe some Wilt-Leaf Cavaliers ?

Robobro72 on Sythis, should've been a Demigod

4 months ago

I would also recommend Knight of the Reliquary as it's quite consistent to activate in a draw-heavy GW only deck, worst case functions as a dork and has a huge ceiling in grabbing hall of heliod's generosity and nykthos. Having a card like her filling the grave with lands does also make Life from the Loam better (though as you can prob tell by now I am biased towards that card).

I also think Divine Visitation, while a really solid win condition, might be somewhat inconsistent. By my count you have 5 sources of tokens that are smaller than the angels (Heliod, Siona, Arasta, Archon, and Dawn of Hope), most of which are quite mana intensive. With the relatively small amount of ramp it just appears somewhat inconsistent. I would HIGHLY recommend playing God-Eternal Oketra if you pivot away from Visitation as you do have a surprising amount of cheap creatures, on top of being easy to draw back into with so many draw engines.

Another small thing is potentially cutting some of the less-than stellar draw engines given what your commander gives you, like femeref enchantress, nylea 2.0, and vivien. There is a certain point where I feel some of these synergistic cards are still just worse than some staples, though that isn't necessarily me recommending you play them as they're likely less fun.

If you agree with any of these I'd fill some holes with land ramp as with an enchantress commander, mana will be your limiting factor way more often than cards in hand. I feel my suggestions may make your deck more generic for what its worth. Also I'd personally play Stony Silence but I am mean like that.

Oof_Magic on

4 months ago

Played a couple games and it seems like green was coming out. First match up against Modern Maverick with Knight of the Reliquary , Noble Hierarch , Voice of Resurgence , Stoneforge Mystic , and MAINDECK Qasali Pridemage . I managed to slow them down off of two Ghostly Prison s by turn 6 until I could draw into Sphere of Safety . Closed off the removal with double Sterling Grove and maybe four turns bought off Out of Time the opponent had to wave the flag before the fleet of angels. In the second game, they had removal creatures and tutors galore to keep me off enough early plays that I folded to Eternal Witness to get back Eladamri's Call on my end step and I folded not needing to see what they’d pull, I was behind enough on board and stuck on two lands. Tiebreaker started out looking like the second but with double Sterling Grove in my opener, I could at least absorb a removal if not close them off removal completely. I was mainly leaning on that while Sythis, Harvest's Hand fed me into more board control. We went back and forth with me removing or isolating singular threats along the way until they blew me out with Engineered Explosives for three to get rid of two Ghostly Prison s, Enchantress's Presence , Out of Time , and Solitary Confinement but not before I could deploy a second Grove. They didn’t have a very threatening board with On Thin Ice and Runed Halo still doing work. So I got back Confinement with Hall of Heliod's Generosity and sent in the final blows with Heliod, God of the Sun .

That was a close fought battle and much more back and forth than I anticipated. Those tutors provided for a rather consistent toolbox package. Alas, strats with one way to win are relatively easy to hate. It’s less about accumulating hate and rather about using enough hate to get to that one piece. That Engineered Explosives blowout scared me but we just needed that one piece. Ironically, I drew into Confinement off of Sythis’s trigger when I replayed my Halled back first Confinement. Guess I knew what I was discarding on that first upkeep.

Second match brought more green creatures with Heliod Company. First game went pretty smoothly as I got out a quick Sythis backed by Grove. Also started with Leyline of Sanctity . Always nice to get that incidental gotcha. They plopped out some creatures. I deployed Ghostly Prison and frankly, off the back of not being able to combo me, they folded to Sigil of the Empty Throne . Second game went very similarly too first match second game. Off the back of Grove and Halo, I got stuck on two lands and they widened their board beyond saving as I never got another land. Last game was very intriguing. They managed a decent board but I managed to get a draw engine behind Solitary Confinement early. They Walking Ballista + Heliod, Sun-Crowned to an arbitrary amount of life and asked how I was going to win. While I didn’t have a guaranteed win, I could theoretically moderate how many draw engines I had out and use Hall of Heliod's Generosity to keep me from milling out until the opponent eventually would. They decided to close up there. A theoretically infinite amount of life: defeated. That made for a very interesting finish. I’m sure my opponent was just thinking ‘How can they possible overcome all the life? They only have Heliod, God of the Sun and Sigil Angel beats.’ Well, we found out. Very slowly. Very miserably.

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