Knight of the Reliquary
Creature — Human Knight
Knight of the Reliquary 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.
|Have (2)||thirdwhirly , orzhov_is_relatively_okay819|
Combos Browse all
|Commander / EDH||Legal|
Knight of the Reliquary Discussion
1 month 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.
1 month 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!
1 month ago
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.
1 month 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.
1 month 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.
1 month ago
Reminds me some of my modern landfall combo deck. In fact, I knew about the sakura tribe + bounceland + coralhelm combo, but I somehow thought it needed 2 bouncelands because I forgot it can bounce itself - gotta change that right after this. But about the deck, there are definitely some other pieces you should add for extra combos.
First off, Ruin Ghost . Ruin Ghost + Retreat to Coralhelm + any producing land is infinite landfall triggers, so inf mana with lotus cobra, gg with ruin crab/tunneling geopede, inf draw with Tatyova, Benthic Druid , etc.
Next, I'd add Valakut Exploration , since it's a great card advantage engine that basically functions like Tatyova for the purposes of this deck. It is also another wincon if u just repeat any landfall loop 40 times then let it clap all your opponents at once, in case you don't have the mana to cast another wincon or something.
I also run Thassa's Oracle but that might not be necessary if you can just draw ruin crab and play it for strictly less mana. You might want a way to get rid of Tatyova then, though so you don't mill yourself out.
1 month ago
+1 Sex deck
2 months ago
Great list! I always liked the idea of splashing black for a landfall deck as Ob Nixilis is qutie fun. I agree largely with zapyourtumor regarding limiting finishers/higher cmc creatures to opt for more aggro low cmc creatures though. You can check out my landfall deck, i just like selesnya [landfall] for any inspiration. I was motivated by the power of Knight of the Reliquary and Felidar Retreat