Knight of the White Orchid
Creature — Human Knight
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it into play, then shuffle your library.
|Have (2)||, Mortiferus_Rosa|
Printings View all
|Magic Origins (ORI)||Rare|
|Duel Decks: Knights vs. Dragons (DDG)||Rare|
|Shards of Alara (ALA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Knight of the White Orchid occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Knight of the White Orchid Discussion
2 days ago
A few recommendations from a long time Aurelia, the Warleader player.
First off, I recommend bumping up the land count to 37-38. 34 lands isn't enough in EDH to reliably make land drops every turn, so adding more lands would help increase the consistency of the deck. Think of it this way- there's nothing worse than having cards in your hand you can't cast because you didn't draw enough lands to have the mana to cast them.
Next, add in more ways to generate card advantage. Looking over the deck, I saw 5 sources of card advantage (aka ways to get access to more cards to play, typically by drawing but can also be impulsive draw) with 4 ways to tutor for them. There are many wheel effects in red that are not the price of Wheel of Fortune. These are Wheel of Fate, Reforge the Soul, and Magus of the Wheel. Red also has access to some great impulsive draw spells. Outpost Siege is reliable, turn by turn one. Light Up the Stage is another good one that is easy to cast for its spectacle cost. Other notable ones are the c2019 new Ignite the Future, Commune with Lava, and Prophetic Flamespeaker. There are a few more equipment that draw cards like Rogue's Gloves and Sword of Fire and Ice. Finally, there are some great artifacts that have been printed in recent years that can get a consistent flow of cards. These include Tome of Legends and Endless Atlas.
Next is a few more ways to ramp. I counted 8 pieces, with once again 4 ways to tutor. Some simple mana rocks would do the job. Solemn Simulacrum, Burnished Hart, Knight of the White Orchid, and Kor Cartographer could also do the job. I do also recommend investing the money in buying a copy of Smothering Tithe. The card is very worth running in the deck. You already play lands that make every player draw, if you add in wheels for card draw it can be abused even more. Even without those though, it is by far the best EDH card in white and is more than worth the investment.
Finally, as you play the deck, I recommend you slowly take the time to think about the direction you want to really take it in. Right now it doesn't seem to have a huge focus to it, it's doing some equipment stuff, some big attack stuff, some artifact stuff, some token stuff, etc. Find a focus to the deck. Once you do, then you can start to make better decisions on how to make it better.
Let me know how the deck has been running in paper though! Good luck with learning to play Boros and I hope you learn to enjoy it!
5 days ago
How about Knight of the White Orchid for a bit more ramp?
2 weeks ago
In my opinion this deck has too many Artifacts or Enchantments for the amount of Creature it is running. Oftentimes in testing I had nothing to attach to Equipment that was on the field. It just sat there, doing nothing.
In a deck Always Watching is a must.
Has this deck played successfully in any tournaments? If so, I must be missing something.
2 weeks ago
And now I throw a bunch of cards at ya (sorry):
Phyrexian Revoker, Grafdigger's Cage, Stoneforge Mystic, Council's Judgment, Cataclysm, Monastery Mentor, Deafening Silence, Terminus, Luminarch Ascension, Trinisphere, Charming Prince, Batterskull, Mother of Runes, Leonin Relic-Warder, Aether Vial, Flickerwisp, Giant Killer, Fiend Hunter, Tangle Wire, Skullclamp, Knight of the White Orchid, Bounty Agent, Banisher Priest, Cliffside Rescuer, Selfless Spirit, Soldier of the Pantheon, Kytheon, Hero of Akros Flip, Tomik, Distinguished Advokist, Eldrazi Displacer, Glowrider, Thought-Knot Seer, Chalice of the Void, Kataki, War's Wage, Serenity, Fragmentize, Abolish, Lodestone Golem, Thorn of Amethyst, Sorcerous Spyglass, Wurmcoil Engine and Crucible of Worlds
2 weeks ago
Hey, so you mentioned wanting to combine the Angel strategy with the equipment strategy. As i talked about it, its complicated because both strategies compete for your available mana. To me this means that you need to outproducing everyone at the table mana wise. See the spreadsheet link, its much cleaner. https://docs.google.com/spreadsheets/d/1r4BxQRmpuJOj8vWkxTC2YA9J8rvR7eXMeCM75dgUeu4/edit?usp=sharing
In: The single most important card you can add is Sword of Feast and Famine, some other really good options are Dowsing Dagger Flip, Neheb, the Eternal new neheb is definintely worth testing out Neheb, Dreadhorde Champion, and I think Walking Atlas will be helpful with the 4 cards you have the dig for lands. You will also want multi producing mana rocks likes Worn Powerstone, Thran Dynamo Hedron Archive, and i think Inspiring Statuary is worth checking out as well. Other things to look at, Id probably try out Mana Geyser as it can do some riduclous stuff and it might be alright because of the life gain Treasonous Ogre. Long story short way more mana. Also, add 2 lands. Dont ever miss a land drop.
Overall your mana production count right now is 17 cards, which is good so I think it will be largely about improving the quality of those cards.
Out: Knight of the White Orchid, its fine for certain decks but feels meh for this one. Mind stone out, need multi producer, coalition relic out, trading colored mana for multi mana. Some other stuff that I would cut is Recruiter of the Guard doesnt seem right for this deck, Vandalblast youve already got Hour, Austere, and mutliple other ways to blow up artifacts, meta dependent of course.
Another thing to think about is which 7 drops you are running. The ones you have right now are very good for you. The 2 you are missing is Chancellor of the Annex and Angelic Arbiter which make it really hard for your opponents to win. Again your current picks are solid, but its the difference between good stuff for your team, or bad stuff for your opponents.
I think id also like to see 1 more piece of protection for your creatures. Lots of options here with no clear right answer. Legion's Initiative is good for a lot of things, but Eerie Interlude, Brought Back and others also have merit as well.
Ok take a look at the spreadsheet changes. Note that these changes will increase your mana curve, however it also increases your mana production by leaps and bounds. So if you things stick, you should be able to cast multiple cards around turns 6-8. If you find things are getting clunky, cut a 5-7 drop and add a 2 drop, repeat until the deck performs to your liking.
2 weeks ago
Oath of the White Orchid 1WW
For each opponent who controls more lands than you, you may search your search your library for a Plains card and put it into your hand. Shuffle your library afterwards. Then you may put a land card from your hand onto the battlefield.
This is some where between Knight of the White Orchid, Land Tax and Cultivate. Its power level varies massively depending on turn order, but it can be anywhere from "play an additional land" and "search for three lands and put one of them onto the battlefield".
3 weeks ago
Hey, it's great you're doing this for your daughter, but this is deck is not aggro, not close. It's midrange and honestly it's better that its midrange since aggro is less good in multiplayer Commander and aggro is not what you want with Angels.
Angels are about doing combat damage with flying to your opponents which Gisela, Blade of Goldnight is much better at than Anya, Merciless Angel and you have Gisela. As General Gisela doubles the flying combat damage that Angels do including herself. All Angels you control benefit from Gisela. Gisela can also help with the crack back since damage dealt to you is reduced. Anya is better as part of the 99 than as General.
For starters to upgrade your deck I would get away from aggro and focus more on how you can strengthen the midrange strategy with Angels. Examples of upgrades to improve midrange are cutting Embereth Shieldbreaker for Knight of the White Orchid, cutting Fumiko the Lowblood for Solemn Simulacrum, cutting Kalemne, Disciple of Iroas for Anger.
Cards you could cut:
- Dwarven Mine
- Idyllic Grange
- Phyrexian Soulgorger
- Embereth Shieldbreaker
- Fumiko the Lowblood
- Meteor Blast
- Kalemne, Disciple of Iroas
- Jareth, Leonine Titan
- Chandra, Fire of Kaladesh
- Fiendslayer Paladin
- Tajic, Legion's Edge
- Desolation Giant
- Truefire Captain
- Hunted Dragon
- Razia's Purification
- Crystal Slipper
Some other cards you could add:
- Lands: Battlefield Forge, Sacred Foundry, Rugged Prairie, Sunbaked Canyon, Clifftop Retreat
- Ramp: Talisman of Conviction, Smothering Tithe, Pearl Medallion
- Angels: Lyra Dawnbringer, Resplendent Angel, Aurelia, the Warleader
- Removal: Swords to Plowshares, Generous Gift
- Skullclamp: use it with 1/1 Soldiers that Assemble creates for a drawing engine.
- Luminarch Ascension: can be a repeatable source of Angels and it can activate fast since it looks at each opponents end step.
- Boros Charm
- Blind Obedience
- Serra Ascendant
Good luck with your deck.
1 month ago
ZendikariWol I understand that each color has its strengths and weaknesses. What I don't understand is why White's weaknesses are fundimentally important parts of the game that each other color has access to.
Green has the best ramp, I would also argue that it has the second best card draw. It is tied to creatures and lands, but that is barely a drawback.
Red can draw card by discarding first, but red also has many 'temporary' card draw effects like Light Up the Stage . Red also has plenty of ramp through ritual effects.
Black can definitely draw cards and ramp, usually at the cost of paying life. But over the years magic has definitely proven that life is a very small price to pay.
Blue has the best card draw. Blue also has access some to ramp. Some of it is tied to artifacts like Grand Architect and Urza, Lord High Artificer . They also have effects that can untap permenents like Fatestitcher and even more if you count cards like Rewind . It's not the best ramp, but it is there.
And now white. White's best card draw spells are Dawn of Hope , Mesa Enchantress and Mentor of the Meek . Those are good cards, but must be built around. These cards probably shouldn't be in the same deck together. Knight of the White Orchid and Kor Cartographer are white's best ramp spells and they are not great.
This is why White is not doing well in commander.
The only reason anyone ever gives as to why White can't draw or ramp is 'Color Pie'. A few years ago, Red couldn't draw either except through rummaging. Then WOTC introduced Commune with Lava in Khans block (I believe this was the first effect of its kind, I could be wrong). It immediately opened up a new avenue for red to gain card advantage without breaking the color pie and has since been well supported. Red is still a very aggressive color that wants to win quickly, but they now have to tools to compte in longer formats like commander.
There is a way to allow white the tools to compete with the other colors that doesn't break the color pie. Again, I think Ugin, the Ineffable 's +1 ability feels very white and could be a route to fix this problem. And if WOTC still doesn't want to do that, then they need to give White more stax effects like Spirit of the Labyrinth .