Triumphant Adventurer

Combos Browse all Suggest

Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Triumphant Adventurer

Creature — Human Knight

Worrad75 on Attack-harmonicon

1 year ago

we back baby, lots of changes:

**Sardian Avenger IN

Ashnod's Altar OUT**

I've had really good experiences so far with Devilish Valet, and so I'm adding another cheap, scaling threat that can really rack up the damage at any stage of the game. It synergizes fantastically with pieces like Shadowspear and Duelist's Heritage, introduces a bit of treasure hate, and even shuts off some combos. I love that it scales with the power level of the table, and I expect it to overperform for 2 mana. On the other hand, Ashnod's has underperformed. Without consistent token producers (of which there are only a handful of in the deck), this often feels like 3 mana do-nothing, and it being one of only a select handful of non-mana artifacts in the deck means its even more likely to eat non-creature removal.

**Goblin Motivator and Bloodlust Inciter IN

Ogre Battledriver and Dowsing Dagger  Flip OUT**

I found myself craving more haste enablers in the deck and Ogre Battledriver seems to be too big of a lightning rod, which is fair because it can end games with the right setup. I've opted for cheaper, lower to the ground options that are less likely to eat targeted removal. They won't pump a team of incoming tokens off of Mardu Ascendancy or Hero of Bladehold, but they will come down faster and have impact over many more turns than the ogre would normally be allowed to live. I did enjoy playing with Dowsing Dagger  Flip but it feels counter-intuitive to lean into haste and also give out blockers.

**Battle Angels of Tyr IN

Rabble Rousing OUT**

Myriad is fun, cool, and good. Turns out, its even better when you make twice as many tokens. For 4 mana, you get 26 flying power per turn with Isshin out, and potentially 2 card draws and 2 treasures to top it off (you likely wont get the lifegain trigger). The nail in the coffin for Rabble Rousing is that the tokens don't come in tapped and attacking. That downside combined with the whiff potential means that the card feels clunky at times. It was also overkill for the synergies that it was hoping to lean into for card draw (Welcoming Vampire and Tocasia's Welcome), so overall it only felt like we were unlocking the true potential of this card in magical-christmas-land with Skullclamp and Ashnod's Altar.

**Laelia, the Blade Reforged IN

Welcoming Vampire OUT**

Given that we're downsizing on the overall number of token-focused cards (and adding [battle angels of tyr]), [welcoming vampire] seems like a natural candidate to take out for [Laelia]. A guarenteed 2 cards a turn is better than (maybe) 1 card a turn, even if it means making your creature a lightning rod.

**Skyhunter Strike Force IN

Nadaar, Selfless Paladin OUT**

If I was willing to pay 5 mana to give the whole team melee with Adriana, Captain of the Guard, then I will absolutely double up on the effect on a 2/2 flying body for 3 mana. PSA: instances of melee stack, so Isshin + both of these = +12/+12 to each creature that attacks. Nadaar is a solid value piece, but getting to attack with him twice without him getting killed feels more like a gamble than a guarantee, so he's getting pulled out for the moment. Note that this makes Triumphant Adventurer the sole venture card left in the deck, so if I need space for another 2 drop that might be where I go.

Crow_Umbra on The Ghost of Kamigawa

1 year ago

I think Tome of Legends would definitely be a solid addition. I haven't played with Robber of the Rich as much, but it's hard to overlook a creature with Reach, Haste, & steals resources.

In terms of other 1 & 2 drop creatures:

Crow_Umbra on The Ghost of Kamigawa

1 year ago

Totally understandable Althuran. Isshin can do a lot with attack triggers, I think I should have reframed my question a bit more specifically. Are you looking to:

From my own experience playing Isshin, I think he's strongest when you focus on one of the avenues above, and sprinkle in bits of the other avenues for support, especially given what you tend to encounter in your playgroup or local meta.

Phyrexian Arena being cheaper is definitely nice. I will say though that Arena is at its best when played around turn 2-3 if you can pull it off. In later game it feels kinda clunky to wait a whole turn to draw a card, especially if you are in a position where you need answers more immediately. Tome of Legends does have the need to pay and tap to draw, but the trade off is that you can then be selective with when you draw.

All draw options have drawbacks that make them more or less reliable, as well as faster/slower. I guess it depends which potential drawbacks you are most willing to trade off for in your own play experience.

Yogie on Immortal Knights

1 year ago

CommanderNeyo - I haven't seen Triumphant Adventurer. Deathtouch and First Strike are both very nice but I'm not all that fond of the "venture into the dungeon-mechanic".

CommanderNeyo on Immortal Knights

1 year ago

Have you considered Triumphant Adventurer?

smack80 on Syr Haakon's Big Sister

2 years ago

Fighter Class is built for this deck. Actually there are tons of new Knights in Forgotten realms who will go awesome in this deck: Guardian of Faith , Forsworn Paladin , Triumphant Adventurer , Vorpal Sword etc.

Haakon is best used with the 2 tribal removal, as said above. Crib Swap and nameless inversion. Inversion can push through more damage or kill. In my knights deck, I found that Haakon required too much discard support that wasn't great without him to really justify his inclusion. Call the Bloodline may help.

You may find that Circle of Loyalty doesn't do very much. The issue with knights is that they have two sub-themes; equipment, and go wide with tokens. But there aren't enough cards that are good enough in commander to support the go-wide theme and it is pretty weak. That's why I don't like anthems that aren't also creatures in Knights. The problem with the equipment theme is all the good equipment costs like $50 apiece.

Mirror Entity is one of the best knights around. You don't need that many dudes to crush a player.

Have (0)
Want (1) Stinkycheese29