Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.)
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
White Knight Discussion
1 month ago
Nope. A card's color, as referenced in-game by cards is determined by its casting cost, color indicator or a color defing ability.
For Commander deckbuilding, there is a slightly different concept of Color Identity.
Direct quote from the link:
"For example, while Fires of Undeath is a card, and Silver Knight has protection from it and White Knight does not. It can't be used by a player who uses Kumano, Master Yamabushi as their General in a game of Commander. This is because the color identity of Fires of Undeath is and is not a subset of the color-identity of Kumano ()"
In your example, Neyith cannot go inside the Tatyove deck because of the portion of the hybrid symbol in Neyth's text box, which adds that color to its color identity (but not to its color)
5 months ago
No. Infect is a static ability that changes the result of damage. It doesn't target anything, activate, or trigger. The only way to stop the counters (-1/-1 or poison) is to prevent the damage. White Knight , Champion Lancer and Fog will stop Hand of the Praetors from placing -1/-1 counters. Gladecover Scout , Algae Gharial , and Stifle will not.
10 months ago
Alright, I'm here to rectify the meiny of follies within this decklist.
Unto what I would ablate:
Shalai, Voice of Plenty is an illegal inclusion due to the colour identity rules, for she has Green therewithin.
Akrasan Squire does close to naught in all scenarios. It adds one power to the board, yet offers nothing else. An eath exclusion.
Sorcery-speed removal is just awful, and therefrom I would remove Revoke Existence.
Scaretiller is awful ramp, even when playing mono-White.
Wherefore do you run White Knight? 'Tis a potent card, but doesn't do much for this strategy.
Acolyte's Reward is egregious, thence I would rede for its removal.
Suspicious Bookcase is rather perfidious, avaunt it should be snuffed for something else.
Wellway! Quite the multitude there, whereupon I have some recommendations.
This is a slow deck, so try Ghostly Prison.
Given the high mana curve, you'll need a lot of this. Marble Diamond, Mind Stone, and Arcane Signet are each two-mana, which is when you want to ramp, and do their job well. Solemn Simulacrum is okay but not great, yet Thran Dynamo does a most meritorious effect for an eight-mana commander.
Lastly, though not ramp, Generous Gift is universal and efficient removal as an instant.
That shall be all from me. Fare thee well.
10 months ago
11 months ago
Hello there! You were very kind to me in your comment on my Pyrohemia deck, so I figured that I should return the favor.
As a disclaimer, though, I am about to suggest a good number of changes, so bear with me. I'm definitely not aiming to completely deconstruct and rebuild your deck.
To begin, there are some cards in here that I find superfluous. For instance, I know that Crypt Rats is appealing, fits the theme, and acts kind of like a 5th Pestilence, but it requires assistance to stay alive. It isn't as good for the deck as it might seem. I feel like you'd be better off replacing it with something to tutor out the Pestilence, like Idyllic Tutor or Enlightened Tutor.
Similarly, High Priest of Penance is a one-shot ability that you're only running one of, and really would require Shielded by Faith in order to really floop the pig, which you're also only running one of. I would cut both of them.
Next, Sanguine Bond and Night Dealings are both good synergies with Pestilence, but they're also pulling up your mana curve. You want to make sure that you have mana to pump into Pestilence as often as possible. I would keep one or the other, or maybe even cut them both.
Then there's the 3 Lifelink I get it why you'd want them, but feel like you'd be better served with something like Sun Droplet that's not dependent on creatures dealing damage. You don't need to gain a ton of life, just enough to keep your life total higher than your opponent. By that same token, I think 3x Drain Life is too many.
Next, I would update your creature base. Remember that you need to have at least one creature in play to keep the Pestilence on the battlefield, and right now you only have 11 in the deck (and I just suggested cutting 2 of them). While I'm all about White Knight and Order A Lite Beer, I think you'd benefit from replacing a lot of that with creatures with less symbols in the mana cost, like Disciple of Grace, Death Speakers and/or Apostle of Purifying Light. And/or another Cemetery Gate. And then maybe a one-of Blood Baron of Vizkopa to round it out. In total, I'd suggest having north of 15 creatures.
And finally, consider changing your land base to include less lands that only produce white mana (i.e. less Plains). Since it's a casual deck, you could include Tainted Field, but also Isolated Chapel. 4x of each could replace all 8 Plains. Then, I'd replace the Caves of Koilos, one of the Swamp and the Urborg, Tomb of Yawgmoth with 4x Godless Shrine. If you made all of those changes, all of your lands would produce black mana, and 15 of them would produce white.
Again, that's a lot of changes. Please take them all as simply suggestions. I really love Pestilence decks, if you haven't noticed, haha...
1 year ago
I'm not a huge fan of Howling Mine in general, since it helps your opponent draw more lands to recover from Armageddon. You definitely don't need 4 Library in addition to 3 Mines. I'd cut some or all of the Mines in favor of something like Icy Manipulator, which can double as mana denial and creature control. I think the original Erhnam-geddon decks also included a handful of efficient creatures for early chip damage or defense (Savannah Lions, White Knight, Order of Leitbur, that sort of thing), if you don't like the Icy Manipulator idea.
Also, I just noticed that Black Vise isn't in here. It should be an auto-include in the maindeck unless you tend to run into a lot of aggro decks that empty their hands quickly.
1 year ago
so, after rigorous playtesting, I have come up with some cards to cut and add that will hopefully msk the deck better:
Alabaster Kirin This does absolutely nothing, has no prison effects, and is kinda useless here
Baird, Steward of Argive His prison effect is okay, but you can definitely slot in better options for not too much more money
Knight of Sursi Once again, just a vanilla card that doesn't do anything except get a small body on the battlefield, which isnt very good in commander, even if it is indestructible
Misthoof Kirin Only really okay in a morph deck, this is kinda useless here
Segovian Angel a 1/1 with vigilance has to swing 120 times to win. just a terrible card all around.
Silver Knight Kinda bad, doesn't really do much .
Shepherd of the Lost this would be good if it have every other creature it's abilities, but alas, it's kinda terrible, especially because I'm smelling a voltron sub-theme around Avacyn
White Knight Unless your in a very black heavy meta, this is just bad, and is barley passable even if you have said meta
All your lands except basic plains. You need more utility lands, not just non-basics that do nothing
Wing Shards This one is debatable, although I don't see you casting a bunch of spells and having the mana to cast this, due to the lack of ramp you have.
Armillary Sphere bad ramp
Traveler's Amulet bad ramp
Orazca Relic have fun waiting 5 turns to get blessing and then only drawing one card
Take Vengeance crappy removal
Bishop of Wings I don't see this deck supporting an angel tribal
all the Moxen, while expensive, they are amazing and can let you ramp to Avacyn as soon as turn 3
Sol Ring amazing ramp
Thran Dynamo amazing ramp
Commander's Sphere great ramp
Thalia, Guardian of Thraben super good stax/prison
Sphere of Safety typically opponents will have to pay 3-4 for each attacking creature. brutal
Sword of Fire and Ice really good equipment that deals with the two most problematic colors to this deck, however it's very expensive.
Path to Exile great removal
Blazing Archon if you're playing prison with Avacyn out, you basically can't lose
Windborn Muse STAXXXXX
Pacifism good removal
Norn's Annex great way to both deter your opponents and punish them for attacking you
Smothering Tithe you will be generating a TON of mana
Crawlspace amazing pillow fort card
Archangel of Tithes amazing pillow fort, and has the flavor bonus of being an angel
Felidar Sovereign you will probably always have 40 or more life, especially with all the stax you're throwing around, so easy wincon
Approach of the Second Sun another great wincon
Aegis of the Gods great for not getting burned out
Generous Gift awesome removal
Teferi's Protection because teferi's protection
Elixir of Immortality amazing card to clutch up with
Thought Vessel good ability plus some ramp
Homeward Path great land
Nykthos, Shrine to Nyx always great in a mono colored deck. Even better with Avacyn's triple-cost
Maze of Ith great utility land
Tectonic Edge great land destruction
Field of Ruin great land destruction
Thanks so much for reading my list, and I hope this has been some help to you. My main problem with this deck was it ran too much inefficient removal and bad creatures, but once these are added in, I think the deck should be a lot for mean. Have a great day! =)