Maybeboard


The Knights of Mardu is a tribal and equipment deck that focuses on generating indestructible Knights with several other keywords and protections to push damage through. Special attention has been paid to seek out Knights that not only buff themselves, but either buff other knights and/or provide evasion or removal. Our main hope is that we have a strong knight that's unblockable, indestructible, and has Double Strike, among other things.

This is mainly a deck I intend to give to friends who don't have a deck and is meant to be fairly straightforward but able to hit pretty hard in a casual pod. Place several pieces of gear and create one, huge hitter, or tack one or two pieces of equipment on to each of several knights and attack with a group of knights, your choice.

As mentioned, one our key goals is evasion. We achieve this by giving our creatures Protection from Creatures Spirit Mantle (unblockable), Protection from colors via a slew of Swords such as Sword of Sinew and Steel & Commander's Plate (unblockable vs certain colors), Non-Basic Landwalk Trailblazer's Boots (unblockable if opponent has one non-basic land), Use of Rogue's Passage and Whispersilk Cloak (unblockable), and Knights with Flying Rem Karolus, Stalwart Slayer (unblockable by non-flying/reach creatures).

Once we have some protections and some other key words on the board, Concerted Effort helps to spread those to all of our knights for some crushing blows.

Reconnaissance is used to allow us to attack with every creature each turn. If a creature gets gets blocked and would take lethal damage that we're not willing to allow, we simply remove them from combat for free. Bonus! If used during the step AFTER damage has been taken, but BEFORE combat ends, you can still deal the damage but untap your creature and give it a pseudo-vigilance ability, allowing it to be untapped and ready to block next turn (if it didn't already have vigilance).

Mantle of the Ancients helps us deal a final blow when needed. Using on our commander can really help deal a sudden 21+ commander damage out of the blue to take out an opponent!

Our removal suite, as far as traditional spells, is very small, but we tried to use cards that were more versatile at destroying things. Dreadbore replaces Swords to Plowshares for a cost of one extra mana it can also get rid of planeswalkers and doesn't give our opponent extra life (it's not instant, but we're okay with that). Instead of a Disenchant effect, we've gone with Vindicate, so it can destroy literally anything (again, we're okay with sorcery speed in our casual deck). And, of course, we have a Damnation to clear a board that's getting out of control. We went black here, because this deck is heavy on white already, so we shunned Wrath of God.

That said, we went with some knights that can help us beef up our removal capability: Aryel, Knight of Windgrace, Cavalier of Dawn, Murderous Rider, Pentarch Paladin, & Vona, Butcher of Magan are all capable of removal.

Four of the five enchantments in this deck are very powerful ... powerful enough to end games or, at the very least, cause game-breaking mechanics that lead to an overwhelming advantage. As such, it could help to add a card such as Demonic Tutor or Enlightened Tutor to the deck to help fetch one of Spirit Mantle, Mantle of the Ancients, Reconnaissance, or Concerted Effort. At the moment, however, we're keeping the deck on a more casual side of play.

As we continue to test we'll be looking to add more card draw as well.


Originally inspired by Well Equipped Mardu Knights, then we attempted to refined the land, add several mana rocks, upgraded the equipment, swapped in/out many creatures, and hopefully made it a little more streamlined.

Suggestions

Updates Add

Comments

92% Casual

Competitive

Revision 2 See all

(3 years ago)

+1 Damnation main
+1 Dolmen Gate maybe
+1 Enlightened Tutor maybe