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Enchantment (1)

Planeswalker (1)


Combat-focused Knight tribal with a focus on Equipment and a greedy mana-base. :)

I would classify this deck as mid-range, trying to balance Voltron elements, go-wide, and interaction so that the army can swing in and make it hurt, over and over.

There is a combo finish in the deck in the form of Aggravated Assault + Paradise Mantle + Syr Gwyn, Hero of Ashvale OR Aggravated Assault + Fighter Class + Paradise Mantle upgraded to level 2. As long as we have at least 6 tapable Knights on the battlefield (or any 6 creatures with Class), these cards let us generate infinite mana and infinite combat steps. With a little support, probably via indestructible through cards like Nahiri's Machinations, Gwyn can then beat face and draw our deck until we close out the game.

Some fun card decisions (will expand later):

In keeping with the theme of equipment, most of the ramp options for the deck are equipment.

Equipment Ramp

Nonequipment/Oddball picks

  • Knight of the White Orchid
  • Wishclaw Talisman you might not see the value in using your best tutor as a Sylvan Scrying, but when you're behind on lands it often is the best play anyway, and handing this to someone else might make them friendly to you. You can leverage the politic aspect to strike a deal with someone and even out the opportunity costs (I see you're also behind on lands. I can help you fetch one for {1} if you promise to send the claw back to me after).
The rest of the equipment package is all about beating face and winning combat. Most of these should be self explainatory, but I will outline some specific picks here. Most often we will be suiting up Syr Gwyn, but this list has numerous creatures which can be deadly combatants in their own right, so I will go over some of those synergies as well.

  • Assault Suit this can be a political tool allowing us to double or even triple the damage output of a single creature vs an opponent in a single pass around the table, usually trying to stack up lethal commander damage. Most potent along with an evasion effect, Hammer of Nazahn for protection, or Embercleave to smash defenders before they can deal damage, however just Syr Gwyn's menace can often be enough to get in multiple times against a shields down opponent.
  • Heartseeker a classic Syr Gwyn combo piece, with this on board our we can destroy a creature for each of our knights every turn. Also turns Syr Gwyn or any of our vigilance knights into additional copies of Vona, Butcher of Magan, allowing us to decimate potential blockers.
  • Mask of Immolation something I carried over from the brawl precon as it very occasionally can be a blowout against an unsuspecting opponent. Particularly potent alongside Knights' Charge to bring back all of your knights, or Silverwing Squadron / Josu Vess, Light Knight to sacrifice their tokens en masse.
  • Demonspine Whip one unblocked attack can be lethal with this card on board, and it can also be a huge beating alongside Embercleave.
  • Colossus Hammer it only takes a small additional boost for this card to push Syr Gwyn into one-hit K.O. territory, but even putting this on a dinky knight turns them into a threat.

Suggestions

Updates Add

Huge update, bringing this deck from the outdated version here (my old mtgo build of the deck) to its intended final form as my partner's go-to mid power deck. I'll spare the details on every card but I will discuss a few notable changes from the previous version of the list.

Out: Sunforger Package

My partner found the tutor-combo aspect of this card unfun and further doesn't tend to leave mana up for instant. They'd rather do busted stuff on their turn and then pass (hence the love for the voltron strategy in the first place). It's exclusion meant I had to reevaluate all the instants in the deck as they were tuned to work together. The most interesting/fun replacements:

Several other Sunforger spells were replaced with some of the Adventurer knights, as my partner loves the value of being able to cast a sorcery/instant and still get a creature later. The remaining spells from the package deemed worth keeping in were Boros Charm, Master Warcraft and Magnetic Theft.

In: Kamigawa Equipment Creatures

Intrigued by these cards. Bit of a nonbo with Syr Gwynn as they cannout be attached with an equip ability as long as they are a creature, so you must play their reconfigure cost before they can be freely swapped. However, battery's cost is negligible for a haste enabler, while kirin both grants a good ability in flying and has a backbreaking additional payoff. The utility of them being bodies in a pinch is also nice, as that is one of main drawbacks of a deck running many equipment (though of course it does open them up to creature removal). Considering Blade of the Oni, Lizard Blades and Lion Sash if/when I can get my hands on them / fit them in.

Upgrades:

Non Equivalent Swaps:

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