This is a deck I'm tinkering with for standard, as well as my return to the format in quite some time. Knights have always been my favorite tribe, and when I found out that the tribe could really be a thing in the format, I had to jump on board. The basic idea is to get lots of knights out and overrun my opponent. Any help with stuff to potentially add or take out is greatly appreciated, since I don't know what's big in standard right now. My sideboard is a mess right now. Trying things out seeing what would work or doesn't
Deck Breakdown
Conclave Cavalier- A fairly solid 4 drop with a 4/4 body and vigilance. Opponents may be hesitant to kill him since he makes 2 tokens with vigilance when it dies. With it being double white and green on the mana cost, I thought I couldn't consistently cast him turn 4, but so far no problems getting it out when I need it.
Dauntless Bodyguard- One of the best 1 drops in standard right now. Early game he's usually a 1 drop 2/1 being nothing special. If I have other creatures is when it really shines. Makes any creature I control indestructible is amazing getting around any sort of removal usually.
Knight of Autumn- Such an amazing creature with so much value. Need to make a big guy and beat face? Check. Need to blow up an annoying artifact or enchantment? Check. Need to gain life to hold out a little longer to possibly win? Check. I would argue this being the best 3 drop in standard right now period.
Knight of Grace- One of the better two drops out right now. A 2 drop 2/2 with first strike is pretty good. Throw on hexproof from black and if anyone has a black permanent in play it gets a power boost, this card becomes golden. That hexproof really makes it hard to deal with him outside of combat. Love it.
Knight of Malice- Being the opposite of Knight of Grace, this guy can be hard to deal with. Shutting down whites big removal cards like Seal Away, Ixalan's Binding and Conclave Tribunal. Just a good card in general.
Pelt Collector- Being the only non knight in the deck, this guy I think works well in this sort of deck. It can easily become a 4/4 by turn 4 with trample. This guy however will usually eat a kill spell fairly quickly. This is ok most of the time because that's one less kill spell I have to deal with for my bigger guys.
Valiant Knight- One of the best knight cards we have. Pumps all my knights and if have the mana open, gives them all double strike. This card can end games real fast.
Assassin's Trophy- The best removal card in the format in my opinion. The fact it hits anything makes it so good. Yeah my opponent gets a basic land off of it, but me being able to take out anything including a potential win con they have I'll gladly make that trade every time.
Assure / Assemble- A fairly flexible card. Someone wants to kill one of my guys I just put a +1 +1 counter on it and make it indestructible. If I have a late game History of Benalia about to go off, I just play this at the end of my opponent's turn and then watch as my army of knights just smash face for the win.
Flower / Flourish- A 1 drop land fetch or a late game field pump is always good in my book.
History of Benalia One of the best cards for knights and one of the best cards in standard period being played in multiple decks. Getting me 2/2 bodies is good, but when it goes off, man does it go off. This card ends games a lot of the time.
Ajani, Adversary of Tyrants- Permanent pump for my creatures really helps out if I'm in a stalemate with my opponent. If they board wipe his -2 with something like History of Benalia out really keeps me in the game and not just get blown out at that point. His ultimate, while nice I never end up using really. Most games never make it to the point I need those 3 bodies every turn.