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PostPosted: Sun Oct 14, 2018 12:16 am 
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1 x Vanquisher's Banner
1 x The Immortal Sun
1 x Dawn of Hope
20 x Plains
1 x Ajani, Adversary of Tyrants
1 x Karn, Scion of Urza
1 x Dauntless Bodyguard
1 x Imperial Lancer
1 x Novice Knight
1 x Benalish Honor Guard
1 x Knight of Grace
1 x Knight of New Benalia
1 x Benalish Marshal
1 x History of Benalia
1 x Dub
1 x Danitha Capashen, Paragon
1 x Gallant Cavalry
1 x Parhelion Patrol
1 x Pterodon Knight
1 x Valiant Knight
1 x Knightly Valor
1 x Lena, Selfless Champion
1 x Sigiled Sword of Valeron
1 x Make a Stand
1 x Radiant Destiny
1 x Ixalan's Binding
1 x Cleansing Nova
1 x Kinjalli's Sunwing
1 x On Serra's Wings
1 x Cavalry Drillmaster
1 x Kwende, Pride of Femeref
1 x Fountain of Renewal
1 x Snubhorn Sentry
1 x Pride of Conquerors
1 x Conclave Tribunal
1 x Seal Away
1 x Treasure Map
1 x Zhalfirin Void
1 x Arch of Orazca
1 x Detection Tower
1 x Reliquary Tower



Summary: every knight in the set except the sorcery, the expensive 3/7 vigilant one, and all convoke knights since generating tokens isn't really knights' thing, I've found. There's some minor lifegain with the fountain, Denitha and serra's wings to make up for getting beat up early and triggering dawn of hope. Only non-knights are the dinos to trigger other dino-dependent knights, and they can be knights with dub or sword if necessary. Just so no one's left out. Cleansing Nova is there to wipe out faster engines; knights take a while to get going if they don't just smorc the opponent with saga. Add in one of every weird-but-still-helpful land, and some all-purpose removal just to spite rat colonies or remove other big threats.

Any tips to improve it? Sorry, no vampires. They're scum. If you tell me to take out the card draw because it's too slow I will cry. It's modified from the decent 3 and 4-2 version I was using before to include more fliers at the expense of removal; not having fliers myself lead to stalled board states and getting whittled down by the opponents'.


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PostPosted: Sun Oct 14, 2018 4:56 am 
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If you want card draw, use Arcane Encyclopedia. I put in my mono-red for the long grindy games and as flood protection/mana-base and it works (won me some games).
History of benalia?

If you want some more power, go with angels. Knights like angels.

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PostPosted: Sun Oct 14, 2018 6:24 am 
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Yeah, that would probably be a more consistent option than the Immortal Sun and Dawn of Hope, as well as conflict with PW's less. Would you use treasure map too for the scrying and ramp, or not so much?

Yep, history's in there as a bomb to be reckoned with.

Why do knights like angels? Aside from just having good fliers ofc. Which monowhite angels in the format are the best to support a knight tribal?


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PostPosted: Sun Oct 14, 2018 10:05 am 
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It's really hard for me to read these Singleton decks for you can't really see how many creatures you have at each cmc spot etc.


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PostPosted: Sun Oct 14, 2018 12:17 pm 
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Sol77_bla wrote:
It's really hard for me to read these Singleton decks for you can't really see how many creatures you have at each cmc spot etc.

They are a bitch to post properly also. :evil:

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PostPosted: Sun Oct 14, 2018 12:24 pm 
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MonoWhite wrote:
Yeah, that would probably be a more consistent option than the Immortal Sun and Dawn of Hope, as well as conflict with PW's less. Would you use treasure map too for the scrying and ramp, or not so much?

Yep, history's in there as a bomb to be reckoned with.

Why do knights like angels? Aside from just having good fliers ofc. Which monowhite angels in the format are the best to support a knight tribal?


Well, since you were anti-vampires, I think knights get along with angels...
Anyway play the mythic angels and shalai. The rest don't really make the cut. Take out some auras.

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PostPosted: Sun Oct 14, 2018 4:20 pm 
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For CMC at each level:

1 - 4
2 - 4
3 - 5 (counting History)
4 - 7
5 - 2
6 - 1

Ohhh, flavor wise. ;D Gotcha, will try slotting in 3 angels and see how they do. Internet agrees that treasure map isn't great, so that leaves one slot I'm not sure about. Combat trick? Removal? Any good equipment that would work here?

Oh, and is Knightly Valor a bad aura even though it, if nothing else, makes a 2/2?


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PostPosted: Mon Oct 15, 2018 12:23 am 
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Knightly Valour is a strong limited card imo. I wouldn't want to run it in singleton but I would if I was out of good options. I'd run Settle over it for example - it comes down earlier and it doesn't hurt your board. I'd also run Legion's Landing over say Lancer since it's just so good in your deck and it gives you game against control with the endless vampire 1/1 lifelinkers.

Oh and the map is great - map+karn is a lot of pressure if you just downtick instead of going for cards. Play karn, make a 2/2, next turn flip map and attack with a 5/5 plus make a 5/5 is a strong couple turns (though it does take some setup that'll slow your earlier turns).


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