Creature (22) | |||
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$0.25€0.100.03 | |||
$0.24€0.130.03 | |||
$0.25€0.160.03 | |||
$0.50€0.330.02 | |||
$0.88€0.870.02 | |||
$0.35€0.170.02 | |||
$0.40€0.230.02 | |||
Instant, Sorcery, Enchantment, Artifact (14) | |||
3
Mortify
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$0.25€0.140.03 | ||
$0.23€0.110.03 | |||
$15.78€11.160.03 | |||
$0.49€0.340.02 | |||
$0.50€0.300.02 | |||
$0.99€0.960.06 | |||
Land (24) | |||
$1.60€1.420.02 | |||
$10.46€9.870.07 | |||
5
Swamp
|
$0.77€0.050.03 | ||
$0.25€0.140.03 | |||
9
Plains
|
$0.40€0.230.03 |
$4.69€5.030.41 | |||
$4.70€3.520.02 | |||
$0.95€0.640.03 | |||
$1.00 | |||
$3.16€2.130.02 | |||
$0.25€0.120.03 | |||
$0.59€0.470.02 | |||
$0.44€0.270.03 | |||
$4.40€2.400.02 |
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Learn more Download For WindowsLadies and gentlemen, it's me Rob, and this time I'm going to show you my favourite tribal deck in the current standard format: Knights; again I apologize for the quality of my English, I hope you guys will like this and have a good day.
Knights tribal strategy and playstyle is a mix between an aggro and a midrange strategy, there are 3 cards in particular, which are fundamental: Knight of Grace, Knight of Malice, and History of Benalia; I like to call them "The Good, The Bad, and The Army" and of course there's a reason behind that name, but don't worry, I will explain it later; the more midrange part of the deck is composed by removal spells like Mortify and Conclave Tribunal and some utility spells like The Immortal Sun.
The first one of our proud knights, can be an excellent turn 1 drop, but most of the times you'll want to play him on turn 3 or later to protect one of your creatures, indeed his ability to make a creature indestructible by sacrificing himself can be huge, both in early and in late game.
The first part of the triad, 2/2 knight with first strike and hexproof from black for only 2m, really nice, and as a plus, she also gets +1/+0 if there's a black non land permanent on the field; needless to say synergizes really well with Knight of Malice.
Second part of the triad, same stats as Knight of Grace, but with opposites colors, which means hexproof from white and +1/+0 if there's a white non land permanent on the field; both she and Knight of Grace are really nice against both control and aggro decks.
Zombie Knight, cool, also comes with a 3/2 body and gives us a significant amount of draw power, all of that for 3m and some life points; good synergy with Knight of Grace.
Our first knight lord, I know she's a lady but the term "lord" in this case refers to the card type and not to the gender, in a tribal deck a "lord" is a card which possesses an ability and/or an effect that buffs all the other cretures of the same type, in this case knight cards; that said she gives +1/+1 to all of our knights and later at the cost of 5m she can give double strike to all of them, pretty impressive; weak to Lava Coil.
Our second knight lord, this lady comes in with a 4/4 body, vigilance and 2 different effects, for 3m and herself being tapped she can spawn a 2/2 knight token with vigilance, and for 1m and herself being tapped you can tap any number of knights and destroy a creature with strenght equal or lower than the number of tapped knights; it may seem a little confusing but it's actually really easy, and provides us a really good amount of utility.
The only non knight creature in the deck, for 4m we have a 4/3 with fly and potentially vigilance and/or deathtouch, also when she goes to graveyard (doesn't work if she gets exiled) we'll get 2 1/1 spirit tokens with fly; really powerfull card, has a good synergy with every other card in the deck and is especially good against control decks.
The left side can bring back a Dauntless Bodyguard/ Knight of Grace/ Knight of Malice/ Midnight Reaper from the graveyard for 2m; the right side can literally turn upside-down the situation of a match by doubling our life total and halving the opponent's one.
Awesome card, can protect our creature from a board wipe like Cleansing Nova or Ritual of Soot, and if casted during our main phase also gives a +1/+1 counter to every creature on our board, that makes it a really nice finisher too.
One of the best removals from the new expansion, for 3m can destroy a creature or an enchantment, can help us to deal with Wilderness Reclamation, The Eldest Reborn, Experimental Frenzy and many others.
The last part of the triad, basically the card that can make this deck really shine, gives us 2 2/2 knight tokens with vigilance during the first 2 steps, and the last one gives +2/+1 to every knight on the field, which means it can buff our entire board; really strong even if played without creatures on board; awesome win condition.
Another nice removal, can potentially be casted for free thanks to convoke and can deal with stuff like Rekindling Phoenix or Zetalpa, Primal Dawn.
We can run 1 copy of this since we have no planeswalkers in this deck, +1/+1 to every creature we have, 1 extra card per turn, spells cost 1m less and planeswalkers can't activate their abilities, that means no more Teferi, Hero of Dominaria are going to ruin your day.
This land allows us to get one creature back from the graveyard, this effect can be really powerful, especially in late game.
The deck is actually pretty solid in its current form, but there are some good options to make us able to do some changes if we want:
I'm going to analyze the matchups with some of the most common, and strongest meta decks;
Thanks to everyone that read the list and/or this description, I really hope you liked it and that you're having fun if playing it
-Rob.
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