Standard - Orzhov Knights

33 19
22 14 0 24
Aggro Midrange

Introduction

Ladies 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.

The deck

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 Graceimage, Knight of Maliceimage, and History of Benaliaimage; 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 Mortifyimage and Conclave Tribunalimage and some utility spells like The Immortal Sunimage.

Creatures

image

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.

 

image

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 Maliceimage.

 

image

Second part of the triad, same stats as Knight of Graceimage, 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 Graceimage are really nice against both control and aggro decks.

 

image

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 Graceimage.

 

image

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 Coilimage.

 

image

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.

 

image

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.

 

Instants and Sorceries

image

The left side can bring back a Dauntless Bodyguardimage/ Knight of Graceimage/ Knight of Maliceimage/ Midnight Reaperimage 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.

 

image

Awesome card, can protect our creature from a board wipe like Cleansing Novaimage or Ritual of Sootimage, 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.

 

image

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 Reclamationimage, The Eldest Rebornimage, Experimental Frenzyimage and many others.

 

Enchantments and Artifacts

image

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.

 

image

Another nice removal, can potentially be casted for free thanks to convoke and can deal with stuff like Rekindling Phoeniximage or Zetalpa, Primal Dawnimage.

 

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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 Dominariaimage are going to ruin your day.

 

Special lands

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This land allows us to get one creature back from the graveyard, this effect can be really powerful, especially in late game.

 

Maybeboard

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:

  • Adding the Marshal: by cutting The Immortal Sunimage and 2 copies of Revival // Revengeimage we can add 3 copies of Benalish Marshalimage 3m 3/3 knight lord that gives +1/+1 to all of our creatures, that will make the deck a lot more aggressive but will cut down some utility and late game potential; also remeber to add a few more Plainsimage if you do this change.

 

 

 

 

Matchups

I'm going to analyze the matchups with some of the most common, and strongest meta decks;

  • Vs. White Weenie: the decks have around the same power, but knights can also count on removal spells and utility spells so use your Mortifyimage/ Conclave Tribunalimage and your Revival // Revengeimage wisely and you'll win the game.

 

  • Vs. Blue Tempo: kinda difficult matchup, you will need at least 1 Mortifyimage or 1 Conclave Tribunalimage in your opening hand to kill their main flyer, but be sure to do this when they're out of mana or the removal will be 100% countered; try to be aggressive and put as much pressure as you can to force them to block; Seraph of the Scalesimage can save your life in this matchup, also Aryel, Knight of Windgraceimage removal ability can be quite usefull.

 

  • Vs. Red Rush: skill (and luck) based matchup, you can have their same speed and flood the board with creatures in the first turns, but they can kill almost any creature you drop with their burn spells like Lava Coilimage/ Shockimage/ Lightning Strikeimage ecc.; so it really depends on who has the best opening hand, draws the best cards, and uses them at the right moment; Revival // Revengeimage is a really strong win condition in this matchup.

 

  • Vs. Boros Aggro: basically the same as Vs. White Weenie.

 

  • Vs. Selesnya Aggro: again, same as Vs. White Weenie.

 

 

  • Vs. Green Midrange: interesting matchup, they have big creatures but almost no removal spells, we have small to medium size creatures and a decent quantity of removal spells; what we need is to be aggressive, really aggressive, and to get rid of big creatures when needed, so look for both Mortifyimage (can also get rid of Rhythm of the Wildimage if they splashed Red) and History of Benaliaimage in your opening hand; Seraph of the Scalesimage can be a huge threat to them.

 

 

 

 

 

 

  • Vs. Jeskai Control: similar to Vs. Esper Control, but definetely more difficult.

 

  • Vs. Grixis Control: another easy one, almost the same as Vs. Dimir Control, but pay attenction to Lava Coilimage and Bedevilimage.

 

Conclusion

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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Frescaestate
Last Updated: 19 Feb 2019
Created: 15 Feb 2019
513 132 0

Mainboard - 60 cards (18 distinct)

Creature (22)
$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)
$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
$0.77€0.050.03
$0.25€0.140.03
$0.40€0.230.03

Maybeboard - 9 cards (9 distinct)

$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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