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Here's a Knight deck I came up with with an emphasis on low-cost spells for a quick build-up of creatures and enchantments.

Creatures: 22
4 Squadron Hawk
4 Caravan Escort
4 Student of Warfare
4 White Knight
3 Knight Exemplar
3 Kabira Vindicator

Enchants: 8
4 Holy Strength
4 Honor of the Pure

Instants: 12
4 Righteousness
4 Glorious Charge
4 Inspired Charge

18 Plains

The only reason the hawks are in here is because of an amazing combo I managed to pull off in a very similar deck involving Honor of the Pure and Inspired Charge. Any suggestions/alterations before I commit to this deck?
Knight tribal is an interesting especially with the new lord which you should be running 4 of, you always want one if not multiples. The problem with your list is that you are running a lot of useless cards like caravan escort, holy strength, glorious charge, and inspired charge. Running mono-white makes the deck stable but then running white weenie is generally a better idea. I would consider adding black for removal and discard.

My suggested list would be something like this:

4 marsh flats
4 ancient ziggurat
4 arcane sanctum
6 plains
6 swamps

4 student of warfare
4 white knight
4 black knight
4 knight exemplar
4 arrogant broodlord
4 tidehollow sculler

4 zealous persecution
4 oust
4 disfigure or duress

sideboard:
oblivion rings
kor firewalkers
celestial purges
doom blades
other useful cards I am probably forgetting


The mana base may need to be tweaked and the marsh flats and ziggurats may be replaceable with terramorphic expanses and evolving wilds. Oust may look a bit strange but out of the three white one-drop removal cards I fill that it is most useful disrupting tempo without ramping them with path to exile or giving them a huge amount of life with condemn.

If you decide to stick with the mono-white version though you should get some sigiled paladins and at least look into getting some knight of the white orchid. You should also add 4 more plains to draw your lands consistently.
Day of judgement rules with wknights, if you can get two exemplars out, all yoyu knights are immune!
I decided to attempt my hand at a white Knight Build as well.

Creatures
4xKemba's Skyguard
4xKnight Exemplar
4xStudent of Warfare
4xWhite Knight
4xGold Myr
[20]

Support
4x Honor of the pure
2x Marshal's Anthem
1x True Conviction
2x Day of Judgement
2x Brave the Elements
4x Infiltration Lens
2x Ajani Goldmane
[17]

Lands
3x Tectonic Edge
2x Emeria, the Sky Ruin
4x Marsh Flats
4x Arid Mesa
10x Plains
[23]


The idea is to throw the creatures out and smash. It's sort of just a white weenies deck but I spent more time thinking on my spell choices then creatures. Honor of the Pure and Marshal's Anthem work as my pump for my creatures. Hopefully get out one of the Knight Exemplar early on so I can avoid having my creatures destroyed. I realized that this deck would have issues since it revolved around it's creatures so much. I put in the Marshal's Anthem's as well as the Emeria, the Sky Ruin to avoid losing important parts of the deck. The later is more of a late game card of course. I see white alway having issues with getting the mana to play it's best cards, so I threw in the Gold Myr to accelerate hopefully into one of my finishers. Brave the Elements would allow me to swing through most defenses creature wise. True Conviction just seemed like a fun addition as a one of, maybe cut an Emeria, the Sky Ruin to play a second.

Although white has some ideal removal, the idea of this deck is to be the aggressor most of the time. Preventing your opponent from having mana or resources to do anything but stop your creatures from killing them. I was thinking the destroy all effect was good in case I wasn't in the lead. Combo off with my two revive creature cards, as well as my indestructibility and hopefully I'll be able to hold being the person with the strongest creatures out. Thoughts?

Some things I was considering
Silence - I thought about adding a control element to the game. Casting a silence on the start of turn three, or turn four would tick most decks off. Having a second handy can delay a player two full turns. Just didn't know if I should fit it or what to bump since it would most likely work best as a 4 of.

Basilisk Collar- I thought about this as a form of creature removal. Why not right? I would have the ability to gain life and destory opponents monsters plus have a way to direct agrro/ cause fear to opponent from swinging. The only thing was that I thought the ability to draw a card if blocked granted by Infiltration Lens was overall a better effect.

Darksteel Axe - Again giving me some form of field advantage. An indestructable +2/+0 would be a great addition to a deck with so much first strike love in it. But I didn't see enough first strike love to justify it and decided that Infiltration Lens was still better.

Blinding Mage - As opposed to using the 4xGold Myr to accelerate the game, I thought maybe I could use Blinding Mage and silence to draw out the game till my creatures were larger from the enchantment's that grow them, and I could just bring creatures back from the lands. However I liked the aggro idea more.
Well I did some testing with my build over the last few days and I've learned a few things that are going to lead me to change it.

Nearly never do I get Emeria, the sky ruin to trigger and it just winds up slowing me down early game when I draw it. I'm going to be eliminating that for regular plains in the next version I build of this deck.

The finisher True Conviction I never seen but getting the mana to play just about anything in this deck was easy. Having a single copy of this card though wound up costing me in the long run. I was looking for my single copy when I realized that it was the only card that would bring me back from assured defeat.

Marshall's anthem had the same effect. When it reached my hand it was okay to draw it, but I realized that i wouldn't need it's added effect very much at all.

I think what I'm going to do first to tweak a little is drop True Conviction and the 2x Day of Judgement from the main deck and bring in 3x Sun Titan. He's just a better finisher it seems like and he bring's back my dead knight's that the deck revolves around.
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