Knights Control

by Badali714 on 15 May 2023

Main Deck (60 cards)

Sideboard (0 cards)

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How to Play

Main goal is to control the opponents attack ability by Authority of Consuls, keep their creatures tapped, boost your own with 1/1 counters through card draw, and then combo off infinite knights with Xerex+Intruder Alarm. Planeswalkers are there for card draw and free casts, with Nahiri giving first strike to help keep your board state up. Best case scenario, make a ton of knight tokens, Knotvine will swing for massive hit with boosts from untapped creatures. Added some enchantments for Reach, Trample, and Deathtouch. Just a fun casual deck I built on the fly. Teferi as a potential board wipe, as card draw ramps up.

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

24340218

Deck Format


Vintage

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Knights Control

Any chance you could explain the plan here a bit?

I'm seeing a total of three control spells (crashing tide and Nahiri) and two stax spells (authority of the council). This feels more like a +1 Counters Knight deck than it feels like a "control" Knights deck. Crashing tide gets flash when you have a merfolk, but there are only two in the deck. Was this a flavor choice?

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Posted 16 May 2023 at 00:24

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Yep, posted my thought process, basically, kinda keep the opponent tapped as long as possible with the Consuls until the Xerex+Intruder Alarm can combo off into infinity, Crusade buffing everything else as it goes. Still working it a bit, something I wanted to build, but basically threw the Crashing Tide for an added buff in case I needed to instant some counters on my creatures, assuming the Vodalian is still alive. Need to modify the mana down a bit and get a few Instants in there still. Rough draft, but mostly made public for a friend to help me even it out. Getting back into MTG after a long break.

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Posted 16 May 2023 at 04:16

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Alright. Thanks. I think I understand the plan now.

As a suggestion. You only have 6 plains in the deck. Because of that, it is highly unlikely Armored Ascencion will provide more than +1/+1 to the enchanted creature.

There are multiple enchantments that can achieve that for 2 mana. At the four mana slot, you have other enchantment's that will provide a larger boost or add additional keyword's (many of which are budget uncommon's).

On Serra's Wings and Serra's Embrace are two that come to mind (there is a rare care, Angelic Ascension, that would make a large impact but its pricey relative to your current deck).

Herald of Hoofbeats is a 4 mana blue Knight that gives every knight you control "Horsemanship" (they can only be blocked by other creatures with horsemanship)

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Posted 16 May 2023 at 17:03

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Not sure how I missed Herald of Hoofbeats, that's hilarious, definitely gonna add that in. I have 8 plains, when I adjauted the lands, I left that one higher just cause a lot of the cards had white anyway. Probably a good call on the Ascensions. I run them in my merfolk deck and only ever get around +4/+4 before the game is over. Probably gonna remove them. With the Herald, flying is kind of irrelevant except for blockers. Probably look into enchantments or artifacts other boosts. Definitely appreciate the input. Added a couple instants in there as well, since my last post.

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Posted 16 May 2023 at 19:35

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