precisely. it moves through the deck but other then that it doesnt do anything. plus its cheap. so i can use it to cast something big through knowledge pool and my opponent wont really be able to use it to do anything
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best win condition in an infinite turn deck, darksteel reactor
steel overseer. my god
synergy is a beautiful thing
i absolutely love thopters, they are absolutely sick. coat of arms isnt necessary in here at all. you get a life and a flying creature just by tapping a land, which is enough to win all by itself. i would switch them out for 4 copies of muddle the mixture, it can search out either piece of the combo and will speed this deck up a ton. a few copies of fabricate wouldnt go a miss either.
just a silly combo
if you rite of replication the golem then it goes on infiinitely with no way to stop it, i think
let em rip
line them up and smack them down
normally im not a fan of playing combo decks, they just arnt as fun, but this one is a blast
ping pow infect
skyhunter prowler doesnt need to be in here either. Mirran Crusader fits in here perfectly. imagine a turn 3 drop of mirran crusader, then a turn 4 drop of light from within and swinging for 8 with 1 little dude.
whats up v, i love a good knights deck. youv got a pretty good build here, but i would swap out a few things. you are very enchantment heavy. knights are supposed to be fast and usually win with swarm. if you rely on enchantments as a win condition too much u r too vulnerable to enchant removal which will hit like an anvil when the opponent figures out what your up to. concerted effort isnt really necessary in here. neither is ghostly prison. you want field domination that is generated by the knights power. i would add more removal to make sure the opponents threats are out of the way and your knights are free to roam. sub in 4 path to exile and 3 journey to nowhere. that way the opponents field will be clear.
i hear ya heely, but unfortunately path is extended now, if not i would be all over it
counter, counter, counter
knight exemplar makes it all worth while
here is a good game turn 1- land and goblin guide (18) turn 2- land and rip clan crusher (14) turn 3- land, jund hackblade and lightning bolt (7 or 4 depending if you had to burn a creature) turn 4- land, bloodrade elf into boggart ram gang- boom
whoops, not sure how i missed it. fixed
the sideboard can handle most of the problems in standard
im rather fond of this one
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