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Changed the deck. Anything you all would like to see/change in this build?
Alright You get knight out first by turn 2 or 3. Then you play retreat and start fetching a shit ton of lands! attempt to Swing in one hit. That's your goal in here but you have other ways of winning too :) Let me know what y'all think.
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I was watching this deck get some love on twitch, he was just wrecking deck after deck.Obviously there where some changes like no bring to light and QTYs.Was a pretty sweet 2 card combo, fetch lands make it much better and faster(more triggers etc)But that also increases the budget by a bit:P.
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That's where I got the idea. The deck is sick! And it's fairly cheap to make in my opinion.
I think I may want to make a similar deck but also include coco and familiar's ruse combo.I will make it tomorrow sometime, I feel you'll like it.
Sweet, share the link to me once you're done. I would love to see it!
http://www.mtgvault.com/viagrasaurusrex/decks/eternal-knights-of-coralhelm/mine is less about going big and more about value town.can still combo out, just may also win with other beats.I feel after Oath of the gatewatch launch I will change the deck and manabase around to fit 3-4x matter reshaperhttp://www.mtgsalvation.com/cards/oath-of-the-gatewatch/26320-matter-reshaperAt that point may remove the crabs for goyfs and see how competitive the deck can be:P
That matter reshaper is terrifying. That in this deck could so brake it lolGoyfs are good and adding them won't hurt the deck at all. plus having more fire power isn't bad at all either.
Yeah I just feel with shaper having counters like cryptic and ruse would be too taxing on the manabase.So going to goyfs and reshapers would need me to slightly overhaul the manabase.(reshapers will mostly be hit by company, but still need filter lands and that new mana confluence to cast them)I feel this deck has a few solid ways to build it:Combo: which is the way you built it.midrange value company(how I built it)midrange controlobviously creatures and spells will change from person to person, but the idea should stay the same.KotR while its nice to combo out, unlike the creatures from twin, it's strong by itself and doesn't NEED to combo out to win.I could easily see having smiters, voices or pridemages along with misc other 1-3 drop creatures in these colours.
I've always win a fan of combo. Every Time I build a deck I go with combo. Hell even my legacy deck "The Gate" is kinda combo-ish. I really do like your build though.
I prefer combo in commander, but control is my go to in modern/standard.Honestly now that twin and bloom got banned I feel these decks only got stronger lol.
The Knight not having a built in form of evasion makes chump blocking it easy (even with the Retreat being able to tap stuff), so I suggest including a land that grants the evasion. Kessig Wolf Run isn't difficult to add as a one of, but that requires adding a land that can produce red (Stomping Ground or Sacred Foundry will do the job), but another option is Rogue's Passage. A guy in my club plays a Knightfall deck and the Rogue's Passage is killer. Now to talk about stopping the combo as the opponent. Your best bet is a well timed removal:Blue must counter either part of the combo, or 'Unsummon' the creature before Retreat's untap effect resolves.Black and White can kill or exile the Knight either while it has Summoning sickness or before the Retreat's untap effect resolves.Green can 'fight' the Knight or destroy the Retreat before the Retreat's untap effect resolves. White can also destroy the Retreat before its untap effect resolves.Red can burn the Knight in the same time frame that Black and White can kill it.
I'm still debating on the lands right now, with eye on the verge of being banned I'm taking it out along with emrakul. I'm thinking about some anticipates maybe.