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It's a Knights tribal deck, made for multiplayer, but fast enough to hold it's own in 1v1. There are a whole bunch of flanking knights, and between the extra levels of flanking given by the Cavalry Masters, and the Glorious Anthems, they more than make up the difference in P/T against more stompy decks. The few equipment I have are used for finishing people off, with the exeption of Sunforger. Sunforger is used to pull out one of the combat tricks i have right out of my deck for when I really need it. Dolmen Gate and Story Circle are there so that I don't have to worry about attacking into a massive wall of blockers, and that I'll survive the turn even if I swing out. This is also helped by Noble Purpose and Celestial Mantle, which give my life total enough padding to take a few extra hits. Akroma, Razia, and Victory's Herald are my backup muscle, in case I can't get through their blockers with a creature with Flanking 5.
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One question: Does vigilance allow infinite tap abilites? Or does it forbid you from using one cuz the creature can't tap?
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.... Vigilance means that the creature doesn't tap when it attacks. That's it. It doesn't effect tap abilities, other than leaving your creature able to use a tap ability after attacking.
You should check out Knight Exemplar--it will basically accomplish the same function as Dolmen Gate.