Knightly Charge

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Key Cards- Knight of Dawn gets protection from colors of your choice, which makes it a solid attacker (because creatures of the color can't block it), a solid defender (creatures of the color deal no damage to it), and down-right hard to kill (because spells of the color can't target it). Pentarch Paladin lets you destroy any card of a color of your choice. Knight Exemplar buffs your other knights and makes them indestructible. Kinsbaile Cavalier gives all your knights double-strike.


Strategy- Put a lot of early pressure on opponents with little first-strikers that get buffed with Honor of the Pure. As your mana increases you can buff your knights with Knight Exemplar and Kinsbaile Cavalier. Then destroy your opponent's key cards with Pentarch Paladin while you launch conventional attacks and unblockable attacks with Knight of Dawn. If you need additional evasiveness you give flying to Stillmoon Cavalier.


Utility- Wall of Omen gives you a strong early defense while drawing you an additional card. Roar of the Kha is an effective attack/defense instant. Oblivion Ring lets you exile a non-land permanent (creature, artifact, enchantment, planeswalker). Emeria, the Sky Ruin gives you late-game strength by bringing back creatures from your grave.


  • 20 Plains
  • 2 Emeria, the Sky Ruin


  • 4 Wall of Omens


  • 4 Student of Warfare
  • 3 Stillmoon Cavalier
  • 4 Knight Exemplar
  • 3 Kinsbaile Cavalier
  • 4 Knight of Dawn
  • 4 Pentarch Paladin


  • 4 Roar of the Kha
  • 4 Honor of the Pure
  • 4 Oblivion Ring


  • //Sideboard
  • 4 Unmake
  • 4 Revoke Existence


Replace Stillmoon Cavalier with White Shield Crusader. The Crusader is a cheaper version of the Cavalier without protection from white. It's preferable because the majority of the knights are 3 mana and there needs to be an additional cheap knight for early pressure, otherwise you're relying on Student of Warfare, which isn't enough.


If the deck dies too easily or can't survive the late game, consider adding Sigil of the New Dawn. It brings back dead creatures like Emeria, the Sky Ruin but is largely better at it.


Emeria brings a single creature back to the battlefield each turn if you have 7 plains. Sigil brings back as many as you can pay for to your hand.