Caw-Go Knights

by hansede on 22 February 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (6)

Sorceries (6)


Enchantments (3)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Knights are among the best targets for equipment, which makes knights tribal a powerful combination with the caw-go Stoneforge Mystic equipment engine. Squadron Hawks provide additional equip targets along with deck thinning and the deck is brought full circle with a set of 12 fetchlands to power up adventuring gear and continue the deck-thinning.

Adventuring Gear - Powerful with the high number of fetchlands and first-strike/double-strike knights.
Bonehoard - Provides the deck with a strong mid to late game and an easy way to rebound from wraths.
Sword of Body and Mind - Incredible with double strike.
Sword of Feast and Famine - Card advantage, pairs well with double strike.
Squadron Hawk - Thins the deck, provides card advantage and a flying body for equipment.
Leonin Skyhunter - More flying equip targets that get tribal advantages.
Hero of Bladehold - Powers up all knights and provides extra bodies.
Knight Exemplar - Knight lord. Draws out removal like nothing else at a fairly low cost, otherwise you win.
Mirran Crusader - Double striker that pairs well with all equipment. Dodges black removal.
Student of Warfare - Double striking equip target that provides a good sink for excess mana.
Stoneforge Mystic - Tutors for equipment, prevents countering of equipment spells.
Ajani Goldmane - Always pairs well with WW.
Brave the Elements - Helps against wraths and other removal. Can make the knights difficult to block.

This deck list is by no means set in stone, so suggestions are welcome and appreciated.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,260 times.

Mana Curve

Mana Symbol Occurrence

520000

Card Legality

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

Deck discussion for Caw-Go Knights

i like your take on knights. i don't know if journey to nowhere is needed in the current format. the only thing it really helps against is wurmcoil. i don't think emeria is what this deck needs. if you last that long, this deck hasn't done its job, and it shouldn't win the game for you. try cards like brave the elements(you can use it as a negate against pyroclasms, slagstorms, arc trails, go for the throats, ect. or use it to swing through your opponents army for the win.) and white sun's zenith (a great card in both the aggro and control matchup. i have been testing it, and if you do get into lategame, this card at the end of their turn is a game winner if you are paying 6 or more)

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Posted 22 February 2011 at 23:39

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About Emeria: Clearly a WW deck doesn't want the game to last long and will generally be in trouble if it does. However, against a control deck there is a decent chance the game will wind up going long, so a little push in the late game won't hurt anything. Emeria is also unlikely to slow the deck down badly because it is one of twenty-two lands in the deck.

What would you suggest taking out to in order to make room for Zenith?

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Posted 23 February 2011 at 10:56

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I'd def run 4x Brave the Elements over the Journeys. It has saved me more times than I can recall in my knight deck.

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Posted 23 February 2011 at 09:02

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I have removed Journey to Nowhere and replaced it with Brave the Elements as suggested.

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Posted 23 February 2011 at 09:24

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