White Knights and Hot Fire - T..

by wwustyle on 08 March 2011

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (3)


Instants (4)

Artifacts (1)


Enchantments (4)


Land (3)

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Deck Description

Knight Package with Late Game/Utility Burn.
Will use it at upcoming 1k in a month, and i will let everyone know how this fairs.

Update 3/4/2011 - Just took this deck to local FNM. Only 18 participants, but piloted it to 4-0.

Good Matchups:
Kuldotha Red
U/B Tezz/Forgemaster

Bad Matchups:
Valakut (Speculative Only)

**Follow this deck for updated performance reports**


Deck Tags

  • Tournament

Deck at a Glance

Social Stats

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This deck has been viewed 1,211 times.

Mana Curve

Mana Symbol Occurrence

470050

Card Legality

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

Deck discussion for White Knights and Hot Fire - Type 2

Update 3/4/2011 - Just took this deck to local FNM. Only 18 participants, but piloted it to 4-0.

Matchups -
1. Kuldotha Red. Game 1 was insane with nuts draw for Red. Game 2 and 3 Brought in Kor Firewalkers and Pyroclasms for easy wins.

2. U/B Tezz/Forgemaster. Game 1 was all Knights, until forgemaster combo'd into Emperion. Preboard i have only 1 answer to this guy. Thankfully Elspeth lands, wipes the board with ultimate with still 3 tokens on board. 1 Honor of the pure later, and we are shuffling for game 2. Game 2 U/B was never in it. Paladin, Crusader, Exemplar, Honor of the pure. Game. Post board Celestrial Purge or 2 for Tezzerett. Journey's come in for Emperion.

3. B/G Ramp. Grave Titans, Rampaging Baloth, etc. Game 1. B/G has turn 4 Grave Titan, followed by turn 5 Baloths, turn 6 Titan. Board is 2 Titans, Baloth, Battlement, 6 Tokens vs. Paladin. Paladin, Bladehold. He Swings in with baloth and 2 titans, and gets alphastriked with a brave the elements - Black. Game 2, he Mulligans to a 1 land, overgrown battlement hand on the play. misses 2 land drops, then plays battlement turn 3, which takes a journey to nowhere, earning a scoop.

4. U/B Tezz/Forgemaster. Game 1, he mulls on the play, i keep Student of Warfare, Lightning bolt, 5 land. (was feeling pretty cocky at this point, should not keep obv.) I draw 4 lands and all lightning bolts. Killing a tezz, and killing 2 forgemasters after first strike damage. Eventually 4/4 double strike Student is too much.
Game 2. U/B Mulls to 6, keeps one land hand and never draws another. Too many people are afraid to go down to 5 :)

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Posted 08 March 2011 at 16:34

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Very nice deck

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Posted 08 March 2011 at 20:38

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Question. Have you considered running Hero of Oxid Ridge? I was thinking about throwing him in there to help against Kuldotha Red's or hell... anything that runs weenies which seems to be popular in my area.

Also. What about Red Sun's? I know you only run the red splash as a means of late game utility burn. But I mean at the latest in the game if the deck works as planned (a.k.a. a turn 5-6 win) and you get a land every turn, you're looking at dealing at least 5 damage. And it goes back into your library as a means in case you need to go on longer.

Last question, wwustyle... How in the name of Christ do you deal with Phyrexian Crusaders? I was going to go 4-0 at FNM, but my last guy was ONLY running Phyrexian Crusaders and he just so happened to get two out... each game. Talk about crap luck.

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Posted 02 May 2011 at 11:43

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