Aggro-tempo deck using one themost underappreciated tribes in Magic. While the G/W variant of this deck is the most common build, I thought I'd try something different. Goal of the deck is to build up a small army of threats, picking away at your opponent's life while leaving them a step behind in board development with counters and removal. Based on the primer by Nabbydian which can be found here
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/221770-modern-knights
Threats:
Student of Warfare
: Best one-drop in the tribe. Can be vialed into play early and acts as a mana sink late game to gain additional abilities. At the very least it's a 3/3 first striker.
Knight of the White Orchid: A tricky little bear that can fetch a plains (or Hallowed Fountain if necessary) if you're behind on lands. You can vial him in before your land drop to net 2 extra lands on turn 3. Otherwise, it's a decent beater.
Knight of Meadowgrain: In the same camp as Knight of the White Orchid except with the added bonus of lifelink, allowing you to win races against other Aggro decks.
Leonin Skyhunter: Flying bear that can sneak in damage each turn. If anyone can suggest a better creature for this slot, that would be awesome.
Knight Exemplar: Probably the most important creature in the deck. Two of these in play nullifies all boardwipes and allows you to alpha strike without fear. The +1/+1 boost is just icing on the cake. Can also be used to bait removal out of the opponent's hand.
Mirran Crusader: a.k.a the 'goyf killer. Double strike allows it to kill any number of green or black creatures in the current meta. Only one copy since it's a situational card and is obvious bolt-bait.
Lyev Skyknight: One of the reasons I'm splashing blue. Not only is it 3 evasive power, it can lockdown a pesky Tarmogoyf or Liliana of the Veil for a turn. For added fun, vial this into play in response to your opponent's first Splinter Twin trigger. Then see the look on their face. XD
Spells
Aether Vial: A tribal deck staple, this card allows you to get your creatures past your opponent's counter-magic. From surprise blockers to a Knight Exemplar that takes one for the team in case of an unexpected boardwipe, this little artifact is invaluable to the deck's function.
Remand: Sets our opponent back a play and replaces itself. Not sure if I should run this or Mana Leak.
Path to Exile: Best white removal in the format. Deals with just about every creature that isn't hexproof.
Emerge Unscathed
: Helps your legion of knights survive combat and occasionally makes a piece of spot removal ineffective. The best part is that you can recast it for free thanks to its rebound ability. Not bad for one measly white mana. ;)
Honor of the Pure: Anthem bonus for our squad. Multiples keep our creatures out of bolt range.
Lands
Hallowed Fountain: Can be fetched for. Fixes your colors.
Glacial Fortress: The only basic lands in the deck are Plains so these will come in untapped more often then not. Fixes your colors
Flooded Strand: Thins the deck so we can continuously draw theats. Not necessary for the deck to function but fetch lands are never a bad thing.
Plains: For obvious reasons.
Comments and suggestions greatly appreciated. I plan on bringing this to modern locals.