The Lords
Every tribe has its own lords. However, in this particular occasion, things are a bit different, more synergistic.
- Benalish Marshal: First new entry for Dominaria, he's of course a Knight and makes all other creatures you control a bit bigger.
- Knight Exemplar: The absolute best. Not legendary, pumps our team, grants Indestructibility and 2 of them are pretty broken. A must, full set for this splendid piece of a... dventurer. Not to mention that flashing her saves your tem from almost everything (but unfortunately not mass damage spells such as Anger of the Gods if your team isn't big enough).
Beaters
Other than those cards, we have the real army.
- Knight of the Holy Nimbus: THIS IS THE REAL DEAL. At first it was meh, then I added this because he seemed to bean ok card. I was mistaking. In a format like modern where every mana is useful to something, spend to stop him from continuing regenerate is too much (and oftend the opponents forget about this feature, losing resources). Really I'm impressed how strong he can be and the shame-scoop rate after a wrong trade or kill spell is really high! Flanking is a nice addon.
- Knight of the White Orchid: Honest bear with First Strike and that can grant extra land drop. Remeber that he can fetch the Temple Garden.
- Mirran Crusader: Probably the strongest Knight ever printed. Automatically dodges cards like Abrupt Decay and Terminate, in defense can safely block and the Double Strike is a super fast clock.
- Silverblade Paladin: We all love Double Strike, don't we?
- Student of Warfare: Nice 1-drop that can grow dumping mana on her, useful with Aether Vial that leaves you mana open. Usually 2 Level counters are enough to transform her in a menace.
Cheating and Ramp
Knights are not the fastest tribe ever, so it's good to have some cards that grants you free and fast stuff.
- Aether Vial: The basic for every aggro. The best would be having two of them on the battlefield setted at 2 and 3 counters respectively. Dodges counters and pesky things like "sorcery speed" (I mean who casts spells at sorcery speed these days?).
- Collected Company: Nothing to say here. Double creature in the end step is super powerful.
- Noble Hierarch: Super mana dork, exaltes our creatures to the battle and can add either and . But you can even feint ! None expects the spanish in.. knights! Probably they think it's the Knight of the Reliquary combo, and you make them pay for this mistake!
Removals
Oh dang! That x-card seems pretty bad against our full-janky-aggro! Let's do some removal!
- Path to Exile: The best that Modern has to offer, Hard removal with a bit of downside. Sweet synergy with Knight of the White Orchid, minimizing your opponent advantage. Don't forget you can even use it on your own creatures, maybe to fetch your lands.
- Oblivion Ring: Take cares basically of everything. That Ensnaring Bridge is pretty bad, for example.
Lands
The mana box is pretty solid, enough to face cards like Blood Moon and land destruction.
- Cavern of Souls: Let's start with the superstar! A land that can dodge counterspells? In a Knight tribal? And which Tribal we will chose? Humans. Yeah. I know is a bit odd, but all our creatures are Humans (and Knights) except for Noble Hierarch. In this way we can add either or and land the noble as early as turn 1 with no problems.
- 1 Forest and 8 Plains: The basic lands, we only run 1 forest because we have other ways to land the Noble Hierarch.
- Temple Garden: Only 2? It's not essential to our strategy, and we can even cheat things with Aether Vial. Still useful, but we don't want to expose too much to color denial. Remember that you can add with the Noble Hierarch.
- Windswept Heath: Basic for every two-color deck.