Knightfall

Modern* ChiefBell

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ChiefBell says... #1

FAMOUSWATERMELON - Yeah I saw that but because it requires tapping and mana it's super sketchy.

smackjack - If I was playing all-in combo and I wanted to find the enchantment as quickly as possible I would auto include Commune with the Gods but right now I'm more interested with just chucking creatures out quickly.

I'm considering putting up another version of the deck that's more all-in. Lots of counterspells, Serum Visions, Commune with the Gods etc. Commune with the Gods is a great card but I feel it's best if you're desperate to just go off and doens't give the same overall value that CoCo does.

September 23, 2015 8:37 a.m.

Putrefy says... #2

What makes CoCo so huge is the combination of "instant" and "to the battlefield". I think if Commune did the same with "instant" and "to the battlefield" (with CMC-restrictions ofc) it would be very considerable.

September 23, 2015 8:39 a.m.

Putrefy says... #3

I'm so looking forward to the first games with that deck, when you disguise your combo kill by attacking with a say 5/5 knight, retreat out and your opponent thinks he's safe and then you go: "no blocks? ok, crack my fetch and 20 you".

September 23, 2015 8:43 a.m.

ChiefBell says... #4

Putrefy - What's your opinion regarding the best shell for this deck? Aggro with combo as a side plan? A balanced midrange plan? Or perhaps a hard control shell?

September 23, 2015 8:45 a.m.

smackjack says... #5

Is Woodland Bellower something to consider (for a midrange version)?

September 23, 2015 8:48 a.m.

GeminiSpartanX says... #6

So in testing, have you ever come across the situation where you didn't have enough lands to combo off for lethal? Right now you have 11 plains/forests in the deck, which would only make KotR a 13/13. Assuming you cracked 3 fetches before comboing off on turn 3, you are a 16/16 on turn 3 via lands, and a 17/17 if you have the Noble's exalted trigger. It seems like you're not going to land a turn 3 kill unless your opponent bolts themselves with their own manabase. I know that Turn 3 is a stretch for getting a win, but I'm just not following on how you're getting KotR to a 20/20 on the combo turn. If I'm missing some obvious interaction, please let me know!

September 23, 2015 8:51 a.m.

Scorprix says... #7

The combo was Tideforce Elemental+Knight of the Reliquary+Lotus Cobra. It was a lot worse and certainly more crappy, but it still existed.

September 23, 2015 8:58 a.m.

ChiefBell says... #8

smackjack: Interesting.......

GeminiSpartanX: No I haven't. The trick is to use the Knight to fetch fetchlands first. Then use the fetchlands ability to sac themselves and find plains and forests. Then use the knight ability again to sace those plains and forests for more fetchlands.

Find non plains and non forests first -> Crack those fetches to find plains and forests -> Use knights ability to sac those and find more non plains and non forests.

Scorprix - Thank you.

September 23, 2015 9:02 a.m.

Putrefy says... #9

@GeminiSpartanX

You can sac a Forest/Plains and grab a fetch with Knight ability. Then you put the retreat-trigger on the stack and crack the Fetch to grab another Plains/Forest. So all in all you have 11 Forest/Plains + 9 Fetchlands = 20 lands.

@ChiefBell

I think Bant-CoCo is already a deck. I would use that as orientation and try to build the combo to fit that deck. Personally I would split the Smiter with Geists. I don't think you want a control approach with that deck. I think aggro + ramp with some midrangey elements (Restoration Angel) should work best.

I don't think you want to go as big as Woodland Bellower. Your Plan A should be aggro-beatdown and your Plan B should be Knightfall-combo-kill.

September 23, 2015 9:03 a.m. Edited.

ChiefBell says... #10

Putrefy - You dont even have to leave the retreat trigger on the stack. You can use that one (the one from the fetchland coming in) to tap down a blocker. Then use the other one from the land that comes in off the sac'd fetchland to untap your knight.

Yeah I am thinking that Bant CoCo is the way to go. It skirts the boundary between aggro and midrange. I will play a version with 4 Geist of Saint Traft just to test and see what happens. That will determine whether I go 3/1 or 2/2 split.

6-drops are included because any mana dork + Retreat to Coralhelm + fetchland is a guaranteed 4 mana. Tap dork, play fetch and untap dork, tap dork, crack fetch and untap dork, tap dork. Therefore 6 drops are playable T3. A single 6-drop like Sun Titan or Woodland Bellower I think is fine. It works super well with Retreat to Coralhelm and a 6/6 with exalted triggers swinging on T4 is frightening.

Sun titan reanimates lands, retreat to coralhelm, and knight of the reliquary which gives me super resilience. Woodland bellower tutors for the last part of the combo required to insta-win (given that I will have retreat out to play it early). In the late game I guess it can just grab a Smiter or a Geist.

September 23, 2015 9:17 a.m. Edited.

smackjack says... #11

ChiefBell not geist :(. Only green creatures sadly

September 23, 2015 9:21 a.m.

smackjack says... #12

If you have Eternal Witness in the deck i guess Woodland Bellower is better than sun titan? Fetches Knight from library, or if Knight or Coralhelm is in your grave you fetch Eternal Witness. This even returns Path to Exile if you really need it, Sun Titan doesn't. You also get an extra body. Does Titans vigilance and attack trigger make it better than this?

September 23, 2015 9:27 a.m.

Putrefy says... #13

The thing about 6-drops is: what if your opponent clears your ramp/retreat? But you only run them as 1-of so I think it should be fine.

I know you could use the triggers you don't need to tap down blockers, but it still doesn't hurt to leave them on the stack and wait for your opponent to react in some way. Leaving yourself more options is not the worst you could do :)

I must admit I'm intrigued now. I will play some Knightfall too I guess. Looks like a very cool deck :)

September 23, 2015 9:29 a.m. Edited.

smackjack says... #14

Woodland Bellower also makes more sense to cast turn 3 when your choices for Sun Titan is a fetch (or nothing at all)

September 23, 2015 9:30 a.m.

Putrefy says... #15

@smackjack why not both? Imagine the value chain: Bellower grabbing a Witness, returning a CoCo, get Witness into grave, return with Titan. ALL THE VALUE OMG, head explodes.

September 23, 2015 9:32 a.m.

Can't run CoCo with too many 6-drops in the deck though. I'm thinking you either go all in on the combo by adding the 4th Retreat and more creatures by replacing CoCo, or focus more on the agro by using just 1 MAYBE 2 4+ cmc creatures and CoCo.

September 23, 2015 9:35 a.m.

ItsArtayon says... #17

If you go for the aggro plan i think 4 Color Company might be stronger, because Bolt, Nacatl and Wolt Run outweigh the mana difficulties in a deck that runs tons of fetches anyway.

I made a first draft on what i think might be a good direction to take the Deck in: 4C Knightfall

September 23, 2015 9:41 a.m.

Putrefy says... #18

I don't think running 4C just for is worth it. Moreover I don't think this deck wants/needs Tarmogoyf. I modified your list ChiefBell to what I think could be another direction. More midrangey, with more pesky creatures. Knightfall (New BFZ Combo) copy

September 23, 2015 9:45 a.m.

Hessebubb says... #19

Has anyone tested Undergrowth Champion in this shell? Seems like a strong addition for this deck.

September 23, 2015 9:45 a.m.

Putrefy says... #20

@Hessebubb

I think there are way better 3-drops to run instead of Undergrowth Champion. Like Kitchen Finks for example. The Champion is only good if you have Knight and Retreat, but if you have both you don't need it. If you have Knight and no Retreat, it's a worse Knight, so yet again, no merrit in running it. If you have no Knight, it's just a very mediocre 3-drop.

September 23, 2015 9:48 a.m. Edited.

ItsArtayon says... #21

Putrefy, in your Version you have 22 Company targets with 5 of them being dorks. Thats just too low for Company to be effective. Just cut them for some interactive spells and that could work though.

September 23, 2015 9:50 a.m.

ChiefBell says... #22

Updated.

September 23, 2015 12:43 p.m.

smackjack says... #23

one Eternal Witness goes well with Woodland Bellower, and with CoCo of course.

September 23, 2015 3:15 p.m.

ChiefBell says... #24

I fear I would sacrifice too much tempo with eternal witness. There's almost no point at which I'd want to draw one. I'd rather a Collected Company to be honest.

Remember the goal of this deck is to just do 20 damage as quickly as possible.

September 23, 2015 4:01 p.m.

JakeHarlow says... #25

Seems strong. Have you tested it against many Modern decks?

September 24, 2015 3:30 a.m.

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