4 Accorder Paladin -> 4 Sigiled Paladin
4 Knight of the White Orchid -> 4 Knight of Meadowgrain
4 Silverblade Paladin -> 4 Benalish Marshal
2 Hero of Bladehold -> 2 Valiant Knight
2 Hero of Bladehold; 2 Banishing Light -> 4 History of Benalia
2 Dismember -> 2 Declaration in Stone
4 Plains -> 4 New Benalia
4 Plains -> 4 Shefet Dunes
Three Years Later
Growth for this deck is very slow. Since Gideon's inclusion from Battle for Zendikar, there has been very little available for improvement being released in the last few years.
Dominaria ended this long slump with the return of Knight Tribal. This deck's build was getting old and tired, and the influx of new Knights was just what it needed for a major overhaul.
Retired Hero
Eight 4cmc cards is a bit of a glut for an aggro deck, and the new additions from Dominaria has allowed curve to slim down. Out of this deck's two 4-drops, card:Gideon, Ally of Zenikar wins out and remains. He gives everything the deck would ever need or want out of a curve-topper, with his power and flexibility second to none. This only left one other option: Hero of Bladehold.
If there's one thing Hero of Bladehold is terrible at it's Tribal synergy. No immediate board impact, no real team support. Just a threat that wants to do its own thing. I had no issues with this, as having a threat resistant to common removal that quickly closed games is what the deck needed at the time. But card:Gideon, Ally of Zenikar|Gideon is now my go-to 4cmc card, and the new Dominaria cards have better synergy and impact. It was time for the old Hero to pass the torch to the new Knight Tribal cards.
Knights of New Benalia
History of Benalia is the greatest of the new additions from Dominaria. I initially turned down the idea of using History, unfairly comparing to Gideon. That hasty assessment was incorrect. I should of been seeing how it contributes to the deck in its own way instead of judging it based on a Planeswalker's performance.
History's strength is in the power play it sets up. The couple of 2/2 tokens and a +2/+1 boost by itself puts the opponent under a lot of pressure. Multiple tokens stresses 1-for-1 creature removal and the +2/+1 boost can cripple defenses. Add another Knight or two, and opponents without sufficient disruption will be in very rough positions.
Two of Hero of Bladehold's slots were used and both copies of Banishing Light were dropped to make room for History of Benalia. 3cmc removal is really clunky in this deck. It takes away a turn when a Knight could be cast and is often too slow against other aggressive decks. Banishing Light will be better suited in the Sideboard for slower decks with noncreature win-cons.
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I remember first seeing Silverblade Paladin spoiled and feeling excited to include it in this deck. Having a Knight that gave another double strike to one played the turn before was excellent for curving out and increasing damage output. Things have changed since then. There's a lot more Knight tokens nowadays, and Soulbond locked into one creature goes against this new direction.
The best way to boost tokens with Anthems and Lords, and Dominaria didn't disappoint. While functionally more of a Glorious Anthem on legs, Benalish Marshal is the first new Knight Lord printed in 8 years. Being a 3/3 is great as well, as it can do well on its own in combat alongside its fellow Knights.
Marshal's cost is awkward with Mutavault, but this is only a minor hiccup in some games. Nothing completely backbreaking.
A Valiant Placeholder
Knights are a very top-heavy tribe. Most of the best Knights available are at 3cmc or higher. This puts a damper on attempts to lower the curve, as there's not much worthwhile at lower CMCs. The two remaining Hero of Bladehold slots are, for now, being filled by another 4cmc Knight. Going from eight 4cmc cards to six isn't that well of a curve-lowering, but it's a start in a long-term goal.
Valiant Knight from Core Set 2019 has the same late-game potential as Hero of Bladehold, but in a more synergistic way. Instead of being a standalone threat, Valiant Knight can curve out and support its fellow Knights with its Lord boost. Its double strike ability also gives a late-game punch. Even with just a single other Knight, the damage output is relentless.
Two is the loneliest CMC
An ongoing problem with Knight Tribal is that the 2cmc options are severely lacking. Take a look for yourself. That pool is rather shallow, and there have been no improvements since I first built this deck back in 2011.
Fortunately, there is an island of quality in this sea of mediocrity. Both 2cmc Knights had suitable replacements available that better fit the deck's current structure.
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Accorder Paladin was a persistent relic of the original Standard list this deck once was. It remained in the deck for its value as a 3-power creature and its ability to support other Knights. After a fresh look at the existing 2cmc Knights, I settled on Sigiled Paladin, retaining the qualities that Accorder Paladin possesses.
Cards such as Noble Hierarch and Qasali Pridemage are highly valued for the edge exalted provides. It's a great ability for sneaking in damage, boosting a creature to contest with an opposing threat, or to retain damage output while on the defensive. Whether curving out early-game or the last man standing late-game, Sigiled Paladin can utilize its exalted trigger to keep the pressure up.
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With less emphasis on playing 4-drops, Knight of the White Orchid looses its purpose. There little reason to have a ramp effect when there's not much to ramp into. I was also in the market for a Knight that could take advantage of all of the new P/T boosts this deck now has access to.
Knight of Meadowgrain is the best fit for what I'm looking for. Originally, it was a Knight never really cared about. A 'good, but not great' option that was always brushed aside. With so many boosts, Meadowgrain attacking for at least 3 is more commonplace, and the lifegain it provides now more enticing.
To the Pains
Declaration in Stone is another cheap exiling removal spell with the added bonuses of removing multiple threats and clearing away tokens. Like a spell version of Detention Sphere. Opponents get card draw out of the deal, but at least they have to burn mana for it.
Dismember isn't really necessary. It's better in decks that don't have access to solid creature removal, and this deck already has a set of the best creature removal spell in the format. Taxing my life is also a concern, even with Knight of Meadowgrain in the deck. Paying 4 life might not be an option is some situations or may be the defining play that leads to my downfall.
Nonbasic Real Estate
This deck has had a really simplistic manabase since it was created. Plenty of room for improvement, with utility lands both old and new.
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New Benalia provides a scry when it enters, giving this deck some card quality it otherwise doesn't have access to.
4 tapped lands is going to be this deck's hard limit. More than 4 will lead to frequent tempo problems. Not something an aggro deck wants to experience.
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Shefet Dunes has been added to give this deck some late-game reach for when things don't go as planned. The pain caused by producing White mana is a notable concern, but the painless colourless option and Knight of Meadowgrain lessens this worry.
Unfit for Duty
Dauntless Bodyguard has an awful, unintuitive template. Being locked into choosing a single creature that's already on the battlefield makes it easy for opponents to play around and awkward for myself trying to protect an important Knight. Having to chose a creature first also goes against its nature as an aggressive 1-drop, as it can't chose anything when played on Turn 1.
It would of been fine if it simply targeted a creature with its activated ability. As is, it's a clunky mess of a card, and I don't want any part of it.