pie chart

Wilt-Leaf Bant / Aggro Bant Knightfall

Modern* Aggro Combo GWU (Bant)

Purtagio


Sideboard


Maybeboard


I am sorry for providing no nice paragraphing, it's the first time I'm doing this

I haven't tested jet, but the cards are on the way.

Thank you for reading

Knight of the Reliquary + Retreat to Coralhelm Combo in an aggressive Wilt-Leaf List

I see the deck as an aggro decks which applies so much pressure to free up a momentum of tapout/removal shortage to eventually win through a combo, or just win with efficient beaters.I see a problem with many Knightfall lists, which try to be "the next Twin" by getting cute with Collected Company's instant speed to mimic Pestermite, but without a good chance to filter through the deck or interact with the opponent, because Collected Company is so taxing on deck construction. I really liked most Zoo lists which incorporated the combo, but I wanted to try a slightly "bigger" approach.

Main merits of the deck:

  • Turn 3 Combo-Kill of T1: Land + Noble Hierach into T2: Land + Knight of the Reliquary into T3: Retreat to Coralhelm (+ ideally an uncracked fetchland)

  • other aggressive starts through Little Kid/ Wilt-Leaf core in addition to Steppe Lynx abuse (we play more (fetch-) lands than most aggressive decks so it stays big for longer and can get even bigger with Knight of the Reliquary activations)

  • Mana dork + Retreat to Coralhelm + fetch land can provide a lot of mana to power out your beat sticks

  • our beaters outclass most creatures in size (especially through Wilt-Leaf Liege)

  • can adjust to a more tempo or control approach in G2 and G3 through blue

  • We can run a higher number of spell interaction than CoCo decks as we do not rely on the creature count that much. We also can effectively play 2-3 Stubborn Denial over more expensive counters since we probably have enough 4 power beaters (see card choice) for mid- to late game Ferocious

Foreseeable Problems:

  • currently not much resilience ( very few 2-for-1's, card selection and few spell lands) so we might run out of gas quite quickly without an direct way of reach (e.g. Lightning Bolt, Fliers)

  • missing good aggressive 2 drops (I not convinced Tarmogoyf belongs here, since we play too less instants and no single sorcery) and thus are clogged on CMC 3 (already 7 for combo)

Position in the meta game:

  • will be added

Where I could need help:

  • Deciding on going more aggro (and what 1/2 drops to use for that) or not

  • How would Cryptic Command with modes "tap all" + bounce the uncracked fetchland, Knight of the Reliquary or Retreat to Coralhelm during combat step work? Would cryptic be countered if we fetch Sejiri Steppe (in response to any of the targets, which are not Retreat to Coralhelm)? Which mode would happen first? If we want to keep our two lands and fetched for Sejiri Steppe

  • We need any land etb with Retreat to Coralhelm out to untap knight AFTER Cryptic resolved. Therefor any of the targets would work against us

  • Any other ideas and suggestions appreciated ;)

The combo shell (fetches/ shocks/ basics, Retreat to Coralhelm, Knight of the Reliquary and Noble Hierach) as well as the Academy Ruins + Hangarback Walker idea comes from:

http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/632942-knight-of-the-reliquary-combo

Also look at the video, it explains a lot and sparked some ideas.

Card Choice

Alternatives:

Land choice alternatives:

  • reduce shockland count, if we plan on producing mana during combo without mana dork, since we are likely to loose 8 life for full combo (see "mid combo damage scenarios").

  • Main deck Sunhome, Fortress of the Legion over Kessig Wolf Run since we can normally tap 2-3 guys during combo if we don't untap mana dorks too often. This should be enough in most MUs if we can activate Sunhome for the win ; D ; eventually we will need less iterations of the combo cycle and thus take less damage (we still need 4 mana + Sunhome, Fortress of the Legion for activation...). This is important against almost all Lightning Bolt match ups, especially if they are aggressive and/or have Snapcaster Mage

  • Main deck Kessig Wolf Run over Sunhome, Fortress of the Legion: we can have a lot of large beaters ( even more through Wilt-Leaf Liege and almost all creatures are G + W) and thus Kessig Wolf Run might be more efficient against tokens from Abzan / BW Tokens or generally outside of the combo

  • No basic island:

  • we probably don't want Hallowed Fountain all that much, because for an aggressive start we don't really need it (Noble Hierach and Birds of Paradise also produce U and currently the only early game spells with U are Stubborn Denial and Geist of Saint Traft (which might be put to the sidebord for this reason) ). I still want a second blue (land) source main deck for now, so it stays for the next tests

Non-Lands:

Tipps:

Combo Calculations:

  • we can only fetch n - o times (n = plains/forests type lands; o = 3 number of lands serving as outs for unforeseen happenings (Pestermite tapping knight, removal, or even 2 removal etc.:

    • 2x lands for having all 4 colours to cast spells and one for "fetch for forest/plains, untap knight, fetch with knight for Sejiri Steppe" scenario, if needed)

    • --> with 8 plains/forests type land only 5 fetchable lands remain for combo so lands in GY are at most 12 + the ones fetched before

  • Formular for lands in GY at end of combo (if we are at enough life):

    • |fetched before| + (|number of plains/forest type| - 2) * 2

    • in this current iteration of the deck it is: (9 - 3) * 2 + x = 12 + x making Knight into a 14/14

  • taking "mid combo damage" scenarios (assuming no blockers etc.):

    • lagrely depends on the amount of damage you need to deal and the ability to generate mana for Sunhome, Fortress of the Legion activation and therefore on mana dorks and amount of untapped lands.

    • Best Case Scenario: Scenario 1/ T3 Kill for Sunhome, Fortress of the Legion: fetch shock lands tapped, because we have enough mana from Birds of Paradise (therefore no Exalted) and basics fetched + opponent at 20 life: 4 life from cracking fetch lands (--> 8 lands in GY --> 10/10 Knight), red for Sunhome, Fortress of the Legion can be produced by Birds so we lost at BEST 4. This doesn't change if we fetched our first two lands and would not have needed to get more into the GY

    • If we have Noble Hierach we crack the same number of fetches independent of the exalted trigger, but need to fetch Sacred Foundry untapped for R and therefore loosing at BEST 6 life

    • further will be added soon

Sidebord:

Suggestions

Updates Add

Comments

Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 1 Mythic Rares

38 - 6 Rares

9 - 6 Uncommons

8 - 2 Commons

Cards 60
Avg. CMC 2.11
Tokens Angel 4/4 W, Elemental */* GW, Emblem Elspeth, Knight-Errant, Soldier 1/1 W, Thopter 1/1 C
Votes
Ignored suggestions
Shared with
Views