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Instant, Sorcery, Enchantment, Artifact (14) | |||
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Planeswalker (4) | |||
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Land (24) | |||
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Swamp
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Island
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$13.54€13.490.29 | |||
$12.50€12.210.96 | |||
$11.61€10.260.15 | |||
$0.40€0.220.02 |
$0.490.02 | |||
$5.55€6.210.03 | |||
$6.95€6.565.34 | |||
$0.29€0.270.04 | |||
$0.21€0.130.03 |
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So, Once Upon a Time was banned, and it was really important in this deck. With it, you could play two search effects (eg. Once Upon a Time + Shimmer of Possibility) by turn 2, and be ready to pull off the Repudiate // Replicate + Lotus Field combo by turn 3 very consistently. Without it, even if you replace once upon a time with another search effect, you'll be waiting till turn 4 most of the time. That's not good enough. Even on turn three it was a little questionable, only ramping fast enough to provide a turn 4 cavalier, but on turn 4, you're not even faster than if you just hit all your land drops. And the extra two mana on turn 5 isn't getting you a lot of tempo in this deck, because all your low cost plays are search effects.
In short, this version of the deck becomes too slow without Once Upon a Time. However, I think I have a way to keep playing Cavaliers anyway.
Basically, we have to stop cheating and just play all the ramp creatures our heavy curve demands. Here's an updated decklist (https://aetherhub.com/Deck/Edit/186545)
Original Description
So here's a silly deck revolving around the fact that Lotus Field instantly gives you the color requirement for all the M20 Cavaliers, allowing you to play them all in a single deck. The strategy rolls out in stages, each one jankier than the last.
Step one is to ramp by casting the Repudiate half of Repudiate // Replicate to counter Lotus Field's ETB effect, allowing us to keep all our lands when we play it. If we're lucky we can do this as early as turn two with the help of Gilded Goose. We have Once Upon a Time, and Glowspore Shaman to help us find Lotus Field and Shimmer of Possibility to help find Repudiate // Replicate, so we have a reasonable chance of getting this to work.
In an ideal world, we follow this up with a Kiora, Behemoth Beckoner, untap the Lotus Field we used to play her, and drop one of the Cavaliers that form the core of the deck. For the next few turns we can put down a cavalier or two per turn, while we wait for Cavalier of Thorns and Glowspore Shaman to fill up our graveyard. That's when Knights' Charge comes into play.
The 11 mana it takes to play and activate Knights' Charge on the same turn is very achievable for this deck, and it's typically enough to win the game on the spot. There are two main ways to achieve this, both involving Cavalier of Flame. First, if you have red mana open, you can give all your freshly reanimated Cavaliers haste and swing in for lethal. If your opponent has too many blockers for that, then you can instead sacrifice your Cavalier of Flame to your Cavalier of Night, using Cavalier of Flame's oft-forgotten death trigger to deal damage directly to your opponent.
The Mana Base
We're a Five Color deck, and we rely heavilly on Lotus Field to make that work out for us. But since we won't have Lotus Field for the first few turns at least, our low curve plays can't be in any more colors than a normal deck. We also need to make sure we can cast Cavalier of Thorns without a Lotus Field in play, since that's one of the ways we can find a Lotus Field.
It might be better to stay in simic colors, but Glowspore Shaman is hard to pass up. It's a good early creature that can help fill our graveyard, search for Lotus Field and be brought back by Cavalier of Night.
Aside from that, we have one white source and one red source as well just in case we need them, since we often have our choice of lands with this deck.
Tips & Tricks
Between Cavalier of Thorns' and Cavalier of Dawn's and even Cavalier of Flame's on-death effects, the graveyard is a resource for this deck. Cavalier of Thorns and Glowspore Shaman's ETB abilities are the most obvious way to fill it up, but Cavalier of Flame's ETB lets you discard other Cavaliers or lands, and both Cavalier of Dawn and Cavalier of Night can kill off other Cavaliers to fuel a stronger Knights' Charge.
Be wary of Fabled Passage and your mill triggers when putting a card on the top of your library with Cavalier of Thorns or Glowspore Shaman. There's nothing worse than accidentally getting rid of a card the second you get it back from the graveyard.
If you're playing on Arena with this deck, always manually order your triggers. There's going to be a lot of times when multiple effects go off at once, and the order really matters. Here's a few examples.
Be thoughtful about what color mana you're making with Lotus Field. Two Lotus Fields will pay for a Cavalier with one mana of any color left over, and what color that is can make a huge difference.
Even if you don't have enough lands in your graveyard to win the game with Cavalier of Flame's death effect, keep in mind it can still sometimes be enough to kill all your opponent's planeswalkers.
When Oko, Thief of Crowns inevitably turns one of your cavaliers into an elk, remember that copying that elk with Repudiate // Replicate still gets you a cavalier.
Don't discount the static effect on Knights' Charge. Especially against aggro, the incidentall life drain can be important.
Knights' Charge can be activated at instant speed. If you don't have enough for the instant kill, activating it at the end of your opponent's turn, or during combat, is usually better.
Kiora, Behemoth Beckoner can untap Lotus Field the turn you play it, allowing you to use its three mana with the two mana floated from the lands you sacrifice. This produces 5 mana in total, perfect for a cavalier.
If you really need Knights' Charge back, Cavalier of Dawn can target itself.
Past about turn 3, you'll want to use the Replicate half of Repudiate // Replicate instead of the Repudiate half. An extra cavalier will almost always be better than more ramp once you have at least 5 mana on the board.
Be careful when putting Lotus Field on the battlefield with Cavalier of Thorns. If you don't have two non-lotus lands to sacrifice, it will set you back significantly.
As a final note, you'll want to mulligan aggresively with this deck. If we don't get the ramp combo off early, we're going to end up sitting there doing nothing for the first 4 turns. If your hand has no chance of getting the combo off, ship it back.
Sideboarding
Honestly it's really hard to make cuts from this deck during sideboarding without ruining its consistency, so you're probbably better off in best of one. But here's my best attempt at a sideboard regardless.
Veil of Summer because discard can cripple us early game, and counterspells are bad news late game. It's also a really good answer to Murderous Rider.
Aether Gust to slow things down against Oko, Thief of Crowns, Nissa, Who Shakes the World, The Questing Beast, Skargan Helkite, and Embercleave. We sacrifice a having a more permanent answer to these cards for the flexibility and speed of Aether Gust since we can typically beat the types of decks that are running those cards in the late game.
Realm Cloaked Giant because it's a board wipe we can find with Once Upon a Time.
Pulse of Murasa is a good lifegain spell against aggro strategies, with funny niche applications against reanimator strategies if you happen to face one. Between Fabled Passage, Lotus Field, and Cavalier of Thorns we'll almost always have something we can get back from the graveyard.
Agent of Treachery Because it's a huge power play against slower decks and we have the ramp to play it. Running a couple extra Cavalier of Dawn in this slot might be a good idea as well. It's less powerful, but more synergistic.
In faster matchups you can trim a Cavalier of Flame or Knights' Charge. This weakens our endgame and our offence, but those are less important than staying alive.
Cavalier of Night can come out if your oppenent is light on creatures.
Known Issues
Graveyard hate is bad for us, but it's not the killing blow it is against other graveyard focused decks. If your opponent brings it, just cut Knights' Charge and try to outvalue them with Cavaliers. It still works pretty well.
Hushbringer is basically an instant win for our opponent. I haven't seen it played in sideboards nearly so so much as I expected, so that's good. Still, the fact remains that it shuts off our entire deck, including the only removal we have for it. If it starts seeing more play we'll need Murderous Rider or something in our sideboard to deal with it.
Wicked Wolf is very hard for us to answer. We have no exile effects, and it gets bigger than our cavaliers. Aether Gust can at least slow it down, but short of that we're going to be chump blocking it a lot.
Oko, Thief of Crowns is pretty scary, being able to turn all our cavaliers into elks, and generally being the abomination we all know him to be. He'll be banned soon, and then the Cavaliers will be free.
Final Thoughts
Honestly, this is the most fun deck I've ever built. The joy I get from watching all the triggers pile up when I activate Knights' Charge is among the most fun I've had with Magic.
It can sometimes brick out if your opponent does a good job of answering Kiora, Behemoth Beckoner. And once, in a truly tragic turn, I found myself forced to put Lotus Field onto the battlefield with Cavalier of Thorns (The ETB is not a "may" ability) when the only other land I had was another Lotus Field, resulting in a one-sided self-armageddon.
But even despite this, I still love this deck.
10 comments
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Hey thanks for the feedback.
I guess I doing better now with Brought Back or maybe just lucky.
The reason why I don't use the Goose is because I only have two and no Wild Cards left.
In my mind I don't like using 2 Gooses and 2 Druids.
Cause I like things in 4s etc.
But I will try it now the 2 Gooses with 2 Druids because I guess you are right with the ramp thing.
https://aetherhub.com/Deck/Public/187723
Overall though, definitely solid, and I really like the twist with brought back. Glad you're having fun with the archetype.
26 lands is probably safer in this deck, so good on you being a responsible deck builder, but I've always preferred lower land counts. That's the main reason I ended up using Once Upon a Time over Shimmer.
I'm a little leery on cutting back the number of Cavaliers like you did, but Drawn from Dreams is a good inclusion that probably makes that OK for you.
I'm using Brought Back instead of Repudiate // Replicate.
I feel like it's more fun. Like for example I can sacrifice Cavalier of Dawn when Cavalier of Knight goes in then I can bring it back with Brought Back and voila double removal. Also in that way you can take advantage of land's ETB effects when bringing lands back after playing Lotus field. Here is my version:
https://aetherhub.com/Deck/Public/187428
What do you think?
1) I actually play-tested a version of this deck with 3 Tale's End, and while it did increase the odds of getting the Lotus Field combo off, Tale's End itself was a dead draw 90% of the time.
2) The Lotus Field ramp combo itself is the weakest part of this deck. Unless you have an insane draw with Gilded Goose, you're not getting the ramp off until turn 3, at which point it enables a turn 4 cavalier. That's no faster than Gilded Goose by itself.