• Welcome, Guest. Please login or register.
    Did you miss your activation email?


    Login with username, password and session length
  • News

    The Rules - It's time you read them if you haven't already.

Cool Stuff Inc - Use code ManaNation10 for 10% off singlesBe our fan on Facebook! Help spread the name of ManaNation.
Pages: [1]
  Print  
Author Topic: Knight of the White Orchid  (Read 135 times)
dute
Newbie
*
Posts: 9


View Profile
« on: October 02, 2008, 02:35:55 PM »

Knight of the White Orchid is obviously an exciting card. I want to hear peoples' ideas about how to best build around it.

My first thought is that it usually shouldn't be a 4x. If you draw one, and you have less lands, great! Let's say you draw another. The mere fact that you've played one decreases the odds that the second will be worthwhile. You'll be longing for a Knight of Meadowgrain.

The next thing is how to build around it, if you do want four. What deck will always have less lands? Well, a land-sac engine! So I can see a nice deck that really takes advantage of Shard Volley. So let's brainstorm! What other good uses are there in standard for this new Knight?
Logged
Chopperdave
Full Member
***
Posts: 128


View Profile
« Reply #1 on: October 02, 2008, 03:49:43 PM »

He really only belongs in a weenie strategy that is land light.....unfortunatly, even the weenie decks in standard(kithkin) play 26 land......I think hell find his place in legacy and extended not so much standard.
Logged
BassmanARW
Full Member
***
MTGO: Darkwolf280
Posts: 211


View Profile
« Reply #2 on: October 02, 2008, 08:09:55 PM »

Light From Within!!!!!!!!!!!!!!!

Lands = 24

Dudes - 26
4 Knight of the White Orchid
3 Ranger of Eros
3 Hearthfire Hobgoblin
4 Knight of Meadowgrain
4 Figure of Destiny
2 Burrenton Forge-Tender
4 Kitchen Finks
2 Reveillark

Cool spells - 10
4 Light from Within
2 O-Ring
4 Unmake

Curve
1 drops = 6
2 drops = 8
3 drops = 13 (Hobogoblin could be cut to reduce this a bit)
4 drops = 7
5 drops = 2

Other ideas:
Oversoul of Dusk - With LfW out you have a 10/10 with pro black, red and blue. Hits once = game most likely

Divinity of Pride - With LfW out you have a 9/9 flying lifelinker. Sweetness

Although it is essentially Light From Within.dec, all the cards are good enough to hold their own without it. Reveillark gets back almost everything, Ranger of Eos gets 2 Figures or Forge Tenders if you are playing Red. Alternatively, Forge tenders could stay in the SB with 2 Arkasan Squire or whatever the new 1/1 exalted dude is called MD.

LfW fits the curve perfectly and honestly seems better than Kithkin for standard constructed.
Logged

Chopperdave
Full Member
***
Posts: 128


View Profile
« Reply #3 on: October 03, 2008, 08:38:09 AM »

Not to be a party pooper but explain to me how this is better then kithkin....also it seems like you only have 2 outs against colossus you might wanna fix that as he will be everywhere.
Logged
BassmanARW
Full Member
***
MTGO: Darkwolf280
Posts: 211


View Profile
« Reply #4 on: October 04, 2008, 04:36:02 AM »

The problem with Kithkin is that it lacks card advantage and as soon as it hits top deck mode it will probably lose. This deck has more efficient creatures overall and gives you CA with Ranger of Eos, Orchid, and Lark. With LfW you don't auto lose if they Firespout and you dont have a Forge Tender in play so you have both LfW and Forge Tenders to help stop red.

As for the answers for Colossus it just depends on your metagame. If you see more Colossus then just run 4 O-ring and 2 Unmake - perhaps Crib Swap if that is your preference.
Logged

Pages: [1]
  Print  
 
Jump to: