
Of The Round 4c
Introduction:
This deck is mostly a trophy deck to show my foils so far and made for flavour plays like .
If left unchecked it does win games, and with a large number of minions and a toolbox of magics they can have some fun in most matchups.
The way I feel my deck differs from other AL Knights is using with and including a healthy amount of water sites to make use of drown.
the Major caveat with this unique decks is lack of consistency across draws so there's an amount of draw i feel is needed to keep a grip of 3 minions most of the game.
The deck boasts 27 unique minions at the time of publishing. And most of the other cards either: enhance my minions5, remove enemy minions5, draw cards5, or provide value from deck or cemetery4.
I'm very excited to play more games where I call upon my loyal knights to do battle with fiends and Avatars from beyond.
Should be more fun to play against than or .
Matchups:
The play against is to play out minions into the spells regardless. get on their site before they get to 4/5 mana and start doing egregious things. Key information, don't clump minions, spread them out, show 5-7 damage a turn with minions and force them to use removal or die, don't play more than that much damage otherwise they'll get more value. and are the wincons, if you have both use one to get a minion on the avatar's site as early as possible, save one for the winning damage. There are 2 s in the deck to find answers to situations it can also find you your . If Uniques with Charge are printed I would likely include them in this deck and note that charge almost ensures damage vs as they aren't removing it before you get a chance to attack with it.
The trick to has been the value it gets from having every land be a better and to effectively counter the opponent's with flipped . Fighting these should be easy as you have an amount of quality minions (minions that have more than 3 toughness). Key points, they will use hard removal don't always show your strongest minion first. and do always display damage, the more damage they haemorrhage the more they'll wish they used that removal on your Elite Sirs. Be ready to defend with and other tough knights, if you have to give up 3 damage to block a please do so, decks with small minions will run charge minions and buff cards like . Ideally you'd want 2 or 3 minions in play: 1 or 2 for offence 1 for defence and maybe 1 for enhancing like , or . A good card against these decks is which will be a removal magnet for you opponent as it stops them from buffing before attacking.
If your opponent is playing a minion deck a mirror to yours then may the best minions win. Less defence is needed there it will be a race. Your opponent may be running some massive creatures try saving removal for the creatures that will get damage in or block damage depending on the race. It's these matchups that make the enhancing cards the most important draws. Weapons give your units the edge they might need and / can sort out your opponents held artifacts to make that attack much sweeter. Play out every minion and keep your Queens safe. and will shine on their own with their minion killing value but the true strength sits with and return effects like and .
If your opponent gets a hold of one of your artifacts just remember that you can force them to drop it and not pick it up if is in play. Be careful playing in this matchup you might need to sus out your opponent in the first game to see if they play or not as you might want to mulligan that site.
Weaknesses:
Notes and considerations
Highlighted by the Weaknesses you may want to sideboard some Aura removal. and are our options so far. What you swap them for is highly matchup dependent, If they're playing Weenies don't swap out the otherwise they'd be the choice, And notably do choose both aura removal spells as an Aura deck is likely to run specifically to remove every copy of one of your aura removals.
Is a card I intend to add to the deck in place of as it can turn off and get rid of the downsides of and .