Hello happy folks I hope your day is going super mega well! Today I wanted to try out a Templar Knight deck in Commander! This uncommon White dork can be in as many of these decks as possible, even in Highlander and Commander brews!
They cost two have a 3/1 vigilance body and tap five untapping and attacking of these for Tinkering a legendary artifact to the battlefield from your library! You can have any number. Note they don't sacrifice, so once they are here, they keep it up! This is my first time building around one of these like Relentless Rats. Let's see how it breaks down!
Here's my Commander:
She costs five, has flash and convoke, double strike, and gives your tapped stuff hexproof to protect them from removal or interaction.
Let's get this deck a-started!
Mana, Ramp, Lands
Let's start with the boring stuff for Commander of mana rocks, ramp and Magic! Ideally mana rocks with that legendary supertype! The four-drop ETB tapped legendary one taps for White equal to our devotion count! I also tossed in Nykthos! Note this doesn't have a two mana tap tax like the Shrine. The Throne-costs five, taps for four for mono-White stuff only and then with three White mana to draw two! Love it here loads since it's legendary!
Note that Wand of the Worldsoul is not a legendary but you can tap it for free to make your next spell convoke. With a five-cost legendary we can drop it turn three and then her turn four. Sword of the Animist equips for +1/+1 and then when it swings you ramp a basic land tapped to the battlefield! I also tossed in Bitterthorn.
We need a bit of cost reduction, so enter Oketra's Monument for your White dorks and then when you cast them you can make a free 1/1 Warrior! The Celestus turns to day on arrival and will draw and discard and gain that life too! Then at sorcery speed tap it three mana to swap and do so again!
Let's finish rocks with this pair! The three-drop will turn card draw with an empty hand into two and then life gain when low into twice! Great stuff there! The two-drop legendary will tap for colorless and when your legendary dork arrives to Equipment for three to give it +3/+3 and no other abilities. Great for Warriors from your Monument above.
The Standard-legal Three Tree City will choose Human on arrival which our Knights and Commander are, and then tap for their count here! Only one dork isn't randomly Human. Then Eiganjo Castle will ETB untapped and then taps with a White to prevent a pair of damage to our Commander or other legendary stuff, when our leader is a key combat damage win con that's great here! And since we are in Mono-White, I tossed in Emeria, the Sky Ruin! It'll return your best dead dork in your upkeep to the battlefield from your graveyard if you have at least seven. Love it here loads! Minas Tirith comes in tapped usually and can tap for mana or with two to draw that precious card if you attacked with at least a pair, easily done! I also tossed in War Room to draw here too.
The legendary land taps for colorless, and in your upkeep you'll gain that life with enough artifacts. Then you can tap and sac this with the cost of four mana to Tutor an artifact to your hand. Sure, you'll have to hardcast it but that works here. I also tossed in Buried Ruin to sac and recur one that died. The common ETB taps and taps for your color identity mana then when you tap it for a Human? Scry! I also tossed in Cavern of Souls to make them uncounterable when you use its mana.
Synergies and Win-Cons
Now let's turn to synergies and win-cons! Akroma's Memorial is a classic that gives our stuff haste for swinging now, great to trigger a Templar Knight tapping that needs them to attack as well as flying the best evasion, vigilance if they weren't a Templar, first strike to abuse that high power low toughness and then two protections to swing through many a defense. The five-drop legendary Thrumming Stone gives the spells we cast ripple 4. Basically, we'll reveal when cast a spell the top four and then cast all the same name for free. Don't use this unless you are casting a Templar Knight since we don't want to give up our deck.
Now let's turn to three more legendary pieces of Equipment! The two-drop will equip our Commander or another legendary for three and then Knights for seven. They have size boosts equal to your land count! The twelve cost equip legendary only this time for just two, with a cost reduction equal to our total mana value of ours historic - pretty good here. Then the equipped dork gets vigilance and +10/+10 in size, nasty! Then the seven-drop has living weapon and gives a +5/+5 size, first strike, indestructible (has it itself), and trample and then the combat damage trigger to exile what was killed. It equips for seven. All of these want to be on our Commander for a win-con with her double strike and Commander Damage.
Now let's turn to synergies. Since everything save two supports are randomly Knights, let's run the mono-White Knight lord Knight Exemplar here! She'll pump them and then also help to keep them alive with that indestructible given to them too! Thousand Moons Smithy costs four and on arrival makes a White Gnome Soldier artifact dork with size equal to your artifact and critters too! Then you can tap five untapped artifacts and/or critters to flip this and then turn into the land Barracks of the Thousand that taps for White and when you use its mana for artifact or dork? Make another Gnome Soldier! You'll want to do that...fast. Grab this early and then tap your Knights next turn for the Beater and make this the Barracks and then kill fast as you fill that board!
Let's finish with more synergies! The three-drop flash lady Masako the Humorless has Human types! She's also 2/1 and legendary. Then your tapped stuff can block. I thought about running her as my Commander but felt everyone would see that trick coming and then plan around her.
The six-drop artifact legendary artifact Staff of Eden, Vault's Key will recur a dead legendary permanent from any graveyard to the battlefield under your control. If you grabbed your foes, or control with other things that steal their stuff, tap this to draw equal to them you control. And Brilliant Restoration will recur all dead artifacts or enchantments, but we don't have those here. Then we can keep up the pressure after a board wipe!
Answers and Card Draw
Since my deck doesn't have much space, here are my answers and card draw in one section. Since Templar Knights need to swing to mass tap, I wanted to give them protection from all colors since that's the best we can do not in Blue. You can also use this reactively to answer mass or targeted removal too. The best is four-cost above with our Commander to give them both halves, so protection from all colors, flying, vigilance, double strike to kill fast, and then lifelink for mass gain with double strike, and indestructible too! The three-cost uncommon just gives your team protection from one color, but you can cycle it if not needed. Then the one-cost gives just your White stuff this time protection from that one color. People might not expect a one-mana mass protector there, so keep it ready until the last moment.
The modal spell land dork Witch Enchanter is a four-drop that ETBs and then destroys an artifact or enchantmetn! It's a Disenchant on a stick, and...Human! The three-drop 2/2 legendary artifact creature (tutorable) Yes Man, Personal Securitron taps to draw you two cards, and then swaps to a foe you can control of this and then it gets a quest counter. When this dies make a 1/1 White Soldier for each quest counter here.
Now let's turn to mass removal...this pair! The just printed three-cost sorcery will destroy all tapped or untapped dorks. You can use that prior to swinging and take out tapped things so that they cannot attack back or post combat and swinging and tapping out with your Knights to destroy the untapped stuff. The two-drop legendary artifact taps to put counters here. Then you can sac this to destroy all nonland permanents with that mana cost, and then tap and remove ten counters to shoot a target for 10 damage.
Card draw time! The four-drop legendary, has indestructible, and you can tap it to toss a burden counter and draw equal to the counter count. Then in your upkeep you'll lose life equal to the counters. I don't normally like it due to its cost on the secondary market but here you need it run it. We have to have it. The six-drop legendary will make people unable to use their loyalty planeswalker abilities. We aren't running them here. Then in your upkeep draw, your spells are cheaper so it's ramp, and then your dorks are bigger.
The five-drop mana rock legendary ETBs and you draw two cards or to kill a dork. It's colorless on the front so that's is color identity for merge cards, not Blue or White. Then it taps for two colorless. The six-drop will make all of your spells uncounterable, yay! Then you can discover five in your end step which will draw if you don't want to cast, hence I count it here.
Ready for that decklist?
Commanding Templar Knights!!!
Templar Knights EDH | Commander | Abe Sargent
- Commander (1)
- 1 The Wandering Rescuer
- Creatures (29)
- 1 Knight Exemplar
- 1 Masako the Humorless
- 25 Templar Knight
- 1 Witch Enchanter
- 1 Yes Man, Personal Securitron
- Spells (10)
- 1 Akroma's Blessing
- 1 Akroma'a Will
- 1 Ascend from Avernus
- 1 Brave the Elements
- 1 Brilliant Restoration
- 1 Generous Gift
- 1 Mass Calcify
- 1 Razorgrass Ambush
- 1 Sejiri Shelter
- 1 Split Up
- Artifacts (25)
- 1 Akroma's Memorial
- 1 Bitterthorn, Nissa's Animus
- 1 Blackblade, Reforged
- 1 Chimil, the Inner Sun
- 1 Excalibur, Sword of Eden
- 1 Kaldra Compleat
- 1 Nyx Lotus
- 1 Oketra's Monument
- 1 Phial of Galadriel
- 1 Predator, Flagship
- 1 Sceptre of Eternal Glory
- 1 Sol Ring
- 1 Spear of Heliod
- 1 Staff of Eden, Vault's Key
- 1 Sword of the Animist
- 1 The Celestus
- 1 The Filigree Sylex
- 1 The Immortal Sun
- 1 The Irencrag
- 1 The Mightstone and Weakstone
- 1 The One Ring
- 1 Throne of Eldraine
- 1 Thrumming Stone
- 1 Thousand Moons Smithy
- 1 Wand of the Worldsoul
- Lands (35)
- 1 Arch of Orazca
- 1 Buried Ruins
- 1 Cavern of Souls
- 1 Demolition Field
- 1 Eiganjo, Seat of the Empire
- 1 Eiganjo Castle
- 1 Emeria, the Sky Ruin
- 1 Geier Reach Sanitarium
- 1 Inventors' Fair
- 1 Mikokoro, Center of the Sea
- 1 Minas Tirith
- 1 Myriad Landscape
- 1 Nykthos, Shrine to Nyx
- 1 Path of Ancestry
- 1 Rogue's Passage
- 1 Three Tree City
- 1 War Room
- 1 Windbrisk Heights
- 17 Plains
There we go! I hope you enjoyed this! I have three modal spell Magic and 62 cards, I pulled two basics for mana rocks. Then once your mana is set with Templar and a cast Commander, you can drop all sorts of good stuff. I needed card draw bad, so I added every feasible one to my land base, save for Bonders' Enclave, like Arch of Orazca. Then I also tossed in Rogue's Passage for unblockable with The Wandering Rescuer and more.
Enjoy this much, I think it's pretty different!