Your scout lays a blood-spattered map before you, pointing to a chain of mountains you have come to know well. After many months of battle, you have finally located their lair.
"They wait for us here," she says, her eyes still keen, even after days of fighting and scouting in the goblin-infested crags and cliffs. "The area is large enough for dragons to hide, however. There are big ones here. I have seen evidence of them."
Turning to your field marshal, your eyes narrow. "Have the skyhunters arrived yet? We'll need their support from the air before we move in."
"They will be here before nightfall, my liege. Our falcons have confirmed it." The paladin's armor is scarred by great claw-marks. "The exemplars to the north stand ready to strike as well; they await your command."
"Very well," you say grimly. "Send a falcon north. Tell the commander there that we strike at dawn." Suddenly, a flaming body hurtles through your tent, followed by the sound of the sky being torn asunder. You hear the ringing of the alarm bell as your squire rushes in, holding your sword.
"Dragons, my liege. Hordes of them! Hurry, the sky blackens!"
What Knights lack in size (at least, relative to dragons), they make up for in efficiency and teamwork. With a coordinated effort and a sound battle plan, your band of skilled swordsmen will slay the Dragons!
This deck is about strength in numbers, so get those Knights onto the battlefield. Several of your best creatures cost two white mana to cast, so having two white mana on turn two or three is very important. Even though it might feel like a waste, don't hesitate to play as your first land if it means you'll be able to cast one of your best creatures, such as or, on turn two.
Don't underestimate how useful your lands can be. has a drawback that forces you to return a land you control when it enters the battlefield. If you return to your hand for a second use, you can turn this "drawback" into an advantage. Furthermore, because gives you access to the same mana but with fewer lands, it helps you set up 's -fetching ability and makes an active card later into the game.
is the perfect synthesis of brain and brawn, able to go toe-to-claw with the fiercest dragons while at the same time possessing an arsenal of trickery. An early means it'll hit the battlefield as a 3/3, and it can only get bigger from there! Its ability to turn s and into other lands means you can summon an ally to the battlefield in , give a creature protection from red with , or simply accelerate your mana by trading a just-tapped or for an untapped one!
Your removal is limited so use it carefully. You have many more creatures than your opponent and they are generally better in combat, so frequent attacks to bloody the battlefield will allow you to conserve your few removal spells. With the initiative and a handful of powerful tricks, you'll put even opposing Dragons on the defensive—although and should still be destroyed or exiled as soon as possible!
Who says Knights have to fight with swords? Certainly not these Knights, whose weapon of choice is the awesome . Combining a significant power increase with trample and lifelink, the Warhammer turns even the most youthful Knight into a Dragon-clobbering powerhouse! Creatures with first strike are virtually unbeatable in combat when wielding the Warhammer and the life you'll gain makes it difficult for even 5/5 Dragons to keep pace in the damage race!
KNIGHTS
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Your slumber was deep, filled with dreams of centuries past when all humans knew their place and paid tribute befitting your might. That sleep was broken by the song of your dragonspeakers, kneeling before you with news of a human incursion. This time the humans have come deep into your realm.
"They surround us, Great One," one of the dragonspeakers says. "Their net grows tighter each day."
Another shaman kneels at her side. "They hack through our cinder walls and our ragers have yet to break their lines.
Give us a sign of how to proceed, master." A mass of screeching goblins are brought before you, each one a tasty morsel for your ravenous hunger. In one giant gulp, ten or more vanish down your gullet while you crush others in your massive claws. You flex your enormous wings, swallowing the rest of your bloody tribute and releasing a thunderous bellow as the urge to unleash dragonfire courses through your body.
"It's the sign! See how she's eager for war!" Your dragonspeaker shrieks in anticipation. "Assemble more goblins, for she is ravenous, and prepare the pyres to summon the hellkites!"
What Dragons lack in speed, they make up for in overwhelming force and destruction. Your opponent will be the aggressor early on, but if you can keep things close in the war of attrition, the plucky Knights will be reduced to ash.
Priority one is staying alive. Early defense like, , and are critical to your survival, absorbing damage meant for you and hopefully taking down some early Knights. can provide a significant life boost, especially if cast on turn two. Your most powerful spells cost five mana or more, and several others scale in power with the number of s you control. Take advantage of and the basic landcycling ability of when you can. and , with its ability to turn Goblins into red mana, can provide short-term solutions to your mana needs and are worth saving for emergency bailouts, like a kicked or an early .
The Dragons deck contains three very powerful enchantments: , , and . can promote the lowliest Gobin to Dragon-like power (and toughness!), while makes your flying creatures even more lethal. lets your smaller creatures join in on the firebreathing fun.
Although an opposing may seem like an unstoppable threat against your deck, you do have a few ways to defeat it. , being colorless, can keep it in check while you ignite the skies above. Colorlessness is also a feature of your best weapon against the troublesome Knight—. And don't be hesitant to borrow a Knight of your own to battle with via .
Finally, there are the Dragons themselves, both the best creatures and most effective removal in your deck! It is usually better to incinerate creatures when or enter the battlefield. Left unchecked for a few turns, each of your larger Dragons can easily burn its way to victory.
DRAGONS
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