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Abzan Grind (Best Build Corpse Knight #1) 1v1 (Standard)

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Decks current record: (I will continue to update this after upgrades)
4-1 This is for the original version in comments section. (Lost to mono-red, burned me out after I stabilized).

I played Corpse Knight a lot at the end of the previous standard. I've found it to be a reliable wincon and fits well with my play style. I thought I would do a little series of decks testing out how Corpse Knight plays.

Why build these decks?
To be honest, a big reason is already owning a lot of the key cards. While I'm waiting to build up my collection of ToE cards, this is a good place to be.
The decks do a lot of incidental damage and sneaks out a lot of wins in stalled board states.
*the decks I've played with Corpse Knight always have multiple ways to win depending on what the opponent offers.

Why play Abzan with Corpse Knight?
*I'll get into it more below, but adding green opens up some powerful toolbox cards.

What are the core W/B cards for Corpse Knight decks?

1) Sorin, Vengeful Bloodlord.
Sorin fits right in with the incidental damage theme. Stall the board and let the pair just win in a slow grind of ticking up and playing creatures.
The opponent has to kill your creatures, Sorin gets them back. Makes the opponent have to think twice about killing certain creatures with good ETB's.
*The lifelink is so underrated. I finish almost every game with a higher life total than I started with.

2) Murderous Rider.
*It's everything it has been made out to be and more. It has killed so many valuable threats for me this past week in multiple decks.

3) Hero of Precinct One (a token generator creature)
*Almost every other spell generates a creature with hero and games that start t2- Hero, t3- Corpse Knight + scry land thend to go very well.

4) Mortify
*It may just be in my games on Arena, but I am actually seeing more crazy enchantments then I am planeswalkers. This may change as people get away from testing new cards and realize the format is loaded with awesome PW's. But for now, Mortify has been strong.

5) Despark
*the safety valve for the biggest of the baddies.

What has green given the deck access to?

W/G
1) Trostani Discordant
The best green addition to the deck. Both Corpse Knight and Hero love it.
The pump is very valuable in turning on attacks.
*It pairs so well with Sorin. Opponents want to remove Trostani so bad, but Sorin bringing her back is devastating.

2) Knight of Autumn
I almost always just take the counters, but having access to blowing up enchantments has been huge.
I have ran into a couple Emry decks and I assume Gates will still be a thing, straight destroying big artifact creatures is fun.

3) Flower // Flourish
I have never cast Flourish, but it has the potential to end games in stalled board states.
Flower is solid mana fixing and allows me to cut a land while adding a multicolored card for Hero.

4) Emmara, Soul of the Accord
*In theory Emmara looks like a good fit. In practice she just sits on the board doing nothing. Without a way to tap her without attacking she is pretty vanilla.

5) Tolsimir, Friend to Wolves
*Looks like a powerhouse in the build, but I have simply not had it be a factor for me. This id due to a small sample size, I just haven't had the card in hand in many games. Two creatures + removal + multiple triggers looks like a solid payoff to me.

6) March of the Multitudes
Serious potential for a blowout with all the triggers and Trostani.
In all honesty, it is a little win-more. Usually it is either too expensive to cast or or your already way out in front.

B/G

7) Garruk, the Huntsman
He was the last card I added to the deck, I was worried 6cmc was too high in a deck without mass removal. I have not found that to be the case at all since I gain so much life and almost always stall the board.
Garruk has been game over every time he hits the board. Making two tokens every turn is huge in any deck, but getting two triggers every turn for Corpse Knight is killer.
*Removal and card draw in a package together is a pretty big second option.

8) Find // Finality
Find has not been as important in the games I've played as I feel it will be when the format rounds out a bit. Getting back the decks engines will be very important.
Finality is an afterthought in the deck. I've had to play it once, and that was the game I lost. It's just not what you want to be doing.

9) Assassin's Trophy
*A lot of the time, any creature removal would do. There are so many nasty enchantments out there and at some point PW's will step forward, I just like having the backup plan.

10) Status // Statue.
*Getting into overkill territory here. I'm thinking that this or Trophy can be cut.

The mana base
Scrying has been great at fixing topdecks and the deck is slow so it rarely ever effects curve that much.
Shocklands are not so shocking (horrible) since the deck tends to gain life pretty easy in the late game.
*You need to play plains and forests for Flower, but that is fine because we have 16 black sources already from Shocks and Temples.

What changes would I make?

1) Emmara has to go. She just does nothing. I never played Cruel Celebrant because the deck is not about sacrificing, however it could be a fair substitution. There are just not a lot of good 2cmc multicolored options.

2) March of the Multitudes. I can't find a multicolor option that is a strong replacement.
Harmonious Archon is an option if you want to go really big. It adds three creatures and will make most of the creatures the deck plays bigger. My tokens are viable threats now, while your opponents creatures will on average get smaller. High cmc though.
Seraph of the Scales is an option. Decent creature at 4cmc (deck is light in the 4 slot) and if it is removed gives us some tokens to cause triggers.
*Doom Foretold takes the deck in a different direction. I would have to remodel the deck completely for it to work in my favor.

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Questo mazzo era legale in Standard (Stagione Oct 2019 — Sep 2020).

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