Operating from the shadows, but still at the highest levels of government, the Templar Knights are a near-mythic organization responsible for manipulating world governments from behind the scenes. In 168澳洲幸运5开奖网:Magic: The Gathering's Assassin's Creed Universes Beyond set, yo🐲u can use them to tutor legendary artifacts directly into play.

Every Card In Magic: The Gathering's Universes Beyond - Assassin's Creed
Nothing 🌳is true, everything is permitted in Magic: The Gathering's Universes Beyond: Assassin's Creed.
Templar Knight brings the Rat Colony style of deckbuilding to white for the first time, allowing you to build a unique mono-white or multicolor deck focused on flooding the board with knights and legendary artifacts. Help✱ the💞m complete their quest to rule the world, starting with your Commander pod.
What Is Templar Knight?
Templar Knight is a 3/1 white Human Knight creature that costs one generic and one white mana. It has vigilance, allowing it to attack without tapping, and the ability to pay one white mana and tap five attacking Templar Knights in order to search your library for any legendary artifact and put it directly into play.
Tapping five copies of a creature is a tall task even in 60-card formats, which allow four copies in the deck. In commander, where only one copy is allowed, it would be nearly impossible without Templar Knight's final ability, which allows you to include any number of copies in your deck.
Much like 168澳洲幸运5开奖网:Slime Against Humanity and similar cards, Templar Knight is just begging for a deck to be built around it. And of the handful of "any number" cards that have been printed, it may be the simplest to build a deck around: Templar Knight is cheap to cast, and can tutor for a variety of powerful Equipments to protect and emp𓆉ower your growing army of Templar Knights.
Choose Your Commander
Building around a specific non-legendary card is a little different from building around a specific commander: Your commander is always available from the command zone, while your other cards are buried in the deck. The singleton format means you may go several games without seeing the card that inspired the deck, but with cards like Templar Knight and Slime Against Humanity, which allow you to us🎃e any number, that concern is alleviated.
You'll still need to choose a commander, though, and since you can only include cards that match the commander's color identity, you'll need to pick one that at least contains white. You should also consider synergies with your deck, specifically looking at what the cards you've already chosen care about. In the case of Templar Knight, that's Humans, Knights, and legendary artifacts.
White has a lot of support for both Humans and Knights, specifically buffing both. Blue is more interested in artifacts, potentially giving you 💦a hand getting your legendary artifacts into play or protecting them from your opponents' spells.
Black adds recursion, allowing you to bring your dead Knights back into play, along with additional draw options, while red adds haste options and some solid red artifacts to the pool. Finally, green is happy to buff everything that you can get into play, and doe♎sn't𓆉 care much about creature types.
White
Mono-white offers several powerful options for commanders which could easily fit into your 99 if you don't pick🃏 them tꦦo lead the charge.
Odric, Master Tactician doesn't offer any real buffs to your Templar Knights, but he allows you to choose how your opponents declare blockers. You can swing wide and make sure they remain unblocked, or throw all the smaller creatures they're trying to protect directly into the c🍰harge.
Boromir, Warden of the Tower offers a layer of protection, countering all spells your opponents cast if they didn't spend mana on those spells. That means alternate costs like paying life, ripple, and suspend are all dead in the water. Boromir can also be sacrificed to make all of your creatures indestructible, setting you up to have a strong pℱresence in response to a board wipe.
Paladin Danse, Steel Maverick has a similar ability, exiling himself to make your humans indestructible, but trades the counter ability of Boromir for lifelink, making him an inferior version unless you have lots of Knight synergies.
Azorius (White/Blue)
Elder Owen Lyons is another Human Knight that cares about artifacts. He makes a good clutch commander, because you can cast him from the command zone any time you need to retrieve an important artifact out of your graveyard. His Azorius color identity also gives you access to blue's catalog of draw effects, counter🧔spells, and a handful of legendary artifacts for your Templar Knights to search for.
Boros (White/Red)
The daughter of Elder Owen Lyons, Sentinel Sarah Lyons still cares about artifacts but is more combat-oriented. She'll give all of your creatures +2/+2 each turn that an artifact comes into play under your control, and then deal direct damage to an opponent equal to the number of artifacts you control when she attacks with a couple of companio𒐪ns.
Sentinel Sarah Lyons's second ability doesn't trigger✱ each time an artifact comes into play, so she'll only give your creatures a maxꦍimum of +2/+2.
Selesnya (White/Green)
Green likes +1/+1 counters, and white likes Humans. Put them together, and you get Kyler, Sigardian Emissary, who will gain +1/+1 counters for every Human you put into play and make your other Humans stronger based on how many counters she has.
Kyler is an excellent example of the hybrid go-wide/Voltron strategy Templar Knight enables, enc෴ouraging you to play as many creatures as possible while still growing onꦚe to enormous sizes.
Mardu (White/Red/Black)
Syr Gwyn, Hero of Ashvale gives you the ability to attach Equipment to your Knights for free, a⭕nd adds some much-needed draw by tr𝓡ading one life for one card for each of your equipped attacking creatures.
Unfortunately, she's a little expensive at six mana, and equip cannot be used as an instant, so if you use your Templar Knights to find a legendary Equipment, you'll need to wait until theꦛ next main phase to equip it.
Esper (White/Blue/Black)
Sidar Jabari of Zhalfi♒r is an excellent choice for a Knight typal deck thanks to his eminence ability, which will let you draw and discard whenever you attack with a Knight.
He never needs to enter the battlefield for this ability to work,꧋ but if you put him into play and attack with him you'll be able to draw a card, discard a creature, and then put that c꧂reature into play.
Building Your Deck
A Templar Knight deck can easily work as either a typal deck or as an artifact tutor deck. Once you have five Templar Knights in play, you'll be able to tutor for powerful legendary artifacts such as Akroma's Memorial and Horn of Gondor and put them into play without paying their mana cost, so your goal should be to get five Templar Knights into play as soon as possible.
Your Templar Knights can only find legendary artifacts in your library, so you'll still need some extra mana to play an𒅌y that you accidentally draw. It's also important to include some removal options and ways to draw some extra cards, in case you run out of Templar Knights.
Ramp
White doesn't have as much land ramp as green does, but there's a fair amount of catchup available if you're behind any of your opponents. Most of this type of ramp is sensitive to your board state, thoug🅘h, so you need to keep an eye out and make sure you don't play a land that will cause you to miss a trigger.
Land Tax is a good first-turn play which will start to pay off as soon as any player controls more lands than you. It won't accelerate your mana base, but you'll hit every land drop for the first several turns. This enchantment works best if you don't go first, so that you🐠 can start tutoring lands as soon as your second turn begins.
Knight of the White Orchid will help with your typal effects, since it shares both Human and Knight with Templar Knights. If you play it when an opponent controls more lands than you, you'll get to search your library for a Plains and put it into play untapped. Doing this on your third turn before you play a land meanಌs you can play one for the turn afterwards and have enough mana available to cast a Templar Knight.
Archaeomancer's Map is a really solid catchup card: Each time an opponent gets a land, you can play one from your hand if they have more lands than yo⛦u. Combined with L♑and Tax, this should keep you caught up to pretty aggressive green ramp decks, but may fall behind landfall decks if you can't keep drawing more lands.
On top of land ramp, white offers a fair amoun🐭t of Treasure generation in the form of "taxes," effects that pay off for you, usually without negatively ꦍimpacting them.
Smuggler's Share is a solid addition if your normal pod plays a lot of green or landfall effects, because it provides a Treasure token each turn that an opponent has two or more lands come into play. If they played a forest and then Cultivate, you get a Treasure. Drop and pop Ev♕olving Wilds? Treasure. Plus, Smuggler's S🅰hare will also get you reliable card draw!
Players don't usually stop at one spell, so Monologue Tax can be a reliable source of Treasure tokens. Each time an opponent casts a second spell on a turn, you get a Treasure token. Best case scenario, yౠou can get three Treasures on a really active turn, and your opponents will barely notice until you're ready to pop your hoard.
Finally, Smothering Tithe is a staple that will earn you a Treasure token almost every time an opꩲponent draws a card. At four mana, it's likely to pay for itself between the time you cast it and 💞when you untap your lands on the next turn.
A reliable source of extra lands is Realmbreaker, the Invasion Tree, which allows you to mill three cards from an opponent's deck and then put a land from their graveyard into play. You can use this to get lands that they've already got in their graveyards, such as fetch lands, or you can mill and hope to get something useful. It is also notable ✨for being fetchable with Templar Knight, since it's a legendary artifact.
Draw
On top of Smuggler's Share helping you keep up with your opponents' card draw, th💙ere are also a few recurring options to keep adding new cards to your hand.
Esper Sentinel is another staple, functioning similarly to Rhystic Study at a lower cost and with the restriction that it only applies to noncreature spells. Still, this is likely to either draw you several cards before an opponent deals with it, or it will slow them down a little as they pay Esper Sentinel's power to stop you 💫from drawing. Equip it with something to raise its power to make that an even tougher choice.
Five Templar Knights need to attack in order to be able to use their tutor ability, so you should be swinging with them all the time. Chivalric Alliance will reward you with a card draw every time at least two of your creatures attack, earning you reliable card draw. You can also use excess mana and cards 🦂to create 2/2 Knight to𝓰kens.
Glimmer Lens functions similarly to Chivalric Alliance, but it's an Equipment that needs to be attached to one of the attacking creatures. It is a little cheaper and comes with its own 2/2 Rebel token to atta🎃ch to, and since it's an artifact, it synergizes with Elder Owyn Lyons, Sentinel Sarah Lyons, and other creatures and effects that look for artifacts or Equipment.
One of the best draw options is The One Ring, which you can tap for an ever-increasing number of cards. This is a solid addition to most decks, but with Templar Knight it has extra synergy: Since The One Ring is a legendary artifact, you can 168澳洲幸运5开奖网:reliably tutor it into play!
Shining Legends
The requirement that the artifacts be legendary is limiting, but there are some incredibly powerful ones that synergize so well with🌜 the deck that they're must🔯-haves.
Thrumming Stone is the most important artifact in the deck. Thrumming Stone is almost useless in commander, unless you're using one of the "any number" cards, in which it becomes ridiculously powerful. If Thrumming Stone is in play, whenever you cast a spell, you can reveal the top four cards of your library and play any copies you find there for free. With a deck full of Templar Knights, two mana can mean putting 30 creatures into play!
Templar Knights can easily go wide, and there are legendary artifacts for that strategy. Akroma's Memorial will give all of your creatures flying, first strike, trample, haste, vigilance, and protection from black and red, making each of your Templar Knights into a ൩mini-superman. Meanwhile, Horn of Gondor allows you to double the numbe𒐪r of humans you control over and over again.
Temple Knight can be activated any time during combat, so you can declare an attack and then tutor up Akroma's Memorial to give them flying and protection from red and black so that your opponent can't block🌄. Or allow blockers to be declared, then tutor it to give them first strike and wreck your opponents' board.
Templar Knights c🔴an also be built to go tall, using their legendary artifact tutor ability to fetch legendary Equipment cards. Syr Gwyn, H🉐ero of Ashvale is an excellent commander for this playstyle, since she allows you to equip anything to a Knight for zero mana.
Even better than Syr Gwyn is Hammer of Nazahn, which allows you to attach each Equipment that comes into play directly to a creature, ignoring the equip cost. This won't make it cheaper to move the Equipment to another creature later, but it does enable combat tricks of attacking and then equipping a big weapon to whatever creature wasn't blocked at instant speed.
Good Equipments to consider for these kinds of combat tricks are Excalibur, Sword of Eden, which gives a creature +10/+0 and vigilance, and Crown of Gondor, which gives✤ a creature +1/+1 for each creature you control, potentially giving the equipped creature +30/+30
Sample Decklist
If you're using Thrumming Stone, you'll want between a quarter and a third of yo൩ur deck to be Templar Knights, and another third will be lands. This leaves you between 33 and 40 cards to squeeze in your draw, mana fixing, legendary artifacts, and interaction. That makes for a tight squeeze, but we've got your basic deck covered!
Commander |
||||
---|---|---|---|---|
Kyler, Sigardian Emissary |
||||
Creatures (35) |
||||
Boromir, Warden of the Tower |
Paladin Danse, Steel Maverick |
Templar Knight (33) |
||
Sorceries (6) |
||||
Cultivate |
Farseek |
Kodama's Reach |
Nature's Lore |
Rampant Growth |
Three Visits |
||||
Instants(4) |
||||
Beast Within |
Heroic Intervention |
Path to Exile |
Swords to Plowshares |
|
Artifacts (16) |
||||
Akroma's Memorial |
Andúril, Narsil Reforged |
Arcane Signet |
Avacyn's Memorial |
Crown of Gondor |
Excalibur, Sword of Eden |
Hammer of Nazahn |
Horn of Gondor |
Kaldra Compleat |
Oketra's Monument |
Realmbreaker, the Invasion Tree |
Sol Ring |
The Immortal Sun |
The Irencrag |
The One Ring |
Thrumming Stone |
||||
Enchantments (3) |
||||
Chivalric Alliance |
Smothering Tithe |
Smuggler's Share |
||
Lands (35) |
||||
Boseiju, Who Endures |
Bountiful Promenade |
Branchloft Pathway // Boulderloft Pathway |
Command Tower |
Eiganjo, Seat of the Empire |
Forest (10) |
Gavony Township |
Karn's Bastion |
Minas Tirith |
Myriad Landscape |
Path of Ancestry |
Plains (12) |
Rogue's Passage |
Sunpetal Grove |
Wooded Bastion |

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