Subject: Knights Of The Round Table Deck [Extended, I believe] Basically, I came up with the idea for this deck when I recently realized that I did not have a so-called White Weenie deck in my possesion. I had seen other attempts at making a decently strong WW deck in the past, but what I had seen were mostly not terribly effective decks. I therefore decided to try my hand at this, reasoning that it should be possible to build a WW deck with real staying power. What I came up with isnt strictly a WW deck in the traditional sense, but rather a deck utilizing mostly WW creatures and some assistance from white enchantments and a fair bit of black removal as well. When you see the deck, although it might seem slightly awkward to have pro-color and first strike in the same deck, but fortunately, I have found a very elegant solution in the form of Knights. Yes, Knights. I already had a bunch of Knights lying around unused anyways, so I figured, might as well use them. 2/2 first strike and pro-color for only two mana is too good to not use. The only non-Knight creatures in the deck are Suntail Hawk and Diving Griffin for a little extra flying defense. Pretty much all that needs to be done after dropping a couple of Knights is to get out Glorious Anthem, as well as possibly some extra pro-color action if necessary. But the one enchantment that helps this deck out most after Glorious Anthem is a little enchantment called Engineered Plague. You play it, you choose a creature type. All creatures in play of that type get -1/-1. Slap down just one of these, and suddenly, life for your opponent becomes very annoying. Goblins, Elves, Birds, there's lots of tribal decks that can easily hit a wall because of this little beauty. But enough of my diatribe, on to the deck list: 2 White Knights 2 Black Knights 2 Silver Knights 2 Opal Champions* 2 Suntail Hawks 2 Diving Griffins 2 Serra's Angels 4 Paralyze** 4 Pacifisms 4 Engineered Plagues 4 Cho-Manno's Blessing*** 4 Glorious Anthems 3 Serra's Blessing* 2 Castle**** 11 Plains 10 Swamps ----------- 60 cards *An enchantment that becomes a Knight if your opponent plays a creature. **An excellent oldschool creature-control enchantment for one black mana. Look it up. *** Give your creatures protection from additional colors if needed. **** All your untapped creatured gain +0/+2. Fits the Knight theme. * None of your creatures tap to attack. Helps keep Castle useful. =) Anyways, I've done quite a lot of playtesting with this deck, and the numerous themes actually fit together pretty well. And most of them aren't too expensive to play out, either. The deck does do particularly well against tribal decks, as I mentioned, but interestingly, it does especially well against Zombie decks. I rather like that, since there are quite a few Zombie-based decks around where I play. It actually also does reasonably well against Mirrodin's colorless decks, just as long as they play a bunch of artifact creatures. I haven't even got a sideboard figured out yet, I could use help in that respect. Email me with tips, suggestions, rants at lebe0022@email.umn.edu