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Thread: Noble Knight Discussion

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    Noble Knight Discussion

    Nobles Knights are a TCG premier archetype, composed of level 4 and 5 Light and Dark warriors that focus on using Equip spells to empower your monsters and activate their effects. The Equip Spells mostly have effects where they can equip themselves from the graveyard once per turn if destroyed and their effects range from increasing atk to protecting your monsters from destruction and targeting and to destroying your opponent's cards. The Knights themselves boast a range of different effects that generate advantage, disrupt your opponent and offer one hell of a boss monster.



    Main Deck Monsters

    The Knights

    Noble Knight Artorigus
    LIGHT - Warrior - Level 4
    1800/1800
    No one shall ever know the truth behind
    That fateful day. Artorigus went forth
    To where the brilliant sword didst lay.
    'Twas the first of many feats so great,
    A legend through and through. We sing of him,
    Artorigus, the Noble and the brave.
    -From the Tales of the Noble Knights
    The first Noble Knight monster to debut. While he has no effect, his interactions with certain cards in the deck mean he is every bit as useful as his comrades. Being a normal monster also grants him access to support cards like Rescue Rabbit and An Unexpected Dai.


    Noble Knight Gawayn
    LIGHT - Warrior/Effect - Level 4
    1900/500
    If you control a LIGHT Normal Monster, you can Special Summon this card (from your hand) in Defense Position.
    Gawayn is highly useful for making Xyz plays with your Normal Monster Noble Knights, as well as having a respectable 1900 atk. Whereas Medraut needs to be alone to special summon and Brothers only allows you to summon Noble Knights after you use them, Gawayn can allow you to make an Xyz play unrestricted on an already established field, strengthening your board significantly.


    Ignoble Knight of Black Laundsallyn
    DARK - Warrior/Effect - Level 5
    2000/800
    You can send 1 face-up LIGHT Normal Monster you control to the Graveyard; Special Summon this card from your hand or Graveyard. You can Tribute 1 "Noble Knight" monster; add 1 "Noble Arms" card from your Deck to your hand. You can only use this effect of "Ignoble Knight of Black Laundsallyn" once per turn. You can only control 1 "Ignoble Knight of Black Laundsallyn".
    The first of the level 5 Noble Knights, Laundsallyn is an incredibly versatile card. He can act, first and foremost, as your means of searching a specific Noble Arms for whatever situation you're in. His effect of tributing a Noble Knight is also essential to some of your combos involving Medraut, Sacred King and Brothers. Finally, he's a recurring monster, being able to special summon himself from the graveyard or hand at the cost of a Knight on the field, giving you access to a level 5 Dark whenever necessary. It's also worth noting that his effect to tribute off your Noble Knight Xyz/Synchro monsters is incredibly relevant in the Shaddoll matchup.


    Noble Knight Medraut
    LIGHT - Warrior/Effect - Level 4
    1700/1000
    This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect.
    ● This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster from your Deck in Defense Position, except "Noble Knight Medraut", and if you do, destroy 1 Equip Spell Card you control.
    Unquestionably the most important Noble Knight in your main deck, Medraut is the forerunner to all of your major combos and infinitely versatile in his effect. Not only does his bring out whatever Knight you need from your deck, but being able to modify his own level and attribute is exceptionally useful. With Noble Arms Caliburn or Arfeudutyr equipped to him as well, you can potentially make use of their effects twice in one turn.


    Noble Knight Gwalchavad
    LIGHT - Warrior/Effect - Level 4
    1500/1800
    This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect.
    ● You can target 1 "Noble Knight" monster in your Graveyard; add it to your hand, and if you do, destroy 1 "Noble Arms" Equip Spell Card you control. You can only use this effect of "Noble Knight Gwalchavad" once per turn.
    Another incredibly useful Knight, Gwalchavad combos well with Gawayn for an instant Xyz play (and does not require you to have an empty field like Medraut does) or can be used to recycle your defeated Knights for later plays. With him on the field, he also allows you to use the effects of Noble Arms Caliburn and Arfeudutyr effectively twice per turn, like Medraut.


    Noble Knight Drystan
    LIGHT - Warrior/Effect - Level 4
    1800/800
    While you control another "Noble Knight" monster, your opponent cannot target your monsters with less than 1800 ATK, except this card, for attacks or with card effects. If a "Noble Arms" Equip Spell Card is equipped to this card: Target 1 face-up card on the field; destroy that target. You can only use this effect of "Noble Knight Drystan" once per turn.
    Drystan's effects are both uniquely powerful in the Noble Knight arsenal, being able to remove face-up problem cards whenever he's equipped with a Noble Arms card whilst maintaining his own presence on the board is useful spot removal and disruption if you can manage it in your opponent's turn (accomplished typically through the use of Mystical Space Typhoon, Swords at Dawn or Noble Knight Bedwyr). His first effect is for securing powerful boards and grinding out advantage. Drystan protects the weaker Knights like Borz, Brothers or Gwalchavad while they gain advantage with their own effects. Drystan effectively forces your opponent to deal with him first, before they can think of attacking/targeting the other Knights. Should Drystan have had Arms on him, like Destiny or Gallatin, then should he be defeated the Arms he held can be transferred to another Knight on the field, effectively protecting them as well.


    Noble Knight Borz
    LIGHT - Warrior/Effect - Level 4
    1700/900
    This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with these effects.
    ● This card becomes DARK and its Level is increased by 1. During your Main Phase: You can reveal 3 "Noble Arms" cards from your Deck, have your opponent randomly add 1 of them to your hand, and send the rest to the Graveyard. You can only use this effect of "Noble Knight Borz" once per turn.
    Borz's role in the deck is second only to Medraut, if not equally significant. He is your primary means of accessing your Noble Arms, as well as setting up your graveyard for the King and Queen. Not only that, but, like Medraut, he can modify his level and attribute to suit your plays.


    Noble Knight Peredur
    LIGHT - Warrior/Effect - Level 4
    1900/300
    While equipped with a "Noble Arms" Equip Spell Card, this card becomes DARK and its Level is increased by 1. If this card is sent to the Graveyard while equipped with a "Noble Arms" Equip Spell Card: Target 1 "Noble Arms" card in your Graveyard; add that target to your hand.
    Peredur's uses are limited in comparison to the other Knights as his effect is rather circumstantial to trigger, but he's not without merit. His 1900 atk is solid, coupled with his DARK attribute when equipped which makes for decent plays involving Gwenhwyfar and Lady of the Lake. He can also be quite useful in Masked HERO variants for retrieving Noble Arms to equip to Dark Law. But otherwise, Peredur is usually kept out of most Noble Knight decks.


    Noble Knight Brothers
    LIGHT - Warrior/Effect - Level 4
    1200/2400
    This card can only attack if you control exactly 3 "Noble Knight" monsters (and no other monsters). When this card is Normal Summoned: You can Special Summon up to 2 "Noble Knight" monsters from your hand, also you cannot Special Summon monsters for the rest of this turn, except "Noble Knight" monsters. Once per turn: You can target 3 "Noble Knight" and/or "Noble Arms" cards in your Graveyard; shuffle all 3 into the Deck, then draw 1 card.
    Despite the bizarre attack restriction, Brothers is an immensely useful card. His 2400 defence is unheard of for any other normal summonable monster that doesn't also have a downside, meaning that he can be used as a significant wall when necessary. The Brothers are capable of fending off most rank 4 monsters, in fact! But their main strength comes from their effects, being able to flood your field with Noble Knights from your hand and enabling combos or King Xyz plays. Their recycle effect allows you to reload your main and extra deck for a free draw, extending the deck's grind capability greatly.


    Noble Knight Eachtar
    DARK - Warrior/Effect - Level 5
    1600/2000
    You can banish 2 "Noble Knight" monsters from your Graveyard; Special Summon this card from your hand or Graveyard. You can only use this effect of "Noble Knight Eachtar" once per turn. A Synchro or Xyz Summon of a "Noble Knight" monster using this card as a Material cannot be negated, also your opponent cannot activate cards or effects when that monster is Special Summoned.
    The other DARK Noble Knight, Eachtar, like Laundsallyn, can Special Summon himself from the hand or graveyard. His stats are decent and especially useful if paired with Gwenhwyfar because of his DARK attribute, but what's most important is his effect when used as Xyz or Synchro material. Your King or High Laundsallyn plays will always successfully resolve if Eachtar is used, meaning that your boss monsters will always arrive on the scene fully armed.


    Noble Knight Bedwyr
    LIGHT - Warrior/Effect - Level 4
    1600/1500
    When this card is Normal or Special Summoned: You can send 1 "Noble Arms" Equip Spell Card from your Deck to the Graveyard. During either player's turn: You can target 1 "Noble Arms" Equip Spell Card and 1 appropriate monster on the field; equip that Equip Spell Card to that appropriate monster. This effect can only be used once while this card is face-up on the field.
    Another oddball in the Noble Knight arsenal, but, when applied correctly, incredibly useful. Bedwyr's first effect is satisfying in that it doesn't require anything but his successful summon to be triggered. It's essential to several of your combos, particularly those involving Excalibur and your King Xyz plays, but also those involving Borz and Brothers and is even handy just for thinning your deck or loading your grave with whatever Arms you may be presently lacking. His second effect is the only quick effect of the Knight's and naturally most useful on fields of multiple Knights for juggling Destiny to protect specific Knights, or moving around Gallatin for extra damage. He and Drystan are especially dangerous together when you want to pop your opponent's cards during their turn.


    The Magic Wielders

    Lady of the Lake
    LIGHT - Aqua/Effect - Level 1
    200/1800
    Cannot be used as a Synchro Material, except for the Synchro Summon of a Warrior-Type monster. If this card is used for a Synchro Summon, banish it. When this card is Normal Summoned: You can target 1 "Noble Knight" Normal Monster in your Graveyard; Special Summon that target. If this card is in your Graveyard: You can target 1 Level 5 "Noble Knight" monster you control; reduce its Level by 1, and if you do, Special Summon this card from the Graveyard.
    The deck's tuner, although her uses extend beyond that. Lady of the Lake can foster your Xyz plays by reviving Noble Knight Artorigus when normal summoned if you have a Gawayn in hand, or modulating the levels of level 5 Noble Knights on the field for rank 4 plays, while simultaneously serving as a decent 1800 defence block. Her graveyard effect tends to be the more useful effect so getting her there is a priority if you choose to play her. Also worth noting, should you perform a Synchro with her, you can use the effects of any Noble Arms equipped to the Synchro material monster that would activate when destroyed to equip to High Laundsallyn when he is summoned.


    Gwenhwyfar, Queen of Noble Arms
    LIGHT - Spellcaster/Effect - Level 2
    300/300
    You can target 1 "Noble Knight" monster you control; equip this card from your hand or Graveyard to that target. You can only use this effect of "Gwenhwyfar, Queen of Noble Arms" once per turn. The equipped monster gains 300 ATK. Apply the appropriate effect, depending on the Attribute of the equipped monster.
    ● LIGHT: If the equipped monster would be destroyed by a card effect, you can destroy this card instead.
    ● DARK: If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy that monster, then destroy this card.
    Medraut and Borz may be the most important Knights, but Gwenhwyfar is arguably the reason the deck can exist is any sort of competitive capability. Her effect means that, no matter what, so long as she's in your hand or graveyard, you'll always have access to your Noble Arms and, consequently, your Noble Knights' effects. On top of that, her effects when equipped to a Knight are each incredibly devastating, protecting your LIGHT Knights from card effects and empowering your DARK Knights to destroy the opponent's monsters. Her DARK effect is so powerful in this respsect, as not only does it deny the monster being battle any FLIP effects it may have but it will also cause any "when" optional trigger effects to miss their activation timing, as Gwenhwyfar's effect is structured to destroy the opponent's monster and then herself.


    Merlin
    DARK - Spellcaster/Effect - Level 3
    1400/500
    You can only use each effect of "Merlin" once per turn.
    ● You can Tribute this card; Special Summon 1 "Noble Knight" monster from your Deck. You cannot Special Summon monsters the turn you activate this effect, except "Noble Knight" monsters.
    ● During either player's turn: You can banish this card from your Graveyard; immediately after this effect resolves, Synchro Summon 1 "Noble Knight" Synchro Monster using monsters you control.
    ● During either player's turn: You can banish this card from your Graveyard; immediately after this effect resolves, Xyz Summon 1 "Noble Knight" Xyz Monster using monsters you control.
    Merlin vastly improves the deck's consistency, allowing you to access any Noble Knight you need upon his first effect's resolution. He's useful at any stage of the duel, giving you a Medraut or Borz in the first turn, a Gwalchavad later or even a Bedwyr if you've got a Drystan hanging around. He can even be used to essentially search any copy of a Noble Arms you want, should you use his effect to access Black Laundsallyn. His use doesn't stop there, as in the graveyard he can be banished during either player's turn to Xyz or Synchro using Knights you control. This can be used to push for significant amounts of damage during your battle phase or to potentially dodge dangerous effects that affect your Knights on the field.


    Extra Deck Monsters

    Artorigus, King of the Noble Knights
    LIGHT - Warrior/Xyz/Effect - Rank 4
    2000/2000
    2 Level 4 "Noble Knight" monsters
    When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.
    The first form of the King and an immensely powerful boss monster. Should he successfully hit the field with his first effect resolving, he's an incredibly difficult monster to get over, gaining the power of whatever Noble Arms you pick from your graveyard. On top of that, he can wipe your opponent's backrow or even your own Noble Arms should you wish to use their effects to equip to different Noble Knights.


    Sacred Noble Knight of King, Artorigus
    LIGHT - Warrior/Xyz/Effect - Rank 5
    2200/2200
    2 Level 5 "Noble Knight" monsters
    When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other monster on the field; destroy that target. If this card is sent from the field to the Graveyard: You can target 1 Level 4 or higher "Noble Knight" monster in your Graveyard; Special Summon that target.
    The upgraded form of the Rank 4 King, Sacred King is stronger with a slight boost in atk and def, as well as an effect to destroy a monster instead of Spells and Traps, on top of equipping three Noble Arms like the rank 4. If that wasn't enough, if he is sent to the graveyard, you get to special summon back one Noble Knight from your graveyard. Not only is this useful for if your opponent manages to overcome your King, but it allows you some powerful combos utilising Ignoble Knight of Black Laundsallyn.


    Ignoble Knight of High Laundsallyn
    DARK - Warrior/Synchro/Effect - Level 5
    2100/900
    1 Tuner + 1 or more non-Tuner "Noble Knight" monsters
    When this card is Synchro Summoned: You can equip 1 "Noble Arms" Equip Spell Card from your Deck to this card. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can add 1 "Noble Knight" or "Noble Arms" card from your Deck to your hand. You can only control 1 "Ignoble Knight of High Laundsallyn".
    Laundsallyn becomes a force to reckon with when he achieves his High form. Not only can you pick out any Noble Arms from your deck to equip to him, depending on the situation, but whenever he slays a foe in battle he gets to search for any Noble Knight or Noble Arms card. This is immensely powerful, giving you access to the entire Noble Knight arsenal, even cards not searchable by the rest of the deck like Last Chapter or Round Table. While the King's presence on the board is intimidating because of his sheer strength, Laundsallyn's threat comes from amassing your advantage and ensuring that no matter how much longer the duel goes on, you will always have a powerful play.



    The Spells

    Noble Arms

    Noble Arms Gallatin
    Equip Spell Card
    You can only control 1 "Noble Arms - Gallatin". Equip only to a Warrior-Type monster. It gains 1000 ATK. During each of your Standby Phases, it loses 200 ATK. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Gallatin" once per turn.
    Gallatin provides a hefty 1000 atk boost to the equipped monster, which is significant for getting over some of the stronger monsters in the game. The atk loss can be remedied by destroying and re-equipping Gallatin through several of the Knights effects, or other standard spell/trap removal.


    Noble Arms Arfeudutyr
    Equip Spell Card
    You can only control 1 "Noble Arms - Arfeudutyr". Equip only to a Warrior-Type monster. Once per turn: You can target 1 Set card your opponent controls; the equipped monster loses exactly 500 ATK, and if it does, destroy that target. (This ATK loss remains even if this card leaves the field or the monster becomes unaffected by card effects.) If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Arfeudutyr" once per turn.
    While most Noble Arms provide a buff to your monsters, Arfeudutyr weakens them in order to destroy your opponent's cards. This is essentially devastating against decks that utilise backrow or that set monsters. In the hands of Knights like Medraut or Gwalchavad, the effect can even be used twice, as you can use it once prior to activating their effects, then use their effects, destroy and re-equip Arfeudutyr and re-use the effect. For even more cruel plays, Arfeudutyr can be equipped to your opponent's warriors, meaning you can force them to lose atk and destroy their own backrow! Once your destroy their monster, you can then use Arfeudutyr's effect to equip back to one of your own Knights.


    Noble Arms Caliburn
    Equip Spell Card
    You can only control 1 "Noble Arms - Caliburn". Equip only to a Warrior-Type monster. It gains 500 ATK. Once per turn: You can gain 500 LP. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Caliburn" once per turn.
    Caliburn provides a solid atk boost, as opposed to Gallatin's steadily detrimental boost and has a surprisingly useful effect. Like Arfeudutyr, you can use it multiple times a turn to gain anywhere from 500 to 2000 Life Points a turn, using cards like Medraut and some clever Xyz plays. Theoretically, you could gain more, but practically 2000 is the most you'll end up with in a single turn. That's enough to pay for a Solemn Warning or survive a potentially fatal hit from your opponent's monsters. In Yugioh tournaments as well, going into time at a big event means that Life Points are critically important. The Life Point boost Caliburn affords can mean the difference between a win and a loss more often than you'd think at a glance.


    Noble Arms of Destiny
    Equip Spell Card
    You can only control 1 "Noble Arms of Destiny". Equip only to a Warrior-Type monster. Once per turn, the equipped monster cannot be destroyed by battle or by card effects. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms of Destiny" once per turn.
    Destiny allows your Knights to endure one battle or destruction a turn (or twice, should Destiny be destroyed and re-equipped following one destruction) which is immensely important to maintaining your field advantage and keeping up the strength of your Knights.


    Noble Arms Excaliburn
    Equip Spell Card
    Equip only to a "Noble Knight" monster. It cannot be targeted by an opponent's card effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Noble Knight" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Noble Knight" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only use this effect of "Noble Arms - Excaliburn" once per turn.
    The holiest of swords is also unique in that it doesn't have an effect to re-equip. Instead, you can banish it to rank up or down one of your Kings, allowing for some truly destructive plays or allowing you to bait out effect negation and then use Excaliburn to continue with your plays. As for its on field effect, Excalibur ensures the longevity of your Knights by protecting them from targeting effects. Combined with the other Arms, your Knights can become nigh-invincible.


    Other Spells

    Noble Knights of the Round Table
    Field Spell Card
    During your End Phase: You can activate each of these effects up to once per turn, depending on the total number of "Noble Knight" cards with different names in your Graveyard and/or you control;
    ● 3 or more: Send 1 "Noble Knight" card from your Deck to the Graveyard.
    ● 6 or more: Special Summon 1 "Noble Knight" monster from your hand, then you can equip 1 "Noble Arms" Equip Spell Card from your hand to that monster.
    ● 9 or more: Target 1 "Noble Knight" monster in your Graveyard; add that target to your hand.
    ● 12: Draw 1 card.
    A card that ensures immense setup of your graveyard in the early stages of the duel with its first effect, allowing the likes of Eachtar and Laundsallyn to hit your graveyard early so that you can benefit from their effects. It also allows setup of Medraut for Last Chapter, Gawayn for Gwalchavad, or Artorigus for Lady of the Lake, whilst simultaneously fueling itself and Noble Knight Eachtar. The longer the card remains on the field, the stronger its effects get. The second effect ensures your board is maintained and the third and fourth fuel your hand advantage and ensure that you have whatever Knight you need for whatever situation. You can use the effects in any order, essentially meaning you can use the card to add any Noble Knight from your deck or graveyard to your hand or field, mirroring the effectiveness of High Laundsallyn.


    Last Chapter of the Noble Knights
    Normal Spell Card
    If your opponent controls a monster and you control no monsters: You can target 1 "Noble Arms" Equip Spell Card and 1 appropriate "Noble Knight" monster in your Graveyard; Special Summon that monster, and if you do, equip that Equip Spell Card to that appropriate monster. You can only activate 1 "Last Chapter of the Noble Knights" per turn.
    Medraut and Borz are integral to your combos and setup, Gwenhwyfar ensures that you always have access to your combos, but Last Chapter results in your deck's most devastating combos. The card bypasses your Normal Summon and allows you significant board presence, tailor made to the situation depending on the Knight and Arms you pick to summon. Typically, you'll go for Medraut, who then allows you a special summon from your deck followed by a Normal Summon from your hand. There are no restrictions on what you can summon the turn you use this card, meaning you can typically make one or two Xyz summons when you play Last Chapter, or even just a field of your most powerful Knights. In any case, resolving this card means you'll be at a significant advantage over your opponent.


    The Trap

    Avalon
    Normal Trap Card
    Target 5 "Noble Knight" monsters in your Graveyard, including at least 1 "Artorigus" monster and at least 1 "Laundsallyn" monster; banish those targets, and if you do, destroy all cards on the field.
    An unfortunately lacklustre card, Avalon undoes all of your graveyard setup (also requiring very specific materials to use) for a field nuke. The card takes too long to setup and removes a great chunk of your future plays for a one time destruction that nowadays doesn't mean much, considering that most decks have monsters that float or can just keep playing regardless. It's not searchable either, so it's ultimately not worth it. It has really pretty art though.


    Other Support Cards

    Below are cards that have usage with the Noble Knight theme:

    • Reinforcement of the Army - Self explanatory.
    • Swords at Dawn - Useful for retrieving Arms that are in your graveyard when you need specific ones.
    • An Unexpected Dai - Can special summon Noble Knight Artorigus from deck.
    • Solemn Scolding/Warning/Vanity's Emptiness/Torrential Tribute - Traps should be used at a minimum in this deck, so should you choose to use them, these are some of the best options.
    • Soul Charge - On top of being a generally powerful card, Round Table allows you to adjust your graveyard with whatever Knights you may need to bring back for this card.
    • Mystical Space Typhoon/Royal Decree/Galaxy Cyclone/Forbidden Lance - Backrow that interrupts your normal summon is a big issue for this deck, so countering it with these cards is important to consider.
    • Upstart Goblin - Assembling a hand of a Knight and an Arms as quickly as possible is integral to ensuring your combos go off.
    • Effect Veiler - The most common way that your field will be broken will be through either a powerful monster's effect (Trishula, for example) or more commonly through a combination of spell/trap destruction removing Excaliburn followed up by a non-destructive monster removal effect (Castel or 101, usually). Effect Veiler safeguards your Knights from these effects, but can also act as a Tuner for High Laundsallyn if the need arises.
    • Foolish Burial - Sets up Eachtar, Laundsallyn, Lady of the Lake, Gwenhwyfar, Merlin and Last Chapter


    Recommended Extra Deck Monsters
    • Castel the Skyblaster Musketeer/Evilswarm Exciton Knight/Abyss Dweller/Rhapsody in Berserk: Staples.
    • Heroic Champion Gandiva: A good floodgate monster for decks that rely on special summoning level 4s and lower.
    • Bujintei Tsukuyomi: Necessary for unclogging bricky hands, setting up your graveyard or just drawing cards because you can afford to.
    • Artifact Durendal: On field alongside your Knights, Durendal can effectively negate one effect at the cost of destroying one of your spells/traps. Since most of our Noble Arms re-equip, that's hardly an issue.
    • Volcasaurus/Gaia Dragon: We have access to rank 5s, so we have access to the massive damage this combination can output.
    • Diamond Dire Wolf: Medraut and Last Chapter require us to have no other monsters on the field to use, so Diamond Dire Wolf is incredibly helpful in clearing the way for two of our most powerful cards to be used.
    • Cairngorgon the Luminescent Knight: One of the most annoying things that can happen to our King is having our Excaliburn hit with MST and then King hit with Castel. Cairngorgon remedies this by ensuring that the only spells/traps that get hit are the ones that we don't mind having hit.





    Playstyles

    Standard Knights

    One thing I must stress about Noble Knight playstyles is this: it's not all about King. Your most effective Noble Knight build will focus on utilising your varying combos to establish a strong field while wearing down your opponent's. Using Knights like Medraut, Borz and Gwalchavad all gain your advantage, whereas the Kings, Arfeudutyr and Drystan wear down your opponent. Coupled with the strength provided to you by your Noble Arms, your Knights will steadily take down your opponent's monsters as you maintain board presence. The strongest fields in this variant are ones in which you control multiple Knights; you do not necessarily need to nor should you always aim for a King. Opening a Medraut and an Arms typically means you should end your turn with Medraut and Borz on the field with several Arms spread out between them. This is arguably more effective than a first turn King for a couple of reasons: your opponent has two monsters to take down and, should they defeat one of them, the other will retain their Arms; if Borz survives, you get to thin your deck of three more cards and add an Arms to your hand; if Medraut survives but Borz doesn't, you get to special summon another Knight from your deck. Once you get past the first turn, the longer you build up your field with Knights that gain you advantage and suppress your opponent, the more difficult it will be for them to come back. The general idea is to shape your field and your ensuing plays to the situation at hand and overpower your opponent from there. You do not need to always make a King, rather make a King when you assess that it is the best possible option.

    Sample build
    Sample Build with Traps


    Protect the King

    If you do wanna put emphasis on King Artorigus, however, this buld will capitalise on the strength of our deck's boss monster and attempt to keep him on the field whilst also suppressing the opponent with floodgates like Vanity's Emptiness or Kaiser Colosseum. It's an all-or-nothing sort of playstyle, where victory hinges on whether they can break your King and floodgates or not.

    Sample build


    Gem-Knight Noble Knights

    A variant that utilises Brilliant Fusion to enhance your combos and setup. Brilliant Fusion essentially functions as Foolish Burial does, but can be run at higher copies and also gives you access you Gem-Knight Seraphinite, which is a level 5 to Xyz with, a 2300 attacker if you have a spell to discard and/or an extra normal summon for your turn. This means you can quite frequently make another Xyz alongside your standard field of Knights/King. Commonly, you can make a Medraut combo, following it up with Brilliant Fusion and then either make a rank 4 or 5 Xyz alongside a King or alongside a Laundsallyn depending on what's in your hand, what you send with Brilliant Fusion and what the situation requires. A highly explosive variant, the only downside is drawing the Gem-Knights you are required to main-deck.

    Sample build


    Shaddoll Noble Knights

    Similar to the logic of Brilliant Fusion, Shaddoll Fusion allows you to send cards like Lady of the Lake, Gwenhwyfar, Eachtar and Laundsallyn to the graveyard from your deck, while also giving you a powerful monster. Shaddoll Beast, Hedgehog and Squamata also afford you more advantage when their effects are used, whereas Dragon can remove dangerous backrow. Like with the Gem-Knight variant, the downside is drawing the Shaddoll monsters. Also, Shaddoll Fusion being useful hinges on your opponent going into the extra deck, which is always risky.

    Sample build


    Masked HERO Knights

    Since most Noble Knights are or can become DARK, the deck has access to one of the most potent floodgate monsters in the game through Mask Change II: Dark Law. What makes this especially effective in Noble Knights, however, is that Dark Law can be equipped with Caliburn, Gallatin, Destiny and/or Arfeudutyr, meaning that it can be even harder for your opponent to get over Dark Law without significant investment in resources. With all those resources being banished as well, your opponent is going to be severely hampered even if they can get over Dark Law.

    Sample build



    Some Basic Combos

    Medraut + Re-equipable Noble Arms

    Your most basic and most frequently used combo will be this one: summon Medraut, equip with Destiny/Arfeudutyr/Gallatin/Caliburn, use his effect, bring out Borz, re-equip the Arms that was destroyed by Medraut to Borz, use Borz's effect. From there, you can either Xyz into Sacred King by equipping the Arms you got from Borz to Medraut, or just leave the equips on Borz and Medraut.


    Gwalchavad + Noble Arms + Gawayn in graveyard

    Another basic one, use Gwalchavad's effect to bring Gawayn to hand and destroy the equipped Arms, then special summon Gawayn for an Xyz play.

    Bedwyr + Drystan + Noble Arms

    Because Bedwyr can equip a Noble Arms on the field to another Noble Knight, you can equip one of your Noble Arms to Drystan during either player's turn in order to trigger Drystan's effect, potentially interrupting one of your opponent's significant plays.

    Brothers + Borz + Laundsallyn

    Sometimes, you won't open a Noble Arms, but that isn't the end of the world! With a certain combination of cards in your hand, you can still open a play and this is one of them. Brothers special summons Borz and Laundsallyn from your hand, then you use Laundsallyn's effect to tribute Brothers and search a Noble Arms you need. From there, equip it to Borz and resolve his effect. Now you have a Borz with some Arms and a Laundsallyn, also potentially with Arms!

    Brothers + Borz + Bedwyr

    Similar to the last combo, this allows you to resolve a Borz with having access to a Noble Arms. Summon the three, use Bedwyr's effect to send Gallatin/Caliburn/Arfeudutyr/Destiny to the graveyard, then perform an Xyz summon with Bedwyr and Brothers. When King is summoned, equip the Noble Arms from grave to him, then use his effect to destroy your own Noble Arms. Its effect will activate and equip to Borz, who is then free to use his effect. You then have potentially three Arms at your disposal between your two monsters: the Arms on Borz, the Arms he searched and Gwenhwyfar in the graveyard.

    Sacred King + Merlin/Laundsallyn with Merlin in grave + Borz/Medraut/Eachtar/Peredur in graveyard

    Merlin can enable OTKs quite nicely should you have the right setup. Presuming your opponent has an open field (and they very well might, considering that Sacred King can destroy monsters), summon Merlin and tribute him for Laundsallyn/summon Laundsallyn. Then, tribute Sacred King to search for a Noble Arms. The effects of whatever Noble Arms were on King can activate to equip to Laundsallyn, as will the effect of Sacred King to special summon a Noble Knight from your graveyard. Ideally, you'll want Borz so as to make use of his effect and set up your graveyard. If your opponent then has a clear field, equip the Arms you searched to Borz. Assuming worst case scenario and you have no atk boosting Arms, you'll inflict 1700 + 2000 damage from Borz and Laundsallyn, then banish Merlin for his effect to inflict another 2200 with the summoned King, making for a total of 5900 damage. If you searched Gallatin with Laundsallyn, the damage becomes 7900 (Borz being 2700 and King now being 3200). If you have access to Gwenhwyfar as well, then the damage is 8200, enough for an OTK.


    Medraut + Noble Arms + Excaliburn in graveyard


    A surprisingly simple but frequently used combo, especially following a break of your field, use Medraut (typically with Gwenhwyfar) to special summon Bedwyr. Bedwyr sends a Noble Arms to the graveyard (usually Excaliburn) and then you perform an Xyz. With the King Artorigus you summon, you can destroy your opponent's spell and traps. Then, using the Excaliburn that was already in the graveyard, rank up to Sacred King Artorigus to destroy your opponent's monsters. The end result is more or less a field wipe for your opponent, while you sit pretty on a boss monster.

    Last Chapter + Medraut and Noble Arms in graveyard + Gawayn in graveyard/Gawayn in hand and level 4 Noble Knight in graveyard + Gwalchavad in deck

    Special summon Medraut with Last Chapter. Use his effect to special summon Gwalchavad and equip the Arms to him. Gwalchavad gets back the Noble Knight in your graveyard. Normal summon one and special summon Gawayn for two Xyz summons in one turn.



    Thank you for reading, I look forward to discussing this archetype with you. As a closing note, here's a fun fact: you've probably been pronouncing most of these guys' names wrong. Here's a handy video to help.
    Last edited by 8Infinity8; 30th October 2015 at 10:56 PM.

  2. #2
    Registered User Never die's Avatar
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    Personally i avoid running the level 5 knights due to noble knights lacking any means of discarding them when they are in your hand,while mask change 2 kinda solves this problem,it does not help that noble knights become dark only when equipped so even if you summon the light masked fusion its pretty lackluster(even in heroes deck the light one is barely decent enough).While its true that you should run a small number of traps in noble knights,i found that solemn scolding is perfect for this deck because you can recover your life points via caliburn and you won't draw many of them together anyway due to the small number of traps you run.

  3. #3
    Registered User Hope in the Interstice's Avatar
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    Quote Originally Posted by Never die View Post
    Personally i avoid running the level 5 knights due to noble knights lacking any means of discarding them when they are in your hand,while mask change 2 kinda solves this problem,it does not help that noble knights become dark only when equipped so even if you summon the light masked fusion its pretty lackluster(even in heroes deck the light one is barely decent enough).While its true that you should run a small number of traps in noble knights,i found that solemn scolding is perfect for this deck because you can recover your life points via caliburn and you won't draw many of them together anyway due to the small number of traps you run.
    The discard outlets aren't that necessary, to be truthful, since Laundsallyn and Eachtar can Special Summon themselves from the hand as well. It is a bummer, I won't lie, but they are never complete dead draws.

    Also, am I the only one who thinks it's odd that, while Sacred Noble King requires two Level 5 monsters that will invariably be DARK, High Laundsallyn's most efficient summon is the Lady of the Lake summoning Artorigus?

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    Registered User Never die's Avatar
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    Don't get me wrong Eachtar especially is awesome but his use is being downgraded from the lack of means to get him in the graveyard.When you draw him its a minus and early games is mostly a dead draw,also it does not help that the cards(not counting the lackluster ones like round table)that can help to send him to the grave faster have better options than him,when using merlin your best choice is medraut and borz second if you already have 2 monsters,when using medraut's effect same thing.I don't know how the lore goes but i don't find it weird,after all the way the whole archetype works is that you turn your light monsters into dark after all,when they are at their strongest(not counting artorigus and its evolved forms)they are dark.

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    Registered User Thanako's Avatar
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    Ah, yes. The deck that the OCG wrongly and stereotypically associates with the TCG, even more than Burning Abyss. Personally, I think that this deck needed to have more diversity with its traps. As in, more than one awful one.

    If Avalon required you to banish 1 "Artorigus" monster, 1 "Laundsallyn" monster, and 1 "Noble Arms" Equip Spell Card, it would have been much better. But no, it has to be 5 monsters. Every archetype gets that one, awful card, though. They also get a really cool card that can't be realistically used, this being Noble Knights of the Round Table. Could have used a themed Pot of Avarice, too.

    I think you hype Ignoble Knight of High Laundsallyn a bit too much, as it kind of derps out. It's a great card, but I would argue that it really needs a dedicated build. Otherwise it is almost always safer and smarter to go for the themed Xyz monsters.

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    Registered User 8Infinity8's Avatar
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    Quote Originally Posted by Never die View Post
    Personally i avoid running the level 5 knights due to noble knights lacking any means of discarding them when they are in your hand,while mask change 2 kinda solves this problem,it does not help that noble knights become dark only when equipped so even if you summon the light masked fusion its pretty lackluster(even in heroes deck the light one is barely decent enough).While its true that you should run a small number of traps in noble knights,i found that solemn scolding is perfect for this deck because you can recover your life points via caliburn and you won't draw many of them together anyway due to the small number of traps you run.
    Sure, drawing them sucks, but Brothers gets them out of your hand and Merlin and Medraut get them out of your deck. If you run Foolish Burial and/or Round Table, they also get them out of your deck. I'm not running Eachtar in any of my builds at the moment - the format's too fast and although there are times I would love to have access to him, they don't come up enough for me to warrant him at the moment - but Laundsallyn I've found invaluable. His search is important in hands with Merlin/vanilla Knights but no Arms and his tributing off of himself/other Knights is essential to your combos. You don't need to play discard outlets to make them viable, the deck has plenty of in-theme methods for playing them. Also, for Mask Change variants, you really don't have any trouble accessing DARK monsters. Medraut, Borz, Merlin, ROTA and Laundsallyn all give you plenty of access. There shouldn't be that significant a problem of you accessing Arms. The LIGHT Masked HERO you'd never make unless you were going for an OTK or a combo with Sacred King, there's really no other reason for it.

    And for sure, when I do play trap variants I go for Vanity's, Scolding and Warning first. They all protect your Knights from their most common threats but also, as you said, have their payments (bar Vanity's) leveled out by Caliburn.

    Quote Originally Posted by Hope in the Interstice View Post
    The discard outlets aren't that necessary, to be truthful, since Laundsallyn and Eachtar can Special Summon themselves from the hand as well. It is a bummer, I won't lie, but they are never complete dead draws.

    Also, am I the only one who thinks it's odd that, while Sacred Noble King requires two Level 5 monsters that will invariably be DARK, High Laundsallyn's most efficient summon is the Lady of the Lake summoning Artorigus?
    Precisely.

    And yeah, that is kinda weird. Although I'd argue that Lady of the Lake's graveyard effect is most efficient. Vanilla Artorigus isn't used too much unless you're playing some Unexpected Dai or Rescue Rabbit build.

    Quote Originally Posted by Never die View Post
    Don't get me wrong Eachtar especially is awesome but his use is being downgraded from the lack of means to get him in the graveyard.When you draw him its a minus and early games is mostly a dead draw,also it does not help that the cards(not counting the lackluster ones like round table)that can help to send him to the grave faster have better options than him,when using merlin your best choice is medraut and borz second if you already have 2 monsters,when using medraut's effect same thing.I don't know how the lore goes but i don't find it weird,after all the way the whole archetype works is that you turn your light monsters into dark after all,when they are at their strongest(not counting artorigus and its evolved forms)they are dark.
    Yeah, like I said, not using Eachtar much nor Round Table. If the format slows down, then they can absolutely go back in. And of course Medraut and Borz should be your go-tos first turn if you have a Merlin. Later in the duel when you have an established board you might want some other stuff though. But they're not entirely useless to draw, there are plenty of ways to get them out of hand. Although when I did play both Eachtar and Laundsallyn, I have had a couple of moments where I would draw the two of them along with Gwenhwyfar and other swords in my opening hand. That was upsetting >_>

    Quote Originally Posted by Thanako View Post
    Ah, yes. The deck that the OCG wrongly and stereotypically associates with the TCG, even more than Burning Abyss. Personally, I think that this deck needed to have more diversity with its traps. As in, more than one awful one.

    If Avalon required you to banish 1 "Artorigus" monster, 1 "Laundsallyn" monster, and 1 "Noble Arms" Equip Spell Card, it would have been much better. But no, it has to be 5 monsters. Every archetype gets that one, awful card, though. They also get a really cool card that can't be realistically used, this being Noble Knights of the Round Table. Could have used a themed Pot of Avarice, too.

    I think you hype Ignoble Knight of High Laundsallyn a bit too much, as it kind of derps out. It's a great card, but I would argue that it really needs a dedicated build. Otherwise it is almost always safer and smarter to go for the themed Xyz monsters.
    The deck's a combo deck, it's not meant to rely on traps as much but the strength of your monsters in conjunction with each other. A couple of traps for defence like Scolding or whatever work, but it didn't really need it's own dedicated trap (and even if it did get a good one, one that special summons would be the best anyway).

    Did I? He's a good card, but I dunno if I hyped him especially. I agree with you kinda on the dedicated build bit though, I wouldn't recommend Lady of the Lake in a standard build, but you can make him with Effect Veiler (which I would recommend) so you can always make a space for him in the extra deck (The Gem-Knight build thus far has had the most success for me in consistently making High Laundsallyn, which I highly recommend). And the situations in which you make a King or a Laundsallyn are quite different anyway, so the logic isn't really applicable in that sense.

  7. #7
    Registered User Never die's Avatar
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    Sure, drawing them sucks, but Brothers gets them out of your hand and Merlin and Medraut get them out of your deck. If you run Foolish Burial and/or Round Table, they also get them out of your deck. I'm not running Eachtar in any of my builds at the moment - the format's too fast and although there are times I would love to have access to him, they don't come up enough for me to warrant him at the moment - but Laundsallyn I've found invaluable. His search is important in hands with Merlin/vanilla Knights but no Arms and his tributing off of himself/other Knights is essential to your combos. You don't need to play discard outlets to make them viable, the deck has plenty of in-theme methods for playing them. Also, for Mask Change variants, you really don't have any trouble accessing DARK monsters. Medraut, Borz, Merlin, ROTA and Laundsallyn all give you plenty of access. There shouldn't be that significant a problem of you accessing Arms. The LIGHT Masked HERO you'd never make unless you were going for an OTK or a combo with Sacred King, there's really no other reason for it.

    And for sure, when I do play trap variants I go for Vanity's, Scolding and Warning first. They all protect your Knights from their most common threats but also, as you said, have their payments (bar Vanity's) leveled out by Caliburn.
    As i was saying most of the time(if not all)you would have better options to summon via merlin and medraut than the high leveled knights since foolish burial is at one and round table is lackluster.Laundsallyn while it solves the problem you mentioned it leads to another,drawing into the level 5 knights with various arms which equal to dead draws.The deck has for sure in-theme methods for playing them but a discard outlet would help way more to solve this problem because as for now the best discard outlet for noble knights is mask change 2.I prefer scolding over warning as it helps one main problem of noble knights which is how easily is for your opponents to disrupt your plays with a single trap and it covers what warning does as well,not to mention the lack of spell/trap space(both in the field and in the deck)so you need cards that can solve multiple problems by themselves.
    Yeah, like I said, not using Eachtar much nor Round Table. If the format slows down, then they can absolutely go back in. And of course Medraut and Borz should be your go-tos first turn if you have a Merlin. Later in the duel when you have an established board you might want some other stuff though. But they're not entirely useless to draw, there are plenty of ways to get them out of hand. Although when I did play both Eachtar and Laundsallyn, I have had a couple of moments where I would draw the two of them along with Gwenhwyfar and other swords in my opening hand. That was upsetting >_>
    Thats what i was talking about same thing happpened to me a lot(but not with the queen together),by the way how many noble arms do you run?I found 9 of them and 1 queen working nicely for me so far.

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    Registered User 8Infinity8's Avatar
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    Quote Originally Posted by Never die View Post
    As i was saying most of the time(if not all)you would have better options to summon via merlin and medraut than the high leveled knights since foolish burial is at one and round table is lackluster.Laundsallyn while it solves the problem you mentioned it leads to another,drawing into the level 5 knights with various arms which equal to dead draws.The deck has for sure in-theme methods for playing them but a discard outlet would help way more to solve this problem because as for now the best discard outlet for noble knights is mask change 2.I prefer scolding over warning as it helps one main problem of noble knights which is how easily is for your opponents to disrupt your plays with a single trap and it covers what warning does as well,not to mention the lack of spell/trap space(both in the field and in the deck)so you need cards that can solve multiple problems by themselves.

    Thats what i was talking about same thing happpened to me a lot(but not with the queen together),by the way how many noble arms do you run?I found 9 of them and 1 queen working nicely for me so far.
    It's one card that you sometimes draw and have problems with. That's not very significant nor likely to impact your odds of opening a playable hand. In some cases, as is mentioned in the combo section, he in fact fixes hands that are otherwise unplayable. Even when he does cause problems, a discard outlet doesn't solve the problem though, it just gets him out of your hand without you feeling too guilty about losing a card from your hand.

    And totally agree on Scolding! I would definitely put it as the best trap to play in Noble Knights, except for maybe Vanity's Emptiness and even then they're quite even. But Scolding is just so powerful and the Life Point cost so insignificant for us because of Caliburn. Which makes me wonder about our applications for the new Solemn Notice card. It doesn't stop spell/traps which, as you've rightly pointed out, is one of the deck's biggest weaknesses, but it helps very much with stopping all monster based threats for a much lower cost (and it doesn't require you to just have the one card set, you can have multiple!)

    I run 9 Noble Arms at the moment, 2 Excalibur, 2 Destiny, 2 Arfeudutyr, 1 Caliburn, 1 Gallatin, 1 Gwenhwyfar. 9-10 Noble Arms seems to me to be the correct amount to run, but I believe you should always have at least 2 Destiny and 2 Excalibur, and then, if they're not mained at 2, at least 1 sided Gwenhwyfar and 1 sided Arfeudutyr. Arfeudutyr is so detrimental in your Satellar, Burning Abyss, HERO and Shaddoll matchups and Gwenhwyfar so essential at 2 against Nekroz and Infernoids. And then there's nothing wrong with 2 Caliburn since the Life Point gain is so handy and I do sometimes find myself wanting to run 3 Excalibur.

  9. #9
    Registered User Never die's Avatar
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    It's one card that you sometimes draw and have problems with. That's not very significant nor likely to impact your odds of opening a playable hand. In some cases, as is mentioned in the combo section, he in fact fixes hands that are otherwise unplayable. Even when he does cause problems, a discard outlet doesn't solve the problem though, it just gets him out of your hand without you feeling too guilty about losing a card from your hand.
    I found that running any of the level 5 knights with the ideal noble arms of 9-10 as you mentioned lead to dead hands more usually than it has to(at least for me anyway)and to be clear how many Laudsallyn do you run?If you are running 1,it is indeed as you mention but you do not see him then as much as you have better options to summon vi merlin and medraut.
    And totally agree on Scolding! I would definitely put it as the best trap to play in Noble Knights, except for maybe Vanity's Emptiness and even then they're quite even. But Scolding is just so powerful and the Life Point cost so insignificant for us because of Caliburn. Which makes me wonder about our applications for the new Solemn Notice card. It doesn't stop spell/traps which, as you've rightly pointed out, is one of the deck's biggest weaknesses, but it helps very much with stopping all monster based threats for a much lower cost (and it doesn't require you to just have the one card set, you can have multiple!)
    Its not just in noble knights,in general the new solemn card replaces a lot cards in almost every deck(expect the ones that do not like paying life points like qli)since its a black horn of heaven and a war chariot(with its requirements being replace by a 1500cost)put together,at the best it would replace solemn warning for this deck since the trap space in the field is tight and at the best you would set 2 traps,not to mention effect veiler and 1 solemn scolding pretty much does the same job as 2 of those cards much better and wasting less trap space,not to mention covering even more scenarios.
    I run 9 Noble Arms at the moment, 2 Excalibur, 2 Destiny, 2 Arfeudutyr, 1 Caliburn, 1 Gallatin, 1 Gwenhwyfar. 9-10 Noble Arms seems to me to be the correct amount to run, but I believe you should always have at least 2 Destiny and 2 Excalibur, and then, if they're not mained at 2, at least 1 sided Gwenhwyfar and 1 sided Arfeudutyr. Arfeudutyr is so detrimental in your Satellar, Burning Abyss, HERO and Shaddoll matchups and Gwenhwyfar so essential at 2 against Nekroz and Infernoids. And then there's nothing wrong with 2 Caliburn since the Life Point gain is so handy and I do sometimes find myself wanting to run 3 Excalibur.
    I run 3 destiny and excalibur and 1 of the rest because not only do i want to have access to my invicible monster whenever i want(note i don't play just sit on an invisible monster but i just want the ratio to have access to it at most cases)but because destiny and excaclibur help the most on letting the main deck monster standing on their own.

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    Registered User 8Infinity8's Avatar
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    Quote Originally Posted by Never die View Post
    I found that running any of the level 5 knights with the ideal noble arms of 9-10 as you mentioned lead to dead hands more usually than it has to(at least for me anyway)and to be clear how many Laudsallyn do you run?If you are running 1,it is indeed as you mention but you do not see him then as much as you have better options to summon vi merlin and medraut.Its not just in noble knights,in general the new solemn card replaces a lot cards in almost every deck(expect the ones that do not like paying life points like qli)since its a black horn of heaven and a war chariot(with its requirements being replace by a 1500cost)put together,at the best it would replace solemn warning for this deck since the trap space in the field is tight and at the best you would set 2 traps,not to mention effect veiler and 1 solemn scolding pretty much does the same job as 2 of those cards much better and wasting less trap space,not to mention covering even more scenarios.I run 3 destiny and excalibur and 1 of the rest because not only do i want to have access to my invicible monster whenever i want(note i don't play just sit on an invisible monster but i just want the ratio to have access to it at most cases)but because destiny and excaclibur help the most on letting the main deck monster standing on their own.
    One, of course. You'd never, ever, ever run more than 1 Laundsallyn and/or 1 Eachtar. I don't often end up with brick hands nor does Laundsallyn contribute significantly to the times that I do, so y'know. His merits outweigh his disadvantages, I've seen.

    Solemn Notice is gonna be a big card for everyone, for sure. And you're right, I reckon it would just straight-up replace warning.

    The triple Destiny never been a problem by having too many of them in hand? Excalibur's fine 'cause you can have multiple on the field, but I wonder if drawing too many Destinys would be an issue. When you resolve a Borz, you should be sending a variety of Arms to the graveyard, so you'd have excess copies of Destiny in deck following your most common turn 1 play. Probably isn't, your logic makes sense and you've still got 7 other Arms that you can equip freely.

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