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DeepfriedDynamite
09-26-2007, 04:52 PM
Lorwyn has some pretty interesting creatures in its tribal theme. Kithikin i believe has gotten the best deal so far. So i decided to write up a list for a possible deck for the tribe. This deck will probably need to wait for the next set in the lorwyn block to become good(februrary i believe) but i can still make a deck until that happens.

Creatures:
4 Goldmeadow stalwart
4 Cenn's heir
4 Wizened cenn
4 Knight of meadowgrain
2 Thoughtweft trio
4 Kithikin harbringer
4 springjack knight

Non creatures:
4 STP
4 Aether vial
4 Militia's pride

Lands:
22 Plains

Sideboard:
4 Disenchant
3 Tividar's crusade
4 Leyline fo the void
4 condemn

For those of you who probably dont know what most of these Lorwyn cards do ill post them here.

Cenn's Heir 1W
Creature - Kithkin Soldier
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
1/1

Goldmeadow Stalwart W
Creature - Kithkin Soldier
As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay .
2/2

Knight of Meadowgrain WW
Creature - Kithkin Knight
First strike
Lifelink
2/2

Militia's Pride 1W
Tribal Enchantment - Kithkin
Whenever a nontoken creature you control attacks, you may pay . If you do, put a 1/1 white Kithkin Soldier creature token into play tapped and attacking.

Wizened Cenn WW
Creature - Kithkin Cleric
Other Kithkin creatures you control get +1/+1.
2/2

Thoughtweft Trio 2WW
Creature - Kithkin Soldier
First strike, vigilance
Champion a Kithkin (When this comes into play, sacrifice it unless you remove another Kithkin you control from the game. When this leaves play, that card returns to play.)
Thoughtweft Trio can block any number of creatures.
5/5

Springjack Knight 2W
Creature - Kithkin Knight
Whenever Springjack Knight Attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)
2/1

Kithkin Harbinger 2w
Creature - Kithkin Wizard
When Kithkin Harbinger comes into play, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it.
1/3

The realy realy good cards here in lorwyn are wizened cenn (2cc goblin king), cenn's heir (piledriver that doesnt die to tarmogoyf or other chump blockers), and militia's pride. The ok cards here are goldmeadow stalwart and knight of meadowgrain. they are both decent beaters... but are not ridiculous like the first three. the two cards im realy looking forward to taking out after Morningtide are kithkin harbringer and springjack kngiht. They are the other best options that kithkin have but are mediocre compared to the rest of the deck. The deck has good removal in stp and condemn in the sb. It also has vial to help power out creatures faster. I know that this deck is bad at the moment so please dont say why play this over gobbs.

Suggestions, comments, critisism.

sammiel
09-26-2007, 05:00 PM
Forget goblins, why play this over good white weenie? 'Angel Stompy' and 'Death and Taxes' are both strictly better than this, with quicker clocks, more relevant disruption, and no vulnerability to engineered plague/tsabo's decree.

Soldier tribal might have some potential, but certainly not kithkin.

technogeek5000
09-26-2007, 05:18 PM
Meh, its not terrible. I do agree that d&t and angel stompy are better then this, but that doesnt mean that this deck wont have some potential eventually. Although you will probably have to wait till all three sets in the lorwyn block to get a few more playable cards. I like militia's pride, cenns heir, and wizened cenn. They seem like a great start. I think you might want try some other cards for the mana base. Ancient tomb might be ok. Or you could try cutting a land.

Gl with the deck

Nydaeli
09-26-2007, 05:52 PM
all three sets in the lorwyn block

There are actually going to be four sets, divided into two mini-blocks. Should be interesting.

As for the deck, I don't think it's powerful enough for Legacy, even though Kithkin are going to be a force in Block and Standard. Weenies with non-disruptive abilities are generally not good enough in this format.

DragoFireheart
09-26-2007, 06:23 PM
Side-board hate for combo decks simply is not enough. While it depends on the meta-game, you need a deck that can fight combo decks by using disruption [counter or discard] or simply being faster [playing combo yourself].

This deck lacks that. It should do well at fighting control decks but will roll over and die to combo.

Meekrab
09-26-2007, 08:50 PM
The only way I can see this working is an Angel Stompy/Stax shell with 10-12 Kithkin so you can play the sweet 5/5 first strike vigilant omni-blocking midgets. None of the little Kithkin are any better than the equivalent small creatures AS already plays, but Thoughtweft Trio is arguably better than Razor Golem. (Its a friggin white Morphling for 2WW! 0_o)

Cavius The Great
09-27-2007, 09:58 AM
If you're playing with crappy cards just to get a 5/5 first strike for 4 mana, that's not a good enough reason to play the deck in the first place. Maybe three sets down, but until then, I don't see it happening.

Happy Gilmore
09-27-2007, 10:53 AM
If you're playing with crappy cards just to get a 5/5 first strike for 4 mana, that's not a good enough reason to play the deck in the first place. Maybe three sets down, but until then, I don't see it happening.

Each card is fine on its own. 2/2 for 1 is good I hear. If all of these are crappy cards what does that make the walls in Paul Wall agro which do nothing without both Doran and Rolling Stones?

One thing I would change for sure is -4 plains +4 Windbrisk heights. Its a good way of generating card advantage in this deck.

burkey_boy
09-27-2007, 11:08 AM
kithinkin will never be good on its own... has no other cards other than block.

hense why merfolk, treefolk, faery etc etc etc will be better as they have other cards to use...

TheCramp
09-27-2007, 02:44 PM
Creatures:
4 Cenn's heir
4 Kithikin harbringer
4 springjack knight


Suggestions, comments, critisism.

These are so underwhelming in 1.5. Fragile & win more, crap, and back around to fragile again.

I think that the 1 mana 1/1 pro-red guy, Burrenton Forge-Tender is far better.

Protection from red
Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.

Foils Pyroclasm, rolling earthquake, cave in, and is genarally dashing. I would be subbing in this one for one of the above for sure.

Then I would cut the other two slots for some splash, or condemn and 'geddon.

Tacosnape
09-27-2007, 02:47 PM
...I got a fever.

...And the only prescription?

More Umezawa's Jitte.

Seriously. White aggro runs Jitte. Kithkin Tribal is no exception. Imagine winning the clash on a Springjack Knight with a loaded Jitte.

Zilla
09-27-2007, 02:52 PM
I agree on the Jitte. Also, if you're going to run Kithkin, you really should run the very best one they made, that being Gaddock Teeg. Yes, you have to splash green for him, but he helps your combo and control matchups so much it's absolutely worthwhile. And while you're splashing green, you might want to bring along the Kithkins' adopted cousin, Tarmogoyf.

Drop the Springjack Knights. Clash is a dumb ability. That makes room for Gaddock. Drop at least some of the Kithkin Harbingers, too. Their ability may seem cool, but in reality it's a huge tempo sink, and it's not like you really have any "silver bullet" Kithkin you absolutely need to find. That makes room for Jitte. Next, drop a fuckton of a land. 22 is way too many in an aggro deck running 4 Aether Vials and only two cards over 2cc. You could probably get away with 18, which would make room for Tarmogoyf.

boris13
10-23-2007, 08:37 PM
The harbringers I think would slow the deck down. Sure they search for a kithkin but it is a 1/3 for three while the rest of the deck is 2/2s for two or one, doesn't provide to much on offense. And since most of the deck is under three you wouldn't need so much land. This deck needs some Jittes. Even though this is not with the tribal part, I am going to try and fit knight of the holy nimbus and or Calicaderm as some nice solid creatures.

Wallace
10-23-2007, 09:09 PM
I think you guys have this deck all wrong, I have been testing a standard Kithkin deck and it is really good. If I was going to run Kithkin in Legacy this would be my list:

4 Goldmeadow Stalwart
4 Wizened Cenn
4 Knight of Meadowgrain
4 Dark Confidant
4 Gaddock Teeg

4 Aether Vial
4 Swords to Plowshares
4 Shared Triumph
4 Orm's Chant
3 Umezawa's Jitte
1 Krosan Grip

4 Windswept Heath
3 Savannah
3 Scrubland
4 Flagstones of Trokair
6 Plains

Pinder
10-24-2007, 03:11 AM
I agree on the Jitte. Also, if you're going to run Kithkin, you really should run the very best one they made, that being Gaddock Teeg. Yes, you have to splash green for him, but he helps your combo and control matchups so much it's absolutely worthwhile. And while you're splashing green, you might want to bring along the Kithkins' adopted cousin, Tarmogoyf.

Drop the Springjack Knights. Clash is a dumb ability. That makes room for Gaddock. Drop at least some of the Kithkin Harbingers, too. Their ability may seem cool, but in reality it's a huge tempo sink, and it's not like you really have any "silver bullet" Kithkin you absolutely need to find. That makes room for Jitte. Next, drop a fuckton of a land. 22 is way too many in an aggro deck running 4 Aether Vials and only two cards over 2cc. You could probably get away with 18, which would make room for Tarmogoyf.

I agree with pretty much everything said here. Plus, if you add green you can drop the Harbingers for Worldly Tutor, which is a cheaper (and faster) way of getting sucky card disadvantage. In all seriousness though, GW gives you Eladamri's Call, which is probably your best bet if you want to be fetching creatures. Also, there are green Kithkin too. Both of them suck, however (although the Mourncaller seems more playable than Springjack knight under Militia's Pride).

Also, Dolmen Gate? It really lets you swing into just about anything (except Grip, I guess) without worry. It also keeps your Militia's Pride tokens from dying as a result of the attack step. I played Pride/Gate in a draft, and it was pretty sexy when I got both.