Originally Posted by
apocolyps6
There are plenty of situations where 2 turns with a knight actually does not end the game otherwise. TNN is a big one. I wouldn't say it is unreliable, more that it is slow. Knight is a virtual 6of, so being able to assemble it is actually super consistent. I'm also not playing lilis so the cost to my manabase is minimal, but I do agree that it would be a big deal otherwise.
When comparing to lands, our combo obviously seems slow and bad, but I don't think that is the right way to think about it. All we really invest is a knight activation, so we can pursue other gameplans while threatenning the combo. Its like we are playing Splinter Twin, but instead of the 2RR enchantment, we tap knight twice.
Another big difference here (I think) is I keep talking about how I'm doing things proactively and I do tend to play the deck pretty "aggressively". A lot of the problems we are talking about get worse if we are being a durdly control deck rather than playing aggro-control. Jace is less of a big deal, opponent can't take time off to cantrip without being punished, etc.