Mostweapons can be collected in a single playthrough, but weapons crafted from boss souls can only be crafted once per playthrough. Most boss souls offer the option to create two different weapons, but the Soul of Sif can be used to create three different weapons, thus New Game+2 (a third playthrough) would be required to craft all possible variants. Weapons from the DLC Artorias of the Abyss are not required for this achievement/trophy.
These weapons are obtained by cutting the tail of certain enemies. You may only get one chance at most of these weapons until the next playthrough, as the enemies do not appear again, with the exception of the Gargoyles and the Stone Dragon.
These weapons can only be obtained by defeating certain enemies throughout the game. Most weapons have a low drop rate, which means it may take several attempts for the enemy to drop the desired weapon.
Black Knight weapons are only dropped by Black Knights who wield that weapon. Most knights in the game do not respawn, however the five Black Knights guarding the Kiln of the First Flame do. All four variants can be found here, making it a perfect location to obtain these weapons.
Silver Knight weapons are significantly rarer than Black Knight weapons, with drop rates at between 1 and 2 percent. Silver Knights can only be found in Anor Londo. Like the Black Knights, they only drop the weapons they wield in battle. Sword and spear wielding knights can be found in the various rooms within the main building.
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Welcome back to Plot Twist, the series where we build a Commander deck that looks like it'll tell one kind of story only to throw out a twist for our opponents mid-game. If you're joining us for the first time, welcome! I'd encourage you to check out the previous articles in the series to get a sense for the types of stories we're looking to tell.
Last time, we built a lifegain combo deck helmed by Sorin of House Markov that looked to gain a whole bunch of life at once, then knock our opponents out with Sorin, Aetherflux Reservoir, and the like. This week, we've got a new set with tiny, seven-card packs in Assassin's Creed. I've never played an Assassin's Creed game, though I've heard very good things about them, so this set didn't catch my eye as much as other Universes Beyond products in the last couple of years. As I was scrolling through the set, though, Haytham Kenway was the one potential commander that immediately stood out to me because Haytham does something that I've tinkered around with before: Haytham cares about the creature types of our opponents, specifically if they're Assassins.
Haytham is an Azorius commander with three abilities in total. The first is that Haytham has protection from Assassins. It also grants other Knights you control the same protection from Assassins ability and an additional +2/+2. Finally, when Haytham Kenway enters, we get to exile up to one creature each opponent controls until Haytham leaves the battlefield.
Unfortunately, this is the fixed wording from Banisher Priest rather than the wording on Fiend Hunter, so we'd have to jump through more hoops if we wanted to try to blink Haytham a bunch of times to exile our opponents' boards for good. We could certainly do that with cards like Containment Priest and Hallowed Moonlight if we wanted to, but that sounds rather miserable to play against, and on Plot Twist we prefer to focus on making games with interesting stories.
In looking at Haytham's EDHREC page, there are only 54 decklists at the time of writing, but it looks like many of them go in one of two distinct directions. The first is a Kindred Knights build that uses cards like Knight Exemplar, Herald of Hoofbeats, and Kindred Discovery to quickly get a bunch of Knights into play and overwhelm our opponents. The second, evidently more popular, build so far revolves around the new card Templar Knight from Assassin's Creed and cards like Thrumming Stone to cheat big legendary artifacts like Akroma's Memorial or The Circle of Loyalty into play. Therefore, when we sit down with our new Haytham Kenway deck, our opponents will probably expect us to either be a relatively straightforward kindred deck, or one that's built around Templar Knight and legendary artifacts. But this is Plot Twist, so we've got a surprise in store for our opponents, because this deck is actually planning to win the game by turning all of our opponents' creatures into Assassins.
When I read the line "Other Knights you control get +2/+2 and have protection from Assassins" on Haytham Kenway, I knew this was going to be a commander we'd brew around. I've tried to build a deck around the extremely niche "Cowards can't block" mechanic in the past, but found that the card pool was too shallow and didn't have a commander that supported what the deck wanted to do, so it ended up being a Warrior kindred deck with a weird win condition built into it. But with Haytham, we have a commander that can help tie this sort of "type hack" deck together.
"Protection from ________" has slowly been phased out of Magic over the years because it's really complicated and not very intuitive. If you look at a card that has protection from red, like Aven Smokeweaver, it's not immediately clear that Aven Smokeweaver can't be blocked by red creatures, targeted by red spells or abilities, dealt damage by red sources, enchanted by red auras, or equipped by red Equipment. I've personally always found that the "can't be blocked by" part of protection is the least intuitive, but today we're going to use that to our advantage in particular.
Using cards like Amoeboid Changeling, Imagecrafter, Shields of Velis Vel, and Unnatural Selection, we're able to turn our opponents' creatures into Assassins, allowing our Knights to slip through unblocked. We're also running functionally similar cards, like Reverse the Polarity, for the flexibility to choose between making all creatures unable to block at instant speed, which we can use ourselves or to help knock out an archenemy, as a counterspell, or as some weird anti-Walls tech.
Being able to change the creature type of our opponents' creatures, AKA type hacking, is just the sort of strange way to win the game that we love on Plot Twist. There's just something so memorable about being able to leave our opponents' creatures basically untouched but completely unable to block. Shields of Velis Vel and Unnatural Selection are the secret all-stars of this deck because they can either let us turn all of an opponent's creatures into Assassins at once or as many as we have mana laying around with Unnatural Selection. In general, it seems like it's better to hold off on casting these too early in the game and instead look for an opportunity to turn all of an opponent's creatures into Assassins and then sneak through for lethal damage with our unblockable Knights. We're also running Mystical Tutor and Enlightened Tutor to give us additional ways to find these pieces when we need them.
Amoeboid Changeling and Imagecrafter, on the other hand, are cards we'll want to cast early in the game. With Haytham Kenway out, we can change a single large attacker into an Assassin with either Amoeboid Changeling or Imagecrafter and freely block it. This should make our opponents think twice about attacking us with their largest creatures, giving us plenty of time to build out a board of Knights and find our win conditions. We could consider other versions of this effect, like Trickery Charm or Standardize, but we'll want to be able to either get all of our opponents' creatures at once or have a repeatable way to change their creature type. Unfortunately, casting Standardize doesn't work the way we want it to because our creatures would no longer be Knights, so they'd lose the protection from Assassins ability that Haytham Kenway grants them. While we didn't end up running Trickery Charm and Standardize in the final decklist, they could be something we want to add back into the deck after playtesting it for awhile should we need more ways to change the creature type of our opponents' creatures.
The more Commander decks we brew, the more it seems that just drawing a bunch of cards will cure pretty much whatever ails our deck of the week. Kindred Discovery will draw us a card every time we cast or attack with a Knight, Chivalric Alliance will draw us a card as long as we have two Knights that attacked, and Bident of Thassa will draw us a card each time one of our Knights deals damage to an opponent. It also has a goad-esque effect we can use if we ever need to force our opponents to attack, too. We're also running Goliath Paladin because the initiative encourages combat and helps us hit our land drops. While it's no White Plume Adventurer or Seasoned Dungeoneer, it's a Knight, so it'll get all the benefits of our various kindred effects. Lastly, The Council of Four isn't a Knight, itself, but it draws a lot of cards and makes Knight tokens, so we'll take it!
We're also running a few cards that synergize with the rest of the deck well but don't explicitly draw us cards. Battle Angels of Tyr can net us cards, Treasures, or life depending on the game state and how many of the myriad tokens connect. Knight-Errant of Eos should act a lot like Collected Company with the number of Knights we're running and tokens from cards like History of Benalia and Invasion of New Phyrexia. Is it just me, or does every card that references Eos in its name seem to be busted? Sky Hussar can be card draw if we need it, and it will also untap all of our creatures when it enters the battlefield; just the sort of flexibility we like from a random 4/3 flyer.
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