CARD OF THE DAY
Command Knight
コマンド ・ ナイト
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English: Command Knight
French: Chevalier Commandeur
German: Gebieterischer Ritter
Greek: Διοικητής Ιππότης
Korean: 커맨드 나이트
Spanish: Caballero Comandante
Japanese (Kana): コマンド ・ ナイト
Phonetic: Komando Naito
Alternate: Tactical Warrior
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While at least 1 other monster exists on your side of the field, your opponent cannot select this card as an attack target. Also, while this card remains face-up on the field, increase the ATK of all your Warrior-Type monsters by 400 points.
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Ruling:
If you control a "Command Knight" equipped with "Ring of Magnetism", and another monster, your opponent can and must select "Command Knight" as an attack target if he chooses to attack.
If you control 2 face-up "Command Knights", and no other monsters, and 1 of them is equipped with "Ring of Magnetism", your opponent cannot attack because the 2 "Command Knights" are preventing an attack from being declared. "Ring of Magnetism's" effect forcefully leads the attack to the equipped monster only when the opponent declares an attack, which is impossible for your opponent to do.
If "Umi" is active and you have "The Legendary Fisherman" on the field, your opponent can attack directly. But if you have "Legendary Fisherman" and "Command Knight", and no other monsters, your opponent cannot attack directly because of "Command Knight", and cannot attack "Command Knight" because of his effect, and cannot attack "The Legendary Fisherman", so he cannot declare an attack (but can enter the Battle Phase to activate card effects).
If you control "Patrician of Darkness" and "Command Knight", and your opponent attacks, you cannot choose the "Command Knight" as the attack target.
If you control "Command Knight" equipped with "Raregold Armor", your opponent can attack "Command Knight".
If you control a "Command Knight" and another monster, and your opponent attacks the other monster, you can use "Shift" to select "Command Knight" as the new attack target.
You can choose your own "Command Knight" as the attack target when your opponent attacks your "Dreamsprite".
"Command Knight"'s effect increases its own ATK by 400 points, in addition to your other Warrior-Type monsters.
If you control multiple "Command Knights", their effects are cumulative so each will increase all of your Warrior-Type monsters' ATK by 400 points.
If "Command Knight" is Normal Summoned, Flip Summoned, or Special Summoned, its ATK is at least 1600 so your opponent can activate "Bottomless Trap Hole".
If "King Tiger Wanghu" is on the field face-up, and "Command Knight" is Summoned, the effect of "Command Knight" is applied immediately because it is a Continuous Effect, so first change "Command Knight"'s ATK to 1600. After that, "King Tiger Wanghu"'s effect cannot activate because "Command Knight"'s ATK is not 1400 or lower.
If "Physical Double" creates a Mirage Token of a Warrior-Type monster while "Command Knight" is on the field, take the current ATK (including "Command Knight" Bonus), then apply all bonuses again if appropriate. So a Mirage Token of a 1600 ATK Warrior-Type monster would be ATK 2000 (it copies the 1600 ATK and then gains "Command Knight"'s +400 ATK bonus).
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Tips:
This card can be searched via "Sangan", "Last Will", "UFO Turtle", "Summoner Monk", "Field-Commander Rahz", "Freed the Matchless General", and "Reinforcement of the Army"; this is especially useful since "Command Knight" will usually have 1600 ATK when on the field, making her stronger than most cards that can be summoned with Searchers.
If your field is empty, you should put "Command Knight" in defense mode since her 1900 DEF are superior to the 1600 ATK points she would have on the offense.
If you have multiple "Command Knight"s on the field at the same time, none of them can be attacked, and they provide each other with additional ATK.
A variety of "Molten Destruction"/"Sogen", "The A. Forces" and "United We Stand" with multiple "Command Knight"s on the field will provide your monsters with ridiculous amounts of ATK points.
Set a "UFO Turtle" while you have a face-up "Command Knight" on the field. If your opponent destroys it, summon a second "Command Knight" for a lock and two 2000 ATK monsters.
Alternatively, when your opponent destroys another of your monsters while "Command Knight" is face-up on the field, activate "Soul Rope" to special summon another "Command Knight", creating a lock.
Play this card in an Elemental Hero Deck to seriously boost your offensive capabilities.
"Command Knight" is also superb with "Ultimate Baseball Kid". Not only will it boost UBK's ATK by 1,000 points, it will supply an extra 400 since UBK is a Warrior-Type. Three Command Knights and one UBK will yield three monsters with 2,400 ATK and an UBK with 4,700 ATK.
"Command Knight" also works nicely in Amazoness decks.
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Trivia:
"Command Knight" appears in the artwork of the following cards:
"The Unselected One"
"Big Volcano"
"Cyclone Wing"
"Attribute Gravity"
"Vengeful Servant"
There is a Fairy-Type version of "Command Knight", "Command Angel".
This card is slightly unusual in that it states "while at least 1 other monster exists" rather than "while you control at least 1 other monster."
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