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Legendary Creature — Human Knight
Protection from Assassins Other Knights you control get +2/+2 and have protection from Assassins. When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
“Knight lord that exiles blockers and buffs your medieval army.”
Haytham Kenway is a lord for Knights that doubles as a temporary removal engine. You're building an aggressive Knight tribal deck that pressures opponents early while Haytham's enters effect temporarily exiles blockers or problematic creatures. The core gameplan is to assemble a critical mass of Knights, pump them with lords like Haytham, and swing in for combat damage while controlling the board.
Your Knights should curve smoothly from efficient early drops like Elite Spellbinder and Inspiring Vanguard into midrange threats. Haytham specifically shines when you have multiple opponents to target on entry, making him a political tool in multiplayer. Once he's online, your Knights are essentially unblockable by creatures (and most removal doesn't affect them since they have protection), so the game often becomes straightforward: bash in with evasive, pumped creatures until opponents are dead.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Swap expensive Knight lords like Coat of Arms for budget options like Benalish Marshal or even basic +1/+1 lords; lean on cheap Knights like Dauntless Bodyguard and Acclaimed Contender to fill the curve.
Inclusion = % of Haytham Kenway decks running this card. +lift = percentage-point boost over the format average.
No public decks for Haytham Kenway yet.
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