The Knight is one of the strongest Minions available to the Masters. Having become both powerful and wise with age, he has mastered fighting on the horse and strategy of the battlefield. The Knight is especially adept at using speed and momentum against his opponents.
The Knight's primary Tactic is the Trample attack. He will use the power, speed, and weight of his horse to overtake an enemy. By doing so, he carries momentum and is able to Attack again if another enemy is positioned behind his first. With the ability to Trample up to 4 enemies in a row, he can cut a path through an opposing army and quickly turn the tide of battle.
Because the Knight must kill an enemy to overtake its tile and Attack the next in line, the Knight is best deployed against small Minions with low health. Kobolds, Archers, and Sorceresses, with low Defense and a single point of Health are particularly susceptible to his stampedes. Larger creatures with multiple Health, such as the Troll, Dragon, and Catapult, may lose a point of Health to his strong attack, but will only succumb to the Trample and expose another enemy on the killing blow.
The Knight is one of the simplest Minions to play with. Upgrade and modification paths are limited since he is solidly built and one of the strongest, fastest, and best-defending Minions out of the box. There are three modifier cards which make a Knight especially powerful and should be included in Knight-focused Deck.
The first is Reinforcements. This card allows you to spawn two Footmen with one card. In addition, the Footmen appear as close as possible to a Knight of the Master's choosing. Should you find a Knight in a difficult situation against a stronger enemy (or enemies) reinforcements provide instant support and cover. After calling his Reinforcements, the Knight and his two Footmen will have at least three chances to Attack nearby enemies. In addition, the Footmen can provide additional attacks via their special Counter Attack defense.
Next is Extra Action. Timing this card is always critical and even more so with the Knight. A well-played Extra Action against weaker Minions allows the Knight to take out up to 8 enemies in a single round and in doing so move up to 18 tiles. Against stronger Minions, Extra Action lets the Knight chop down multiple Health points in one round.
The most powerful Card available to the Knight is Upgrade Knight. A Pegasus has no direct spawn card, and the only way to get one is to take a Knight through the upgrade path. The Upgrade Knight card replaces your Knight's normal horse with a flying horse. The upgrade gives a Knight the ability to fly (impassable tiles such as lava now become passable) as well as a boost in Attack, Defense, and Movement. The agilit of the Pegasus also allows it to take 2 Actions each round!
One final card that is important in any deck focusing on Knights is the Extra Life card. With two Health to start, the Knight is a solid Minion. However, the expense of reinforcing and upgrading him makes the Extra Life card well worth the cost. A Pegasus is an expensive upgrade to an already expensive Minion and adding Health can extend a powerful tool on the battlefield.
While the Extra Life card is just as expensive as spawning a new Knight, extending the life of a Knight who is already deep in the fray can at times be more advantageous. A newly spawned Knight may have to spend multiple rounds just traveling to the line of battle and will have a lower Initiative once he reaches it. In addition, if your opponent kills two Knights, your Avatar will lose 4 points of Health. However, no matter how many times you give a Knight an Extra Life, when he finally dies, your Avatar will only lose 2 points of Health (the Knight's original Health when Summoned). In a tight battle or when your Avatar is close to death, it is often wise to keep your current Minions alive with Extra Life than to Summon new ones.