Overview
Balan, Wandering Knight is a mono-white Voltron powerhouse. For four mana you get a 3/3 legendary Cat Knight with first strike that can take over combat the moment it’s outfitted. Balan gains double strike as soon as two or more Equipment are attached, and its activated ability lets you pay {1}{W} to attach all Equipment you control to Balan at once. That means you can ignore individual equip costs and timing restrictions, turning scattered swords and hammers into an immediate lethal threat.
How it plays
Balan rewards patience and burst. Develop mana rocks and cheap Equipment early, hold Balan until you can either protect it or immediately threaten lethal, then deploy and shift everything with the {1}{W} ability—often at instant speed. Because the ability attaches rather than “equips,” you bypass “equip only as a sorcery,” letting you move gear mid-combat or in response to removal. First strike makes blocking miserable even before double strike is online; once two or more pieces are attached, Balan threatens to one-shot players, especially with power boosts, trample, or protection-from-colors from Swords.
Decks & synergies
- Equipment Voltron (Commander): Core synergies include Sigarda’s Aid (flash and free equips), Puresteel Paladin (card draw and equip {0} with metalcraft), Sram, Senior Edificer, and tutors like Stoneforge Mystic, Steelshaper’s Gift, and Open the Armory.
- Hammer lines: Colossus Hammer becomes trivial to move; pair with trample sources (Loxodon Warhammer, Embercleave-style effects) or evasion to convert huge power into damage.
- Protection & resilience: Boot effects (Swiftfoot Boots, Lightning Greaves), totem armor (Hyena Umbra), and indestructibility (Darksteel Plate) keep Balan alive through removal.
- Mana & combat payoff: Smothering Tithe and cheap rocks fuel multiple equips/recursions in a turn; combat finishers like Sigil of Valor, Blackblade Reforged, and the Sword cycle scale explosively.
- White toolbox: Recursion (Sevinne’s Reclamation, Sun Titan) and protection (Teferi’s Protection, Flawless Maneuver) let you commit safely into sweepers.
Sequencing & tips
Don’t telegraph your all-in turn. Play Balan when you can either (a) move Equipment immediately and hold up protection, or (b) pass with {1}{W} up and snap-attach in response to removal or after blocks are declared. Because the attach ability ignores equip timing, you can declare attacks with an unarmed Balan and then move everything after blockers, forcing awkward blocks and maximizing surprise damage. Remember that attach effects still respect who can be equipped—if an Equipment has restrictions, Balan must meet them. Prioritize trample/evasion to avoid chump blocks, and stack protection-from-colors to punch through the key defender.
Formats
Balan is primarily a Commander star—either as a dedicated Voltron commander or in the 99 of white Equipment shells. It’s legal in Legacy and Vintage but rarely played there; not legal in Modern or Pioneer. In cubes with Equipment density, Balan is a premium payoff that turns a pile of gear into immediate pressure.
Proxy note
Third-party proxy for casual play and testing. Not tournament legal. ProxyMTG is unaffiliated with Wizards of the Coast.


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