Argentum Armor

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Commander 2014 (C14) Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

Argentum Armor

Artifact — Equipment

Equipped creature gets +6/+6.

Whenever equipped creature attacks, destroy target permanent.

Equip

Price & Acquistion Set Price Alerts

C17

C14

SOM

Ebay

Argentum Armor Discussion

Bchong on Derevi

1 day ago

Honestly this deck seems way too slow...and it doesn't seem like you will ever get the mana to cast cards above 4 CMC until like turn 6 or 7...one of the ways to get past this is to have derevi/other creatures hit other people but none of these creatures are really meant to do that...the ones you have are meant to control the board (good choices on some of them). This deck honestly feels like a bunch of silver bullets against the decks you play against...and at least from my experiences these cards need to be on the battlefield like t3 at latest...You seem to be playing derevi staxs but a really slow version.

Like you have the stax down but i don't see how you expect to win...if it is with those big CMC creatures then you need a way to get that much mana...namely you have little to no mana ramp my suggestion would be to put in every single 1 cmc mana dork...like Llanowar Elves these will also help you use derevi's ability. And cards like Edric, Spymaster of Trest are natural includes in a derevi deck, because derevi is meant to swing at people and you might as well draw when you do it.

add: Stasis if you are going stax might as well put this in Tocatli Honor Guard 1 CMC blue cantrips...most of them if you can... Reclamation Sage and Caustic Caterpillar a good way to finish out the game...honestly just put in an infinite combo can't see anyone having a problem with it considering the rest of your deck.

cut:

Sigarda's Aid not enough use out of it...like 6 cards total will benefit

Heidar, Rimewind Master where are your snow permanents? are they the lands?

Nazahn, Revered Bladesmith too much CMC for your deck doesn't really do that much

Avacyn, Angel of Hope Elesh Norn, Grand Cenobite Iona, Shield of Emeria Sigarda, Host of Herons Vorinclex, Voice of Hunger Argentum Armor Boundless Realms i'm sure these do a lot exspecially Elesh Norn but how do you expect to cast the cards...you are playing stax and while derevi can bypast most of this it will still effect you.

Grand Architect Pili-Pala why do you need infinite mana? you don't have anyway to truely capitalize on it.

Jagd_Tallgeese on Kaalia of the Vast

1 month ago

Argentum Armor and Assault Suit can be fun as you turn Aurelia into a pinball. Assemble the Legion and Cathars' Crusade to get more troops on the ground that are essentially expendable. Since you are planning for mostly artifacts, Pia's Revolution, Ghirapur AEther Grid, Fireweaver, Darksteel Forge, and Blinkmoth Urn might be worth looking in to.

TypicalTimmy on Your life total is irrelevant..

1 month ago

Y u no Argentum Armor?? ;)

Also that new Helm of the Host gives you a ton of 9/3 beaters. That's always fun.

Sword of the Animist may help with land drops, too.

bryanedds on Feather and Flame

2 months ago

Completed - Argentum Armor already in the deck.

bryanedds on Feather and Flame

2 months ago

Completed.

Consider adding Argentum Armor now that the removal package was gutted.

SynergyBuild on Queen Marchesa: Gods, Gear, Garrisons and Guile

2 months ago

Well, I'll do my best for advice. I'll give you some basic info, stuff that I'm pretty sure we'll agree on, then explain the dilemma I have with some of the deck's more integral parts.

First off, under combos you list Faith's Reward and Merciless Eviction, this doesn't work because the exiling of permanents doesn't put them into the graveyard, but into the exile zone. Also, in combo #9, Sigarda's Aid appears useless, because you already have auto-instant-speed-free-equip-on-entering and instant-speed equipments with Stonehewer Giant.

Secondly, Hallowed Fountain is illegal in this deck, you most likely meant Sacred Foundry.

Other than that, I'd suggest upgrading your landbase with the following cards, dropping tapped lands:

Caves of Koilos, Shadowblood Ridge, Sulfurous Springs, City of Brass, Mana Confluence, Tarnished Citadel, and Sacred Foundry (if you didn't mean to put it in over Hallowed Fountain).


Now to the more controversial (I assume) part of my critque/advice. Really, you need to hone you deck into doing something more specific than Aikido Control Voltron Aggro Combo. It streches your deck too thin to do any.

Well, not exactly, there is a way to do it, but it requires some money, because the name of a deck that can pull off the N>3 where N is equal to the number of strategies type of deck is called Toolbox. A strategy in which a deck runs a selection of 'Tutors' (Enlightened Tutor, Vampiric Tutor, Demonic Tutor, Gamble, etc.) and tutor targets, or cards that your most prone to tutoring out to get to position your deck to move into a role of gameplay. This strategy can rarely pull off aggro though, but can do a midrange voltron strategy, such as tutoring an Argentum Armor, Batterskull, and Fireshrieker onto the field, positioned to one-shot whoever looks at you wrong, blowing up a permanent per kill.

Control is fine to toolbox for too, in fact tutoring the right answer to the right problem is exactly where toolbox and control overlap. Aikido less so, due to the need for instant-speed tutoring in many cases, but most of those tutors end up tutoring to top, so it is hard to pull it off.

Combo is where toolbox starts to both shine and fall apart. As soon as you run efficient combo, the best answer to nearly any situation is run a tutor-line and win. No need to tutor a sweeper to kill your opponents' elves when you can just Kiki-Jiki, Mirror Breaker and Felidar Guardian to make infinite cats and kill each and every one of your opponents. Really, it kind of makes the toolbox irrelevant, yes, when an opponent has Blind Obedience you may have to tutor something to get rid of it, or just, you know, run another combo that doesn't fold to Blind Obedience.

Some people have told me that you'd rather still have a toolbox because you might not have access to two tutors, but in that case, just tutor a Imperial Recruiter, use that to tutor for Kiki-Jiki, Mirror Breaker, cast Kiki, copy recruiter, and fetch Felidar Guardian, problem solves. Don't want to pay for Imperial Recruiter? Fetch Recruiter of the Guard and replace Felidar Guardian with Combat Celebrant so you make infinite combat steps instead of infinite cats, less fun, but it still works.

Point is, toolbox isn't a perfect answer to making this deck work the way it was intended, but it can piece it together from the stretched mess it is now. It is simply too inconsistent in the current form, with a mediocre landbase for a mana-hungry deck.


Some options would be to scrap the current build, and go heavy control-stax, with Armageddons, some of the pillowfort you have, and abusing the Monarchy to get back into the game faster than your opponents. This would be backed up by a combo-package used to win the game after success fully locking out your opponents from interacting with you, or playing the game at all.

Another option is to go heavy-combo, with an aim on the midrangy strategy of building up minor defenses so you can set up and combo out around turn 4-5, with decent disruption such as Swords to Plowshares, Inquisition of Kozilek, etc. This stops your opponents from going off before you hjopefull long enough for you to use the tutors at your disposal and win.

For an aggro-voltron strategy, dropping all of your top-end for better voltron cards like Hatred, and speedening up your build with more ramp like Lotus Petal, Grim Monolith, Mana Vault, Mana Crypt, Chrome Mox, and Mox Diamond should help smoothen it out, aiming to kill a player by turn 3-4, and each following turn knocking out a player. This strategy requires some level of protection for your commander, and a single Swiftfoot Boots won't really cut it. Perhaps changing the commander to something with more protection would help.


Those are my thought on how to better this deck in terms of competitiveness, but honestly I have no idea what you wanted me to do, since you didn't specify your playgroup, budget, amount of hate you can handle, etc. I assumed a decent budget, since it is already at $400+ dollars, an average meta (I didn't know), and all the hate could be taken (Grafted Exoskeleton).

If I was off, just tell me!

TogbusPrime on Yahenni Sacrifice

2 months ago

As you said, the deck loses to Leyline of the Void but any similar effect, with Rest in Peace being the worst, will shut down the deck as well. As such I'd recommend Scour from Existence, Karn Liberated, and Ulamog, the Ceaseless Hunger to permanently deal with the problem or the less permanent but equally viable answers of Ulamog, the Infinite Gyre, Universal Solvent, and Unstable Obelisk. There's also the more specific and/or slower options of Argentum Armor, Gate to Phyrexia, Lux Cannon, and Phyrexian Tribute, with that last one seeming like a surprisingly decent possibility for the deck.

On another note, I'd put more board wipes in and Fleshbag Marauder, Merciless Executioner, and the oft forgotten Slum Reaper to profit off Yahenni more or I'd swap them out for Endrek Sahr, Master Breeder. Given the reason you made this deck, I know you don't wanna do that, but he'd also be a decent addition to the maindeck as another token generator.

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