|Commander / EDH||Legal|
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|Scars of Mirrodin||Rare|
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Artifact — Equipment
Equipped creature gets +6/+6.
Whenever equipped creature attacks, destroy target permanent.
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|Have (16)||ironax , orzhov_is_relatively_okay819 , GoldGhost012 , Brandbrower21 , rikertchu , LoneCrusader399 , HR19 , Swamy , TheAlmostHero , rhinoloupe , Friedrice24 , mazrimtaim , Va1mar , Big-Foot , gildan_bladeborn , switchkill65|
|Want (2)||jtaddeo , vashaclarens|
Argentum Armor Discussion
14 hours ago
Since Shu Yun benefits from a lot of noncreature spells, some counter spells and exile effects would be useful. Enchantment and artifact removal like Forsake the Wordly and Solemn Judgment would be useful. Norn's Annex, Propaganda, and Ghostly Prison can make it harder for opponent's to swing at you. Counter spells like Swan Song, Essence Scatter, Rebuff the Wicked, Mana Tithe, and Countermand provide protection and the necessary control aspect you might be looking for. Other creatures with Prowess and similar effects would benefit from what you have in mind. Monastery Swiftspear, Pristine Skywise, Cunning Breezedancer, and Pyre Hound to name a few. The Ravnica bounce lands you will want to add would be Azorius Chancery, Izzet Boilerworks, Boros Garrison, and the tricolor land Mystic Monastery. You can also add the other dual lands, Tranquil Cove, Wind-Scarred Crag, Prairie Stream, Irrigated Farmland, Inspiring Vantage, and Spirebluff Canal. Some must have artifacts are Elixir of Immortality, Venser's Journal, Chromatic Lantern, Jeskai Banner, and Argentum Armor. Hope this helps!
6 days ago
Going for non-tribal you could put Odric, Lunarch Marshal to make your creatures indestructible with your Commander and his equip. And Stonehewer Giant to pick Argentum Armor from the deck and seize the game. (Actually manage do win games this way a lot).
6 days ago
1 week ago
What I would cut:
- Grasslands, Secluded Steppe, Selesnya Guildgate, Tranquil Expanse, Tranquil Thicket, Grove of the Guardian: I would replace these with 2 of each basic, Gavony Township and either Command Beacon or Mikokoro, Center of the Sea for long-term value and added speed to the deck with less tapped lands.
Sandwurm Convergence: costs too much for what it provides.
Argentum Armor: Seems slow to me. I take your deck to be an aggressive one.
God-Pharaoh's Gift: another card that is good, but is very situational for its cost.
Beastmaster Ascension: seems slow and with a creature count that take to build up, it seems more like a win-more card.
Hour of Promise: only three targets make it seems worth the invest (Cavern of Souls, Westvale Abbey Flip and Path of Ancestry) plus you are running 0 deserts, so you only ever get the 1st part of the card.
Faith's Reward: I would suggest keeping your instants that you wish to respond to an action under 3 CMC. It makes it a lot easier on your deck when comes to being able to play your offensive cards and have mana open for a response to an opponent.
Sylvan Library: one of the best green draw cards in the game. I feel it is worth every penny.
Nature's Claim: Cheap removal that allows you to be very flexible with your turn.
Ghostly Prison: if your truly worried about defending your turf, this is a great deterrent.
Hope all of this help, good luck in your matches in the future! +1
1 week ago
The starting game plan is to drop Sram, Senior Edificer on Turn 2 and ride the card draw. An early Equipment tutor is usually spent on the either one of those two. In fact, Sram, Senior Edificer makes Sword of the Animist better as he's a consistent early game body to equip.
Ghostly Prison and Windborn Muse were replaced with Grasp of Fate and Armory Automaton respectively. I needed space for Armory Automaton and leaving Ghostly Prison by itself wasn't going to be that effective anymore.
Never switching back to Eight-and-a-Half-Tails and I absolutely don't miss him in the Command Zone. Sram, Senior Edificer's been amazing since the change. Eight-and-a-Half-Tails is only still in the 99 due to the lack of Leonin Abunas variants without shroud. He still has his issues in low mana situations.
My Commander is mostly irrelevant. It's the crazy plays I sometimes perform that cause groans. I got extremely lucky once with Argentum Armor and a Masterwork of Ingenuity copy both equipped on Turn 5.
Though I'm been happy with Sram, Senior Edificer, his days in the Command Zone may be numbered. Balan, Wandering Knight from the Commander 2017 decks has my complete attention right now. The Cat hits like a truck with little set up.
3 weeks ago
"Absolute garbage deck with little to no chance of winning" - well not with that attitude! I kid, but in all seriousness, it sounds like you're having a tough time with your deck. I guess it'd be safe to assume you ha ve no reliable wincons. So, we have two options here - you switch commanders, or try and figure out something what can enable you to win. I'll give you my thoughts on each option:
Switching commanders: So, you have a commander that's an angel. To my surprise, she's the only WB angel there is. Go figure. So every other option is non-angel...but you do have some very interesting choices.
Mind you, I didn't list all of the cards because IMO, these are probably the more popular choices and the most expensive (sorry!). The idea behind choosing a commander is choosing a creature that speaks to you. Something you like about the way they play, what they embody stuff like that. If you have any thoughts regarding any of the previously mentioned cards, let me know and we can try to build a deck that's more centered around it.
Figure out something - so if we stick with Selenia, Dark Angel as our commander I think the most reliable way to get her to win is to voltron her up. Basically, we'd just rely mostly on just her winning us the game. So we would use cards like:
Just to name a few. The idea would be that your commander would be so well equipped that she'd be nigh impossible to deal with for hte rest of the table. Additionally, you'd have to have a means of protecting yourself. Cards like:
- Ghostly Prison
- Angelic Arbiter
- Privileged Position
- Engineered Plague
- Hissing Miasma
- Ensnaring Bridge
- No Mercy
Just to name a few. But the idea is that you build up a defense while your opponents have to deal with your commander who will stand vigil in front of the wall you build. As you constantly equip and build her up, she becomes a legitmate threat on the board. Of course, there are other creatures that are better suited to this strategy, but given what she has this is the best I can come up with. I'm sure there are smarter people out there that would have better ideas though. Don't give up!
4 weeks ago
A creature with Argentum Armor must attack and not already be attacking in order for it to trigger. Just thought I should let you know. And what reasons should someone play this over a meta affinity build?
4 weeks ago
Thanks for taking the time to playtest and type that out, I appreciate it!
I've been playtesting my deck and some of my friends decks at the same time, like a mock game, and I've noticed that the sooner I can get Medomai out the likelihood of me winning increases. The only problem is that I don't always have enough lands. I didn't even think of the fact that I could be using mana ramp creatures as cheap blockers in place of the walls. While the walls give me continuos blockers, they don't give me mana, which is a must.
After giving it some thought, I agree that Argentum Armor is not great in this deck, and in my experience playtesting I don't even draw it that often anyway, so I'll be replacing it with Lightning Greaves
I originally had Dovin in here for the control aspect, but all of my win cons are voltron aspect, so I can see why he's not that great. I think I'll take him out and in his place insert Elspeth, Sun's Champion for the 1/1 tokens and +2/+2 counter. I'll bring back Sphinx of Magosi and take out Sphinx of the Final Word, I had the same thoughts as you about his usefulness in the deck. I'll swap out Perpetual Timepiece for Crystal Chimes. I'll take out Venser's Journal, but only because I think I'll keep Celestial Mantle. I know it's super expensive, but I only play casually with my friends, and I know a few landed hits with that equipped will likely get them to concede. Also I'll swap out Mind Unbound for Sage's Reverie.
Thanks again for your input, I really appreciate it!