|Commander / EDH||Legal|
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|Duel Decks: Phyrexia vs. The Coalition||Common|
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Enchantment — Aura
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.
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Armadillo Cloak Discussion
2 days ago
Yeah I could have added on to that a bit, I'm getting 2x Wurmcoil Engines, a playset of Remands, a 1x Sundering Titan, and 1x Solemn Simulacrum with this as well. All of that is for a modern deck I'm building instead of infect which I'm postponing finishing for now to instead build something cheaper.
But we follow prices of the store Face to Face Games, not sure if you have heard of them however as they are a Canadian store. Wurmcoil Engines for example are about $19-20 CAD/ US $14. While the NM slivers go for about $50 CAD / $36-37 US, and i'm buying him the two chalices for $170 CAD / $125 US for those 10 cards in return.
I was using about $110 Cad/ $80 US store credit I had to pay towards this anyways from a bunch of standard stuff like a foil Chandra, Torch of Defiance, 3 Spirebluff Canals, a Craterhoof Behemoth, etc which was all stuff I was relatively not using so i'm not too sad too see them go to actually pay less of this myself.
Going between these prices all must seem a little confusing sorry about that, and while I didn't still didn't even list everything mentioned the trade is one I'm fine with as I was paying for a good chunk of it with store credit. But thank you for your concern anyways in suggesting the trade might not have been in my favour.
I was building Mono Blue Tron anyways if you have heard of the deck for modern, if your not aware it feature's Urza's Tower, Urza's Power Plant, and Urza's Mine along with Expedition Map to produce tons of mana quickly to play threats like Wurmcoil Engine and Ugin, the Spirit Dragon. It features Treasure Mage which can find a variety of artifact cards like a 1x Platinum Angel, a Sundering Titan the 2x wurmcoils, and Mindslaver which you can use alongside Academy Ruins for some fun for you anyways. Then in the early turns you have Remand, Condescend, Spatial Contortion among other things to slow your opponent down and of course preventing them from killing you before you can play your threats.
I pretty much go to fnm each week for every format, I have a deck for standard, 2 decks for commander, this deck I'm working on for modern as well as my rather budget infect (The friend I mentioned after this trade is going to let me borrow the remainder of what I need for this Mono Blue tron deck at fnms until I either buy/trade for it or acquire my own pieces). Still need an Academy Ruins, a playset of the urza lands (have 1 tower though) and a Oblivion Stone.I as well have even a deck even for pauper ( Slivers featuring playsets of Muscle Sliver, Sinew Sliver, and Predatory Sliver and others bolstered by things like Rancor and Armadillo Cloak it's a lot of fun and is cheap :) ).
2 weeks ago
1 month ago
It's a pretty straightforward deck to play, but the biggest problems are going to come from most player's sideboards.
Natural State is always going to be a threat to you, and if you see a lot of enchantment removal coming out, Auramancer is also great for your sideboard to get that game-winning Armadillo Cloak or Ancestral Mask back.
1 month ago
@Von.Banamaor I am in complete agreement with you on the Angelic Gift. I have decided to replace it with Lunarch Mantle. I am also switching my lands to all basic and lowering the land count to 16. The extra slot will be given to the 4th Armadillo Cloak. I will update my list shortly.
1 month ago
1 month ago
I had Uril for a bit so I'm familiar with the theme. Here are some suggestions:
Hate: Rest in Peace
One of the biggest issues that I found was dodging something like Merciless Eviction. Flickerform is really the only thing that does it. One other option is having Greater Good so at least you will benefit before your stuff dies.
A strange card that I found to do good in Uril was Mark of Fury. It gives you the haste you want and lets you replay it each turn to net a card if you have something like Argothian Enchantress in play.
1 month ago
The way I put together my hexproof deck, Godzilla, is a little different, but may give you something to think about. I realize you're trying to defeat a specific metagame and I'd love to learn more about it and what you're facing, but here is some of my food for thought about enchanting hexproof creatures.
BTW, why is single spelling in a turn such a bad thing in your environment? Not judging, just curious if I'm missing something and would like to learn.
Anyway, here we go. Oh, and fair warning. I can be long winded.
When I play against counterspells I make every spell I cast something they have to counter. Eventually, they will run out of counterspells and I will run them over. So in my deck, every creature enchantment gives my creatures at least +2/+2. This makes each creature really hard to kill even when it only has a single enchantment and starts a very quick clock.
I am not a fan of Abundant Growth. Yeah, you draw a card and dropped an enchantment, but getting higher quality cards out faster is more important. I want to get spells out quickly and Utopia Sprawl and Wild Growth get me that much needed tempo. Otherwise, I imagine I would end up wanting to play cheaper and much less effective enchantments, much like it seems you are.
Speaking of tempo, I can't afford for a single land to come into play tapped. A one turn delay can be brutal. I use all basics to keep things moving forward quickly.
It's tempting but I wouldn't play Heliod's Pilgrim. Yeah, you get to go get an enchantment, but in this deck Kruphix's Insight is the much better card. Amazing card. 3-mana spell where you average drawing 3 cards to reload mid-game. It's a back-breaker.
Armadillo Cloak is quite possibly the best card in the deck. No reason not to play four. I'd play ten if I could. No, make that eight. But you get the idea.
My friends keep encouraging me to play Rancor, largely because it is neat and used in faster decks, but I find it a liability. A 3/3 or 5/5 hexproof creature is much less likely to die than a 3/1 or 5/3 trample hexproof creature. So the return to your hand effect being a benefit is an illusion. I just choose to play a better creature enchantment so it doesn't have to die in the first place.
BTW, vigilance in this type of deck is very underrated.
I really like Aura Gnarlid too. Yeah, it's a target for counterspells and creature-hate. It should be. No deck has much time to deal with a 10/10 unblockable Aura Gnarlid you paid 3 mana to cast. It makes your opponent have to keep in creature removal when they normally wouldn't against a hexproof deck. And token creature removal like Disfigure or Evincar's Justice just isn't going to cut it.
Not a big umbra fan. That's what the hexproof and the +2/+2 enchantments are doing. Stopping things from being killed. Umbra's might make more sense with Aura Gnarlids though... that's a thought.
Anyway, my two cents.
And hey, saturnosring, I totally never would have thought about Celestial Flare that's awesome. I need that in several decks. But I prefer Calming Verse in a mirror match, but don't let anyone in Denver know that. Shhh...
2 months ago
Try subbing Oakenform for Armadillo Cloak. I think trample and sudo lifelink is pretty good. You can Armadillo Cloak your opponent's creature to zero out their damage due to the sudo lifelink. Also, look at Aura Gnarlid, that thing gets bigger with all auras on the battlefield. Utopia Sprawl your forests for mana fixing. Maybe replace 4 forest for Khalni Garden so you don't lose your hexproof creatures to Chainer's Edict & Diabolic Edict or similar where the player is the target.