Armadillo Cloak

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Eternal Masters Uncommon
Vintage Masters Uncommon
Archenemy Common
Duel Decks: Phyrexia vs. The Coalition Common
Invasion Common
Promo Set Rare

Combos Browse all

Armadillo Cloak

Enchantment — Aura

Enchant creature

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

mookman288 on 360-no-scope-headshot Bones

2 weeks ago

I think that this can be a devastating SP and MP deck.

Greatbow Doyen and Brigid, Hero of Kinsbaile are all-stars. Throw Trophy Hunter in there and you've got intense synergy. Scattershot Archer deals with flyers. Crossbow Infantry is great, if you pair him with Armadillo Cloak, Felidar Umbra, or Battle Mastery.

However, if you splash black, things get mean. You've got Phyresis, Sultai Runemark, and Aspect of Gorgon.

Archers synergize with any creature that is massive, but creates tokens for opponents, like Hunted Troll.

With some ramp, like Caravan Vigil and Rampant Growth, you can accelerate.

You'll need protection, so Crib Swap is an easy check, because you can easily deal with the 1/1. Same with Afterlife or Beast Within. Selesnya Charm is also good because of the options it provides. If you splash black, there's many more options available.

Pulse of Murasa is also good, but I wouldn't put too many in.

sonnet666 on I Need Help Making My ...

4 weeks ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

Emzed on Uril's Revenge

4 weeks ago

Ethereal Armor, Rancor and Wild Growth would be fantastic in your deck, you should definitely consider those.
You have lots of effects that provide vigilance to Uril. While that's good, multiples are redundant, and evasion abilities like trample, menace or flying can be much more relevant than vigilance. Cards like Armadillo Cloak, Unflinching Courage, Madcap Skills and Duelist's Heritage should probably find their way into your list.
Indestructibility is a cute card, but with your commander having hexproof, the one-shot indestructibility of Spider Umbra, Snake Umbra or Hyena Umbra will usually do the trick, and those cards are cheaper and have additional upsides.
Unfortunately, the commander rules don't allow you to play Wild Research in your deck, because its color identity includes blue.
If you want more cheap acceleration for a quick Uril, Avacyn's Pilgrim, Fyndhorn Elves, Llanowar Elves and Elvish Mystic as well as Ancient Tomb and Mana Crypt are some of your best options.

Errast on And You're Dead (Rafiq of the Many)

1 month ago

Become Immense is pretty good, since it's cheap to cast, and provides a big buff.

Conqueror's Flail stops people from countering your buffs, and provides a decent buff to Power/Toughness.

Enlightened Tutor/Steelshaper's Gift/Fabricate can all help you find your Auras and Equipment, although Steelshaper's Gift, and Fabricate are a bit more limited in their selection.

More ramp spells may be a good addition. Stuff like Birds of Paradise/Sylvan Caryatid/Cultivate, and a bunch of Llanowar Elves would likely help you dump your general onto the field.

Kira, the Great Glass-Spinner helps protect your creatures, whether they be your commander, or something like your Sublime Archangel.

When things go bad, boardwipes like Supreme Verdict, and Wrath of God might not be too out of place.

Armadillo Cloak, Unflinching Courage, Angelic Destiny, and Spirit Mantle all provide either psuedo, or full evasion, letting your commander swing in unimpeded for lethal damage.

Delta-117 on The Queen's Egg

1 month 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 :) ).

SocialConstruct on Uril's Magic Forest

2 months ago

We now have 2 artifacts since I added a Sol Ring. It's too much value not to use. I might keep running it, even if I get a second copy of Stony Silence.

Testing Dragonmaster Outcast as a late game blocker engine. Bonus synergy with Aura Shards. I removed Soul's Fire since I never used it.

Chandra's Ignition is a house late game, after everyone has been softened up a bit. Or with an Armadillo Cloak to gain a lot of life at once. Also effective at clearing a path most of the time.

Panzerforge on Pauper Bogles

3 months 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.

Wahrghoul84 on G/W Hexproof

3 months 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.

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