Armored Ascension

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
2011 Core Set (M11) Uncommon
2010 Core Set (M10) Uncommon
Shadowmoor (SHM) Uncommon

Combos Browse all

Armored Ascension

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each Plains you control and has flying.

Price & Acquistion Set Price Alerts

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Armored Ascension Discussion

AlohaRaptor on Sram, a Greedy Equipped Motherf**ker - EDH Voltron

1 month ago

36 lands? With the amount that you'll draw, you won't need that much.

Might I also suggest Sword of the Animist, for guaranteed land every turn, and Armored Ascension, getting flying and +1/+1 for every plains is just mean.

DrkNinja on Edifice Machinations [[EDH]]

2 months ago

You almost have all the forms of Nahiri!

Kor Spiritdancer -> Stoneforge Mystic -> Nahiri, the Lithomancer.

I agree with Megalomania doubstrike is such a HUGE keyword for a tron deck definitely think you should look into Fireshrieker and Battle Mastery.

Also I think in a voltron deck you should have fewer quantity of creatures and more quality creatures. For instance run 8 REALLY good creatures that can be voltron'd or help you voltron vs. 20 creatures that are good in white but not specifically voltron.

Here are a few cards I play in my voltron deck Samurai From The Past! that I think will be of some service too you:

  • Spectra Ward: Great card, does a LOT
  • Armored Ascension: You only play plains, why not?
  • Gift of Immortality: If you are trying to get commander damage across this is a great, otherwise its decent
  • Spirit Loop: This may read like lifelink, but it is not lifelink, so you would be able to gain double the life if a creature with lifelink and spirit loop deals damage.
  • Remember the Fallen: Solid recursion
  • Open the Vaults: Great to bring your stuff back and isn't as expensive as Replenish
  • Open the Armory: Great tutor for enchantment or equipment without the pricetag of Enlightened Tutor
  • Ajani Steadfast: His +1 is great for Voltron, his -2 is meh, and his ult is great.
  • Dispatch: Another path for this deck
  • Vedalken Orrery: You always want to be able to play cards at instant speed, as it gives you more control of what happens to the board, specifically your board.
  • Scourglass: this deals with problems and keeps all your equipment around to reequip
  • Loxodon Warhammer: One of the best non-sword voltron pieces
  • Argentum Armor: With the likes of Caged Sun and Extraplanar Lens, you have plenty of mana and you can just go in with a big dude and blow up people's stuff
  • Basilisk Collar: Don't underestimate this card, it's so good.
  • Magus of the Tabernacle: This is in my Konda Voltron deck (Samurai From The Past! Check it out please!), and it puts a huge strain on go wide strategies and makes players very carefully assess what they want to do in their turn. Either they pay the to keep their 5 creatures or they play a spell, while you are just going to pay the for whatever creature you have Voltron'd
  • Leonin Abunas: Great to help deal with people picking apart your assembled voltron creature
  • Leonin Shikari: Again instant speed is always a big deal, combat tricks and what not.

Optimator on Come out biting!

2 months ago

I know this page isn't up to date but here's what I'd do:

I would add Mind's Eye 100%. I think a Sun Titan and Armageddon would be worth it. The expensive Equipment cards become better with more focus, like Puresteel Paladin. I'm not sold on Leonin Shikari for such a creature-light deck.

Speaking of which, Relic Seeker might be worth it to quickly get the boots or Hammer of Nazahn or something.

Maybe swap Disenchant with Forsake the Worldly in case you need the draw? Return to Dust is the obvious upgrade. Duelist's Heritage is nice because it isn't an aura and has funny political value on other peoples' turns.

I'm thinking that you should perhaps plan on a more late-game strategy--i.e. more expensive Equipments with bigger bonuses. Seems that the quick win is only viable in 1v1. Perhaps you may want to keep the deck 1v1 only?

I might add Prowler's Helm, Blackblade Reforged, Darksteel Plate (cheaper than ever--I don't think you can get enough Indestructible), maybe a Basilisk Collar or Quietus Spike.

I would say drop Armored Ascension, Ethereal Armor (maybe), Serra's Embrace, Unquestioned Authority, Mesa Enchantress, Umbra Mystic, Helm of the Gods. That should open up room for more artifact synergy or more interaction (removal). I'm not sold on Piston Sledge, Hero's Blade, Vorrac Battlehorns, Tenza, Godo's Maul, Ring of Thune.

BjarneAlmighty on Isamaru - The Howling Blade

3 months ago

I suggest adding more ways to push your damage through.

Armored Ascension Evasion and big pump

Grappling Hook I favor this over Fireshrieker, it lets you focus fire utility/combo creatures like Blood Artist without burning a Path or StP

Spirit Mantle Evasion

Loxodon Warhammer An auto include in any voltron deck

Unquestioned Authority Card draw and evasion in one

Hammer of Nazahn Indestructible and Sigarda's aid in one

Silent Arbiter Ideal for any voltron deck focusing on control

Memory Jar Second part of the Scroll Rack draw machine

I would drop Kor Duelist, Mirran Crusader, Armageddon(you really don't like others having fun), Hero of Bladehold, Brimaz, King of Oreskos, and Skullclamp. Even if you don't want to put in the enchantments, Brass Squire and Leonin Abunas are better creatures.

Firebird on For the love of Angels

6 months ago

So, speaking as an Angel fanatic who refuses to give up on the idea of a Modern-competitive Angel-themed deck, there are a few things you have to consider. One is that your CMC is far too high. You'll be killed while having a hand full of cards you're still turns away from casting. You don't have near enough removal, or things you can do early in the game.

First thing you'll probably have to do is come to terms with having some non-Angels in there. I had to, but it doesn't have to break the theme. Thalia, Guardian of Thraben is a servant of the church of Avacyn, and in general a holy warrior, and fits the theme. She's great for slowing up decks, trades well early on, and helps buy you time to bring out the big guns. Knight of the White Orchid is great, as you've seen, and combos well with Emancipation Angel.

Here are a few general thoughts, and I hope they help.

Creatures

This needs to be changed a ton. Some are redundant, most are too expensive and don't do enough to compete.

  • Herald of War: This card doesn't do much, although you'd think it'd be helpful. It's a 5-drop, though, so by the time it comes online, you can already cast all the stuff you'd want it to speed up for you. For the same price you could have out Baneslayer Angel or put out something cheaper but generally more effective, like Angel of Jubilation.

  • Most of your creatures are too expensive and don't do enough. Even Platinum Angel at most stalls out until it can be removed, which is pretty easy to do. I'd ditch that one, and almost all the others. Even my favorite creature in all of Magic: Avacyn, Angel of Hope.

  • Start by looking at mana costs. If you don't have a 1 CMC creature, then you need at least 2-drops. So start with probably at least 3 (I run 4) Thalia, Guardian of Thraben. Knight of the White Orchid is also good, and if not that, something that disrupts your opponent like Grand Abolisher. Good blockers like low-cost Knights and Soldiers help hold the line until you need to bring out the big guns.

  • Emancipation Angel has a bit of a drawback associated with coming out, but this can be a strength when teamed up with Knight of the White Orchid. She's a 3/3 flyer for 3 mana.

  • Archangel of Tithes does a lot of work. Tough creature, makes it difficult to attack into you, or block. Especially good if you can get her vigilance with something like Brave the Sands or the like.

  • Angel of Jubilation is pretty amazing. Prevents some strategies while buffing your creatures to win battles. Also, that art is unbelievable.

  • Linvala, Keeper of Silence is also pretty nice. Good body for the cost and she can also shut down some decks almost completely. My Elves hate her, for instance.

  • For your top end, don't bother with going past 5 CMC, generally. Baneslayer Angel is pretty strong, but so is Sigarda, Host of Herons. You could also use Sigarda, Heron's Grace if you're going with more Humans for your low-level guys.

Artifacts

These can all go. Most are too expensive to put out and equip, and Angels tend to be pretty strong. They don't need many buffs. Your low-level guys could use them, but you'd be better served by putting out more creatures, or having more removal or defensive spells. Spear of Heliod isn't bad, but it's expensive and requires the creature to have done its job of bringing you closer to loss before you can do anything about it.

If you're intent on equipment, the various Swords work, and I'm a fan of Sword of the Animist, which helps you get lands out. I don't know that I'd bother with most of this, though.

Enchantments

Armored Ascension isn't bad if you can get it off, but I'd probably rather just run more Ghostly Prisons or the like. I'm not a big fan of expensive Auras because you can easily get 2-for-1'd trying to put one on. Brave the Sands isn't bad if you have a lot of cheap creatures, especially if they have first strike. For the same cost, Dawn Charm also has a lot of real useful modes.

Spells

You need far more removal. Path to Exile is a must. You could also put in Leonin Arbiter to help stuff their ability to benefit from Path or fetches. I'd run 4 Path, for sure. Any number of defensive spells can be good, like Brave the Elements for blocking or swinging through blockers, or Authority of the Consuls to slow down aggro and get you a fair bit of life.

Board sweeps are nice, and if you go GW, Heroic Intervention can help protect your own creatures from them or turn a combat into a complete rout. Settle the Wreckage has a similar drawback to Path, but a lot of Modern decks run few basics, and even if they get a few lands out of it, an entire attacking force being exiled is absolutely crippling. It also combines well with Leonin Arbiter. They could attack all-in, get exiled, and then be wide open to your counterattack. Do that once or twice and soon your opponents will think twice if you have cards in hand and untapped lands. Wrath of God is also great.

At least in the sideboard, Leyline of Sanctity is also amazing. Great devotion if it starts on the field, and when it's good, there's nothing better. Shuts down a lot of discard, burn has a hell of a time with it (especially if their creatures can't get past yours), even mill and general black staples like Thoughtseize get hosed by it.

Final Comments

Take a look at various Modern lists of what the best white spells are. Consider opening up to white/green, which solves a lot of mono-white's issues. Run more removal. Definitely run more low-cost creatures, and stabilize the higher-level lineup. You want more on the low side to help you buy time to bring out a Baneslayer or Angel of Jubilation to help you land a decisive attack. Some sweeps can help you control the board state.

If all else fails, surprise 'em with Mana Tithe. No one expects Mana Tithe. :P

Good luck!

jordybear2002 on For the love of Angels

6 months ago

Hey I want to point something out before you spend your money on this and realize what's wrong with your three card combo. There is a difference between just +1/+1 and +1/+1 counters. Herald of War needs +1/+1 counters not just +1/+1. Just FYI if you still don't get the difference. If I play Armored Ascension on on a Herald of War then she becomes a 5/5 But if someone removes that enchantment then she loses the +1/+1. She now is a 4/4 again. But she still has a +1/+1 counter. The +1/+1 counter is permanent unless someone has a permanent removal spell. All in all to say. Her ability does not work unless the cards say +1/+1 counter. I don't mean to come off rude injustice ant you to see something before you accidentally spend your money then realize that the combo doesn't work.

marcopollo on Sram-nation!

6 months ago

I've been thinking about Dowsing Dagger  Flip and it has fallen out of favor for me. It's not like white needs the extra manna ramp. And looking at your mana curve, you don't really need it either. Plus giving an opponent two chump blockers just adds to the difficulty of getting the right conditions to flip the dagger. If you've spend the 4 mana to cast it and equip it, then why not use something like Mana Vault for a decent ramp. But I suppose it depends upon your meta.

Also, I find that Armored Ascension is not really worth it as your begin to specialize your lands. For me, I leave it at home and take something a little more efficient. Again, this is a meta issue too.

Kala on The strength of man

8 months ago

It might be a little slow, but it seems like Armored Ascension would fit your theme nicely!

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