Armored Transport

Armored Transport

Artifact Creature — Construct

Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.

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Set Rarity
Gatecrash (GTC) Common

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Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Armored Transport Discussion

StopShot on Alesha, Who Smiles at Extra Combat

1 year ago

Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.

Akroan Hoplite I would swap for Eidolon of Countless Battles as it's power and toughness are equal to the number of creatures you have, not just the attacking creatures.

Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.

Armored Transport is alright, but Everdawn Champion would be a good upgrade as you can also use the champion to block without it dying, and it doesn't die to artifact removal.

A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.

Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.

Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.

Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.

Devoted Retainer's Bushido can make it a 2/2, but Isamaru, Hound of Konda would be a strong inclusion as it's always a 2/2 which means it would deal more damage to your opponent when not blocked.

Dragon's Eye Sentry can be a sizeable 1 mana defender, but I think this deck would enjoy Snubhorn Sentry more as most of the time it will be a 3/3 for one mana that can also attack.

Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.

Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.

Pulse Tracker has a unique effect however you may want to switch it out for Vicious Conquistador as it is the same exact card, but with 1 more toughness, which will help it last longer in combat.

Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.

Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.

Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.

You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.

I hope you find these card suggestions useful to you.

TypicalTimmy on Card creation challenge

1 year ago

Armored Transport

Artifact - Vehicle

Creatures that Crew Armored Transport gain Indestructible until end of turn.

Crew 3


Oh shit son, someone done targeted your Bois with removal!!

(Also, isn't Armored Transport already a card??)

tap, [Indestructible Intensifies]


Make a tank. Not like a creature archetype. No, like an actual literal f---ing Vehicle tank.

KrimeFyta on Band of Bushido

1 year ago

This is awesome. I'm not just saying that because I love banding (I also love Ice Age stuff.) Would you consider an Armored Transport? Honestly, I'm inspired to make something that centers on banding. That would allow me to say, "We're putting the band back together" as often as possible... dump some more Blues Brothers references in there, baby we got a stew going!

Captain_Howel on Pauper Cards in Dominaria

1 year ago

WriteToLive ooh, I dig that one. Would make a solid addition to a deck focused on artifact creatures. Speaking of which, I've been trying to find a way to take advantage of Armored Transport but can't seem to find the right way to pump it up for attacks, and it really needs something to get it into play for 2 or less; 3's just a bit much for that ability. Any ideas? Maybe something that would work alongside Voltaic Servant and something else?

sonnet666 on [List] The MTG Weapons Arsenal

2 years ago

Don't stop now. I believe in you!

MasterToasty on All Hail Omnath

3 years ago

Armored Transport doesn't really fit, also most planeswalkers will die before they get a chance to ult. Consider adding tutor effects and mana sinks like Helix Pinnacle.

legendofa on Duel Decks: Cops vs. Robbers -- Cops

3 years ago

Good ideas, Sweepea38. I like the Shield of the Righteous the most thematically, as (what else) the badge, but Armored Transport and Civic Saber (moreso than Greatsword) can also find spots. Thanks for the input!

Sweepea38 on Duel Decks: Cops vs. Robbers -- Cops

3 years ago

I really love this idea! To add some more interaction, you should look at some more artifacts for this deck to let Master Thief have a bit more fun! Such as a Civic Saber or Armored Transport. Greatsword or even a Shield of the Righteous!