Armory Automaton

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare

Combos Browse all

Armory Automaton

Artifact Creature — Construct

When Armory Automaton enters the battlefield or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)

Armory Automaton Discussion

He_Who_Hungers on

1 month ago

Cool take on the quite common equipment deck. Here's some you might consider adding:

TCG-Player on Balan, Equipment Voltron

1 month ago

This card is truly hilarious, but it kinda sucks that it basically only works with Balan , Heavenly Blademaster and Puresteel Paladin (or Armory Automaton ).

NensouHiebara on NensouHiebara

1 month ago

@gzusvictory

This deck had some early-game issues back when Eight-and-a-Half-Tails was the Commander. Due to his abilities requiring open mana every turn, I'd never cast 8.5 until the board was prepared for him, so this deck needed some low-cost threats to equip beforehand. Armory Automaton was added to help fulfilled that need.

With Balan now at the helm, my Commander has become the early aggression it lacked. This deck is no longer reliant on creatures that only are used as early-game Equipment wielders. Armory Automaton was cut for more utility.

gzusvictory on NensouHiebara

1 month ago

Dude!? What happened to Armory Automaton ?? It’s like a mini Heavenly Blademaster that cheats the equip costs and even steals equipment from the opponent! No way am I cutting it for Restoration Specialist , at least not until I hear your reasoning.

By the way, Winds of Abandon seems better than Single Combat and/or Cataclysmic Gearhulk . Having the option between one sided board wipe or another “ Path to Exile ” in a pinch seems too good to pass up. Seems like the closest thing to a white Cyclonic Rift we are going to get. Let’s not give the opponent a choice of keeping their best creature or any chump blockers.

But

I do see the downside of doing this to like a token deck and them playing more stuff with the lands you got them. Both Single Combat and Cataclysmic Gearhulk do interact with players who have multiple planeswalkers out. Plus Gearhulk can wear a sword well and Single Combat prevents rebuild in a very unique way.

I am glad you took the advice of running Smothering Tithe . I love the synergy of obtaining metal craft with it.

Cadois on Valduk, Keeper of the Flame

6 months ago

@Jaypay1994 That would be great! Until someone Vandalblast or Bane of Progress or Merciless Eviction . I had some fun using Bludgeon Brawl and Armory Automaton , but untimately I've removed Bludgeon Brawl because this deck is very tight in the slots and I try not to add cards for a single interaction. Thanks for the idea, tho!

squillem on Equipped Cats

11 months ago

Hey man, here are my thoughts

First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.

Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.

Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).

Utility:

Sword of the Animist

Conqueror's Flail

Dowsing Dagger

Mask of Memory

Protection/Insurance:

Heirloom Blade

Forebear's Blade

Evasion:

Prowler's Helm

Trailblazer's Boots

Threat-makers:

Fireshrieker

Godsend

Strata Scythe

Helm of the Host

Golem-Skin Gauntlets

Inquisitor's Flail

Grafted Exoskeleton

Stoneforge Masterwork

Assault Suit

Tenza, Godo's Maul

Bloodforged Battle-Axe

Blackblade Reforged

Masterwork of Ingenuity

Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:

Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)

Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)

Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)

Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)

Qasali Ambusher (This creature just isn't impactful on its own)

Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)

Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.

Let's look at some creatures that might improve your deck.

Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)

Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)

Odric, Lunarch Marshal (Makes one threat into a whole team of them)

Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)

Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)

Grand Abolisher (Gives you a lot more control over combat on your turn)

Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)

Indomitable Archangel (As above, but it also has flying, which makes it even better.)

Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)

Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)

Mother of Runes (Good for defending from removal or getting a creature through combat)

Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)

Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)

Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)

Mentor of the Meek (More card draw since most of your creatures are cheap)

Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)

Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)

Silverblade Paladin (The ability to give another creature double strike is fantastic.)

Steelshaper Apprentice (Weird card, but lets you get what you need.)

Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)

Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)

Some additional advice: Run 10 ramp cards and 10 card draw cards. Consider including Steelshaper's Gift and Open the Vaults. That's all I've got for now!

Hi_diddly_ho_neighbor on Angel Tribe

11 months ago

Fault Line might be good here. Also, no Blasphemous Act?

If you are sticking with the Voltron route, I'd suggest Armory Automaton

What's the purpose of Scroll Rack and Sensei's Divining Top in this list? I don't see their benefit here. I often see a lot of decks running them because they are "good cards", but they have no synergies with the deck. I would consider this one of those decks as you have little-to-no ways to shuffle your library. Instead, simple card draw spells like Faithless Looting, Wheel of Fortune, Wheel of Fate, Magus of the Wheel, or Reforge the Soul would all be better options here. I know you weren't a fan of Outpost Siege, but that card is quite honestly one of the best sources of card advantage for Boros.

To deal with single targeted removal you could add in Swiftfoot Boots.

Lastly, how is Emeria, The Sky Ruin working out for you? 15 plains seems like a bit of a low count for that to work. Emeria Shepherd might be a better option for that type of graveyard recursion as it is more on flavor of the deck and easier to activate.

Hi_diddly_ho_neighbor on Akroma is here to smash face and win the arms race

11 months ago

So one suggestion I would say is more repeatable card draw: Mind's Eye and Outpost Siege do wonders here.

If you want to make sure none of your opponents can benefit from your Extraplanar Lens you could switch to Snow-Covered Mountains.

Caged Sun is another great ramp/pump effect

Armory Automaton is a great voltron creature

Happy deckbuilding!

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Armory Automaton occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%