Blanchwood Armor


Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Uncommon
Duels of the Planeswalkers (DPA) Uncommon
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) Uncommon
Ninth Edition Foreign Black Border (9EDFBB) Uncommon
Eighth Edition (8ED) Uncommon
Seventh Edition (7ED) Uncommon
Urza's Saga (USG) Uncommon

Combos Browse all

Blanchwood Armor

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchanted creature gets +1/+1 for each Forest you control.

Blanchwood Armor Discussion

Jafjaf5 on Such a good boy - $5 Budget

1 month ago

Not enough cycling for Invigorating Boon , how about Servant of the Scale or Blanchwood Armor if you are trying for commander damage

Murphy77 on Nissa's Bant Land Stompy

1 month ago

If you can get Nissa's ultimate effect, then play Sylvan Awakening having all your lands in the deck able to attack as 2/2 indestructible creatures could be a game winner. If you can do this behind Shalai, Voice of Plenty that should protect you from cards like Settle the Wreckage .

With this deck, I would tend to drop all the 'nice to have' high cmc cards like Nexus of Fate , Ignite the Beacon , Song of Freyalise , Wilderness Reclamation and Hydroid Krasis which can all be great from turn 10 onward, and try to focus on win-conditions that are possible from turn 4 or 5.

4 Dovin's Veto would probably be a good idea.

With the quality of green (and other) combinations available in RAW, you just can't afford to grind out a game that might win after a dozen turns. If you can really get these combo's running, Might of the Masses , Pelt Collector , Arboreal Grazer and a range of 1-drops are really strong.

You could always also focus on getting all your lands on the field, then pump 1 with something like Blanchwood Armor

Murphy77 on Marwyn's Babysitters Club

1 month ago

The big focus of WAR is tons of cheap planeswalkers that have no + abilities, then separate cards that proliferate (add loyalty counters and copies of any other counter on the field). Proliferate tends to strengthen counter decks and the cheap planeswalkers generally have useful field effects. The strongest WAR decks will combine +1/+1 tokens with proliferate and a range of cheap planeswalkers and these decks play out at a high tempo, with possible win conditions on turn 4 or 5.

Combinations involving Nissa, Who Shakes the World and proliferate triggers can get all your basic lands out on the field on turn 4 or 5, which makes Blanchwood Armor insanely strong. Unfortunately there are also lots of low cmc cards that destroy enchantments.

CleverCombo on Marwyn's Babysitters Club

1 month ago

Murphy77 Great points! This was an early brew, I actually ended up cutting Pelt Collector as well as going down to 2 banners, mostly as a stall breaker. The version I've run recently really uses Greenwood Sentinel or Untamed Kavu along with Blanchwood Armor to make 5 power on turn 3. That or just a Steel Leaf Champion . I also haven't looked at it since WAR came out, so my concoction is behind a bit.

heckproof on Budget Green Stompy modern

3 months ago

What is your meta like? It seems like you’re trying to fight control, but then I don’t understand the choice of running Nylea, God of the Hunt , because it doesn’t do much on an empty board, and Blanchwood Armor seems really bad in the control matchup, because it provides no card advantage and the enchanted creature is most likely just gonna get slaughtered, bringing you down two cards. You’re also only allowed four cards in a deck with the same name (sans basic lands); the fifth copy of Blanchwood Armor isn’t actually legal in the sideboard.

I can brainstorm with you on ways we could add blue. It just seems like you’re trying to dilute the idea of Mono-Green Stompy a tad bit too much, and I need an idea of what matchups you feel blue is needed for.

SpiralWolfos on Simba Ramp 18 Lands

3 months ago

I guess I'm a little confused as to what you're trying to do with the deck. Are you trying to play Standard Bogles with Vine Mare / Carnage Tyrant and Blanchwood Armor ? Or are you trying to play a lands deck focused around Multani, Yavimaya's Avatar ? It seems more like your deck is closer to the first one, so I would remove the Ghastbark Twins for another copy of Growth-Chamber Guardian , and then I would make room by removing the Multani and something else to make room for a couple forests as well as maybe a few copies of Jadelight Ranger . I do feel like 22 lands is too few since the only ramp you really have in this deck is Llanowar, 24-25 would probably be a better number to make sure you're curving out with your strong creatures, as well as powering up Armor.

DrkNinja on Good Boi Mowu

3 months ago

Alright I'ma break this up into a couple parts. First let me say that I like the concept of the deck! It's pretty cool, and Mowu is a bad ass! Next a lot of these suggestions are going to be meta dependent so keep that in mind. Lastly I think you're too focused on equipment in a color that doesn't do equipment very well... I think you should play some more enchantments as Green does enchantments well! I also think that you should lean into the fact that Green is the best color for ramp, and that makes cards like Strata Scythe / Blanchwood Armor / Blackblade Reforged stupid good.

Here are some cards I think you DESPERATELY need to put into the deck as they are staples or provide a LOT of value.

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Blanchwood Armor occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Green: 0.11%