Blanchwood Armor

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duels of the Planeswalkers (DPA) Uncommon
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) 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.

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DPA

10E

9ED

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Blanchwood Armor Discussion

Pal00ka on Multani EDH - The Raging Tree of a Thousand Cards

2 weeks ago

In my Multani list I liked Fecundity for the inevitable board wipe(s); Black Vise and Viseling to punish opponents' large hand sizes; and Blanchwood Armor for when the draw plan was disrupted.

Jolrael, Empress of Beasts is a great alternate go wide win-con for green since it is great at putting lands on the field, like the Traverse recommended and added above. Adding Concordant Crossroads to do it all in 1 turn is a wicked surprise.

Fun list!

Penguinn552 on Abnormal Evolution

3 weeks ago

I'd like to make a few suggestions. It looks like a pretty good deck so far. I think Blanchwood Armor and Verdant Embrace might be good for your Scute Mob combo. I'd also suggest Embodiment of Insight as a possible way to use the infinite loop for an instant kill.

The_Potato_Judge on I'm But a Simple Farmer, Burning Everything Down!

1 month ago

I disagree with the card Blanchwood Armor, because I don't see how many forests you are going to have out at once. There are surely other green enchantments that are better, and I think you should either use them or make other stuff more redundant because I don't think this deck can win past early game.

For the record, I think that this deck could be a nasty surprise against a non-black deck, because it can make so many lands into swamps that it could shut them down until they have been hurt quite a bit.

sonnet666 on [List] The MTG Weapons Arsenal

5 months ago

Don't stop now. I believe in you!

MRDOOM3 on Tribal Treefolk

6 months ago

Looking at the curve of this deck, I would definitely suggest some land ramp cards like Explore and Search for Tomorrow, since Everbark Shaman requires 5 mana and requires treefolk to be in the graveyard in order to be useful. You could also probably look at Seedguide Ash for more ramp.

Somewhat surprised to not see Dungrove Elder in here, since he can become one of the largest, hard-to-remove creatures in this deck (second only to Dauntless Dourbark).

I also definitely would suggest Blanchwood Armor and Primal Bellow for even harder hits later.

carpecanum on Counting That Green

6 months ago

Walking Atlas, Nissa's Pilgrimage, Myriad Landscape, Cultivate, Kodama's Reach, Explosive Vegetation, Skyshroud Claim and Blanchwood Armor spring to mind. Since all but one help you put out more forests you should replace forests for the cards you choose to use.

And you have 2 copies of Shape of the Wiitigo listed.

KongMing on Inch by Inch, Row by Row

7 months ago

Blanchwood Armor could be a good way to go Voltron with a creature and wreck someone. Dungrove Elder can also get huge fast with this deck, so can Kalonian Twingrove and Uktabi Wildcats.

Gaea's Touch can help you get more of your land on the battlefield fast. Horn of Greed can help you replace land you've played with more, just keep in mind that it is only land you 'play,' not 'put on the battlefield.' So it wouldn't combo directly with Gaea's Touch, but it will with any other land drops.

Azusa, Lost but Seeking can also help you play more lands in a single turn.

Genesis Wave can make your boardstate swell at almost any point in the game, but works best when used once your ramp is petering out. Patron of the Orochi also lets you untap all your Forests and green creatures once a turn (even on your opponent's turn.)

Traproot Kami has very inexpensive CMC, and can prove to be a very good blocker for you at any point in the game.

greatdevourer on Tips for Momir Vig? 1st iteration

7 months ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

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