Ethereal Armor

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Return to Ravnica Common

Combos Browse all

Ethereal Armor

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.

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Ethereal Armor Discussion

SynergyBuild on

3 weeks ago

I am a bit confused with this deck, it seems to be a deck based around gaining life dependent on a large creature, but the only one I see is Fabled Hero, but as a three drop in modern you might not ever get him. I would suggest a Favored Hoplite, it seems to be better for this, and even without double-strike, it will heal you the same. Lagonna-Band Trailblazer is also a fun choice. You probably should drop the playset of Fabled Hero for a set of these:

Heliod's Pilgrim can be dropped, you might as well have an enchantment at that spot, and Mesa Enchantress is too expensive, so instead get enchantments that cycle themselves, like Angelic Gift, Chosen by Heliod, and Shielding Plax to name a few. You can also just have a bunch of low cost enchantments, like the following:

Ethereal Armor

Hyena Umbra

Rancor

Spider Umbra

Spirit Link

Daybreak Coronet

The deck would be much more like a heroic bogle deck than lifegain, but it would make the deck better, I will go make one real quick and drop a link here, k?

dlamars on Commander for a Mono White ...

3 weeks ago

Kaneki___Ken you definitely don't have to go voltron with sram, the extra draw is just valuable in mono white even if it is every couple turns. I'd say Flickering Ward and Skullclamp are a good place to start. If you want to go with something unique a pillow fort build around cards like Cage of Hands, Cessation, Pacifism etc would be neat. Could use Eidolon of Countless Battles and Ethereal Armor for the win maybe?

Pal00ka on Medomai Master Rewind

3 weeks ago

I play-tested this a bit before responding and my thoughts are you still need ramp and more smaller utility guys.

I don't think I ever got Medomai out before T6, and you want her out T4-5. Ramp creatures are good because they get you advantage and can be used for chumping if need be (a weakness of voltron can be you don't have defenders). Wall of Denial and Fog Bank are cute but they don't do anything besides block. Burnished Hart, Pilgrim's Eye, Solemn Simulacrum, Knight of the White Orchid, Kor Cartographer, Oreskos Explorer, and Weathered Wayfarer are more/better options.

Heliod's Pilgrim was a great inclusion. Another would be Trinket Mage for snagging Sol Ring or even the artifact lands if you choose to include them. Glint-Nest Crane is also good for digging for artifacts.

Essentially I see Medomai working best when early game you can drop utility guys, ramp, and cheaper equipments to enable you getting you a T4-5 Medomai who can be protected/have haste. Swiftfoot Boots and Lightning Greaves are essential here I think. Cards like Argentum Armor are bad. 1: its the same cost as your commander so it's a dead draw until T7+ 2: it'll take 3 turns without ramp to equip and be used. Lot's of time for it and/or Medomai to be blown up because no one wants their stuff to be exiled.

Some cards I think won't be pulling their weight are Dovin Baan (nothing he does enables voltron), Venser's Journal (very slow and is having 7+ cards in hand ever a worry? Play Reliquary Tower instead), Perpetual Timepiece (play Crystal Chimes instead), Sphinx of the Final Word (decent threat but you only have 14 instants and sorceries so you aren't fully taking advantage of him, I'd re-include Sphinx of Magosi for instant and continual draw), Celestial Mantle (way to expensive and life-gain is meh in EDH, Ethereal Armor is a straight upgrade), and Mind Unbound is SO SLOW, replace w Sage's Reverie for instant draw and attack boost to complement your voltron strategy.

Sorry for the book again, I'm thorough because I want to see this shine, but it is shaping up nicely!

GoodLuckGuy on CP#12 Kambal with Your Life

3 weeks ago

Part Two

You gotta run Phyrexian Arena, you just gotta. It's too good to not run. Bloodgift Demon also has this ability, but on a big ol' beat stick; it's crazy value for 5 mana.

Greed is a better version of Erebos' already very strong activated ability.

Tamiyo's Journal can be pretty great in a slower matchup, the utility of choosing to draw or tutor makes it good in multiple different scenarios.

Crawlspace totally stops go wide strats, which I would think this deck could have trouble dealing with otherwise. Ensnaring Bridge can similarly make you hard to attack, and having both out makes you practically unassailable.

Having No Mercy in play means your opponent can only really ever afford to attack you with lethal damage if at all.

Also you should throw in a Kor Haven, it's just a crazy good land.

Ajani's Chosen and Sigil of the Empty Throne reward you with tokens for doing what this deck is already doing.

Ethereal Armor lets you finish strong with one creature, no matter which one it is.

Torment of Scarabs and Painful Quandary put constant pressure on your opponent's resources, these can allow you to focus entirely on defending yourself as your opponent slowly erodes away.

Sorin Markov does so much here, particularly setting your opponent to 10 life, meaning if Kambal is out, they can only cast up to 4 more non-creature spells before dying.

Ward of Bones can lock your opponent out of playing creatures, and because of your pin-down auras, what creatures they do have out may be worthless.

BONUS: Grand Abolisher stops all sorts of counterspells and insant-speed nonsense.

Vaan on

4 weeks ago

Oh, so against that friend you're probably playing on the control side of things most of the time, that's interesting. You can put some Holy Light, Porphyry Nodes, Kor Firewalker and Circle of Protection: Red on your sideboard to deal with the goblins.

Try checking out the primers on the mtgsalvation forum: Legacy Knights Primer and Modern Knights Primer if you want to drop the enchantment package for a full tribal deck.

You don't need to rethink the entire deck to make it a better one, try changing some of the cards you feel are underwhelming on the goblins matchup. I would swap the Ethereal Armors for Kor Firewalkers and just play some games with it. Gradual changes are the way to go to improve decks.

redknight44 on

1 month ago

The main thing holding me back from going mono-white is that I want trample. I'm gonna see if I can swap out Rancor for some sort of trample artifact, although I prefer using enchantments / auras as much as possible for synergy with Ethereal Armor and Sage's Reverie.

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