Open the Armory

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Shadows over Innistrad Uncommon

Combos Browse all

Open the Armory

Sorcery

Search your library for an Aura or Equipment card, reveal it, and put it into your hand. Then shuffle your library.

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Open the Armory Discussion

herringtonr on Sigarda's Swords

2 days ago

Open the Armory? Just another way for you to find one of your swords.

kgrey2 on angel dragons demons

3 days ago

Kaalia is awesome. She was my first build too, been about a year more or less. If you are playing multiplayer I suggest adding an eff ton of artifact o regular fetch cards and an eff ton of artifacts with shroud or hexproof; depending on your budget: Steelshaper's Gift, Enlightened Tutor, Vampiric Tutor, Demonic Tutor, and even Open the Armory are all just amazing to have in an opening hand. As for artifacts that grant shroud or hexproof I go overboard in my deck; Lightning Greaves which is almost an autoinclude in every EDH deck, Swiftfoot Boots same as Greaves, Whispersilk Cloak which has the added bonus of granting unblockable and Darksteel Plate. I even add more because there is nothing worse than losing Kaalia. Maybe two other suggestions are adding more artifact ramp in place of some of your lands like Sol Ring autoinclude, the Signets like Boros Signet, and Chromatic Lantern. Last suggestion and the most difficult is rounding out your creatures. There are sooooo many excellent angels, dragons, and demons and depending on your budget each one impacts the game the second it lands. Remember your goal is to get Kaalia out fast and protected and drop game changing creatures. Hope this helps! You can check out my deck here: Kaalia's Monster Mash, I'd appreciate any and all feedback.

DlCK on Sram, Senior Edificer EDH

1 week ago

Sword of Feast and Famine is probably the one card that most encouraged me to not build my Sram deck. You basically get double mana at that point, which is obviously very useful when drawing off of nearly everything you play thanks to your general, drawing 1 (or 2 with double strike) off of Sword of Fire and Ice, and/or drawing 1 off of Puresteel Paladin.

You could add tutors like Open the Armory and Steelshaper's Gift to really get things out of hand. Should be swinging for 21+ unblockable by turn 9-ish, all while Sram is virtually untouchable to colors (various swords) and destroy effects (Darksteel Plate). Consider adding Recruiter of the Guard, which helps find Puresteel Paladin or Leonin Shikari, which are obviously important. Pretty nasty deck. Not sure I'd want to play against it unless I'm running an equally-fast deck or dedicated artifact hate (which is why I didn't actually build mine).

GrayAlchemyst on White flying Angel of Invention

1 week ago

Also if Open the Armory is only hitting stichers graft right now shouldn't it be in the sideboard with the other target Revoke Privileges and shouldn't you add one more stichers graft to the mainboard?

Bluefire016 on Soft kitty Warm Kitty

1 week ago

Nice deck, a few suggestions I would make;

Since you are not running any Aura spells, I would drop Open the Armory all together and go up to the full playset of Steelshaper's Gift since it is strictly better in this list.

Mana is of course always a good place to upgrade. A way I would change it up to make it a bit better(while not costing an arm and a leg) would be to run a full playset of Canopy Vista and a full set of Evolving Wilds, either of these would be good turn one land drops since the majority of your spells are 2 CMC and up. I would also adjust the ratio of basic lands to maybe 12x Plains and 4x Forests. My reasoning for this is that there are quite a few cards that have double white in the casting cost. This ratio would also bring your total land count to 24, and since your average CMC is about 3 you wanna make sure you hit your land drop every turn.

The last suggestion I would make would be to find 2 cards you wouldn't mind cutting to drop from 62 to 60 cards, it's not a big drop but it will up your decks consistency.

Hopefully these suggestions helped. Good Luck out there!

UpsetYoMama on Tana & Tymna

2 weeks ago

I had Uril for a bit so I'm familiar with the theme. Here are some suggestions:

Card Draw: Kor Spiritdancer, Enchantress's Presence

Ramp: Sol Ring, Nature's Lore, Trace of Abundance, Lotus Cobra, Herald of the Pantheon, Courser of Kruphix, Birds of Paradise

Tutoring: Academy Rector, Idyllic Tutor, Open the Armory, Recruiter of the Guard, Sterling Grove

Protection: Mother of Runes, Flickerform, Shield of the Oversoul, Sigarda, Host of Herons

Increase your threat: Ancestral Mask, Armadillo Cloak, Angelic Destiny, Daybreak Coronet, Doubling Season

Removal: Vindicate, Anguished Unmaking, Krosan Grip, Song of the Dryads, Toxic Deluge

Hate: Rest in Peace

One of the biggest issues that I found was dodging something like Merciless Eviction. Flickerform is really the only thing that does it. One other option is having Greater Good so at least you will benefit before your stuff dies.

The dream: Serra's Sanctum and Gaea's Cradle, both of which would be nuts in this deck.

A strange card that I found to do good in Uril was Mark of Fury. It gives you the haste you want and lets you replay it each turn to net a card if you have something like Argothian Enchantress in play.

--Matthew

tlaine967 on Zurgo's Human Army

2 weeks ago

I would recommend Worldslayer for sure. It is a great combo with Zurgo unless they just have a ton of Indestructible stuff. Brainspoil and Open the Armory are okay tutors for Worldslayer. I would also run Chandra's Ignition for its awesome boardwipe ability with Zurgo and is also tutorable with Brainspoil if Worldslayer was countered or removed or whatever.

I agree with the sentiment of more land. If it is working for you then I understand why you don't want to mess with it but I am a fan of the Innistrad set Clifftop Retreat, Dragonskull Summit and Isolated Chapel. They aren't too expensive and are pretty easy to get into play untapped.

For Equipment I like Tenza, Godo's Maul, it has always worked well for me with Zurgo.

For Card Draw I would get rid of Read the Bones in favor of Seer's Sundial, Staff of Nin and/or Underworld Connections. These all allow for repetitive drawing.

For some Removal I like Mizzium Mortars and Vandalblast for their potential disruption to your opponents board. On a lesser level I like Crackling Doom especially after your opponent casts their Commander and then you just make them sac it... I get maybe a little too much joy out of that. I would probably get rid of Shatter and Demystify for Vandalblast and Wear / Tear.

Creatures are tough for me because I went much more Warrior tribal as opposed to Human. I still think Flamerush Rider and Jor Kadeen, the Prevailer could find homes here. You might want more artifacts for JK but if you added Worldslayer then it would probably be fine. Then Cavalry Pegasus FTW, kind of kidding but kind of not. That ability for a two drop in this deck is pretty sweet.

I didn't really mean to offer 17 cards up but hopefully a few of them will find homes here. These would probably have to come at the expense of cutting some of your creatures and enchantments though so idk. I hope I helped at least a little!

BlazingAbsol on Show me where Tezzeret touched you

2 weeks ago

Very cool looking deck. Would you consider splashing white for Open the Armory in order to find tezz touch easier?

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