Open the Armory

Legality

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

Ozzmium on modern bogles, G/W Hexproof

2 days ago

I think you need to slim down your sideboard. Pick the matchups you have the hardest time against, and then work from there. When I played boggles, I had 4 slots for affinity, 3 for living end, and 2 Sigarda, Host of Herons

Dryad Arbor is a must for this deck. Being able to crack a fetchland for one to take a sacrifice effect, or surprise block is what helps this deck steal wins.

If you really want to throw your opponents for a loop, put in Open the Armory to tutor up exactly the aura you need to win the game. I only tried with 3 copies of it, but it can shore up some inconsistencies you'll have from not being able to budget in Horizon Canopy

StopShot on Alesha Multi

5 days ago

It's not badly formatted at all.

For lands I'd advise you try running Clifftop Retreat and Isolated Chapel since they can be very helpful about mana fixing and will likely not come in tapped. Also considering you run quite a bit of swamps I'd recommend Tainted Peak and Tainted Field over Temple of Malice and Temple of Silence since they always come in untapped. Another helpful land to consider is Ash Barrens which can grab any of your colors and has that Basic Land come in untapped. Geier Reach Sanitarium would also help with putting creatures from your hand into your graveyard while drawing cards.

For Artifacts and Enchantments I'd recommend Panharmonicon and Flameshadow Conjuring which both can double all your enter the battlefield triggers. Since you also have lots of ways of recurring and sacrificing little creatures I'd recommend Grave Pact and/or Dictate of Erebos which can really put some hurting on your opponents. For equipment you can also run Hero's Blade and Obsidian Battle-Axe which will auto-equip to Alesha making her power larger so its more difficult for your opponents to block her.

For Instants and Sorceries I recommend Path to Exile, Anguished Unmaking, Wear / Tear, and Return to Dust which gives your deck more flexibility over removing your opponents permanents as well as Blasphemous Act, Buried Alive, Vandalblast, which also help give your deck an edge. Also I'd recommend running Steelshaper's Gift over Open the Armory since it costs and your deck doesn't run any auras.

For creatures I'd recommend Big Game Hunter for creature removal, Undercity Informer for self-mill, and Vulturous Aven for repeatable card draw.

This deck looks pretty good and I hope you found my review helpful.

MindAblaze on I'm going to have to ask you to come with me...

2 weeks ago

I think Fairgrounds Warden might not be a bad plan. It's ability isn't abusable with a flicker effect like Fiend Hunter, and doesn't help me with Blade of Selves other than getting attackers through.

Fabricate for Open the Armory might be a good swap too.

the.beanpole on I'm going to have to ask you to come with me...

2 weeks ago

One of the Fairgrounds Warden effects or one of the Frost Lynx effects. You have a lot of effects like that already, and if you overload too much, you're drawing dead against the spellslinger decks that run few/hexproof creatures (Glaring Spotlight for that?). Open the Armory seems kinda odd too, as you only have a total of 4 targets in the deck. Fabricate would be more flexible.

djewell on F*ck You.

2 weeks ago

ill start by saying that saskia's ability shows more potential in something outside of voltron.. but i could see it performing decently! Here's some of my suggestions...

if there were ever a screw blue card, i would say Possibility Storm would be the iconic. Any time they cast a counter spell, they have to rely on the fact that the next one they draw into is also a counter. also this allows you to cycle through card types like maybe artifacts that you don't want.

i think you could play a bit more into the double strike and making saskia more of a force to be reckoned with even faster. things like Battle Mastery or Madcap Skills (while not double strike, still does well early game for dmg boost and evasion).

Vexing Shusher helps carry your commander to the field even when your opponent knows your deck and that your win con relies on saskia getting out.

Open the Armory should have a place in here.

Bastion Protector is a good support creature for you.

i'm a firm believer that Burgeoning is better than Exploration in commander.

i have to go do some work, but i want to get back with some more ideas for you and also some things you don't need in here. stay tuned!

pickelchu on Win on Turn 4/5 Consistently? Yessir

3 weeks ago

The addition of blue would be helpful for protecting my dreadnought but I really need Aerial Modification, Peacewalker Colossus, and Open the Armory so that it is more likely for my guy to be crewed and I don't want to go three colors because the mana base would get expensive and less consistent for an aggro deck.

As for the exemplar, your arguements make sense so I will add him

spuiopq on Braggy

3 weeks ago

After having a couple of games in the weekend, I decide to update the list, with some cards out, others waiting for further evaluation.

-Power Artifact and Open the Armory: As a backup win-con, Power Artifact is pretty U-mana intensive, and the combo requires three pieces actually, outlet included, while out of combo the only usage of the card is to pitch to FOW, therefore, it shall be replaced by more relevant cards. And then, with one less target, I think Open the Armory might as well be replaced by a redundant haste-enabler.

-Recruiter of the Guard, Idyllic Tutor, and Drift of Phantasms: These cards always make me wonder, do I need a 3-mana tutor that cannot fetch me a combo piece (apart from Rest in Peace)? A lack of target costing no less than 2 mana may cause some awkward situations, so I decide to let them go this time.

-Hokori, Dust Drinker; +Static Orb: This slot is always a pain for me. Honestly speaking, I have love for neither, but I need something more than just Winter Orb to slow down my opponents. I prefer the latter mainly because it costs 1-mana less, and up to my knowledge, none of the decks, opponents' or mine, can find an easy way to break the parity. I could sit and test with it for the time being.

-Trinisphere; +Phyrexian Revoker: Without storm decks in the meta, I could find only niche use of Trinisphere, it might slow Sisay for a turn or two, but that's it. I think Phyrexian Revoker could do more or less the same, without affecting myself.

-Meekstone; +Supreme Verdict: Supposedly, Meekstone should be the 'silver bullet' against that beatdown deck, except it doesn't. Unless empty-handed, Omnath can opt to dump the mana after combat, therefore dodges the effect. I have no choice but do it in an old-school way, namely board wipe.

Palace Jailer and Jace, the Mind Sculptor: Mulligans included, I'm yet to see the two cards. Before giving them a try, they will stay in the deck until further notice.

Land Equilibrium: The card is good on paper, having synergy with MLD, and the deck's rather low land count. However, for one thing, it's a 4-drop, high probability of tapping out myself; for another, it doesn't do enough on itself, at least not good enough to stop someone from having sufficient resources to win.

spuiopq on Braggy

3 weeks ago

Hi, Emzed, Glad that you liked the deck, and thanks a lot for the advice.

Rather than a meta call, Containment Priest is more of a personal pet card having foiled a good number of Tooth and Nails when the playgroup was more casually. However, apart from hosing Derevi and occasional green tutors and graveyard shenanigans, I'm not sure whether the card is that crucial to my deck performance nowadays. Say If I'm gonna swap out the card, should I swap in some cheap counterspells or not?

Secondly, in my meta, owing to Brago not being the number one threat to eat removal on the spot, Sisay, that is, unless Cursed Totem 'd, I might be reluctant to run both boots. My preference on Swiftfoot Boots is that there were more than one Static Orb from both myself and the Derevi deck, and that I was too eager not to break the parity. But now I agree with you that Lightning Greaves is actually better, and I may try to swap out Static Orb for something not so troublesome to myself, with Derevi's swapped out earlier due to similar reasons.

As for the Palace Jailer, it's the card I've totally overlooked. In my opinion, it might create enough diversion to the beatdown player, I being monarch or not. I'll definitely give it a try, maybe in place of Lavinia of the Tenth or Treachery, due to the steep cost.

In order to give Palace Jailer a try, I'm currently considering replacing Rishadan Footpad, Static Orb, Lavinia of the Tenth with Recruiter of the Guard, Hokori, Dust Drinker, Palace Jailer. Furthermore, there's chance that Treachery may eventually become a Parallax Wave or, more aggressively, a Humility. I'm a fan of the latter one, simple and strong, but again, hard to break. I could use it as a last resort, when Strionic Resonator is not an option, hoping to hose the table long enough to assemble Helm of Obedience + Rest in Peace before death by furious 1/1 vanillas.

At last, I'm always sceptical of the use of Prophetic Prism. As a 2-drop that replace itself, with a meagre activated ability, it is the card that simply not good enough without commander presence. Some possible replacements are listed as follows: Ancestral Knowledge has more or less the same problem, if more mana intensive. Open the Armory might actually be good, being a tutor at least, fetching boots or Spreading Seas when necessary. However, the third possbile target, namely Treachery, is almost impossible to fetch and cast in the same turn, so this usage is niche. Steelshaper's Gift is a cheap, but narrower boot-fetcher. Idyllic Tutor can fetch any enchantment, but the cost is a bit more steep that the capability of fetch-and-cast is not guaranteed.

English is not my mother tongue, so pardon me for the glitches, if any. Thanks for reading. Any thought is welcomed.

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