Veteran's Armaments

Legality

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

Printings View all

Set Rarity
Morningtide (MOR) Uncommon

Combos Browse all

Veteran's Armaments

Tribal Artifact — Soldier Equipment

Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."

Whenever a Soldier creature enters the battlefield, you may attach Veteran's Armaments to it.

Equip (2)

Veteran's Armaments Discussion

Firstmiracle on OKetra Human Zombo alliance

2 days ago

Ok Niko, Quick Breakdown of what you've got here.

I notice several themes integrated into the deck. You should probably only focus on one theme, and if a secondary theme crops up take advantage of it's synergies. Right now I'm seeing:

Tokens Populate Soldiers Lifegain Creature Count Matters Enchantments Matter

Next we look at targeted removal:

Wanderer's Strike - Just one removal spell is too few. What happens if someone plays a dank artifact or enchantment? Do you just die to it?

Next we'll look at boardwipes:

Hour of Revelation - Some heavy restrictions here. Do you really want to wait for your boardwipe to become discounted? This is also too few board wipes. What happens if the creatures are indestructible? Or if Someone plays around Hour of Rev?

Next we'll look at ramp:

Smothering Tithe - Excellent choice, and a real over-performing option as well.

Ashnod's Altar - Excellent way to make use of your tokens and small costed buddies.

Everflowing Chalice - Aight, not my first pick, but it's aight.

Sol Ring - Duh

This is a pretty good ramp package, but I think we could upgrade it.

Next we'll break down your card draw options:

Mentor of the Meek - Decent in this deck. Sure the tokens you want to make the most of don't work out, and a few cards you play can turn this on. I like him, lets optimize creatures around him to make him better.

Skullclamp - Ayup!

Two cards that draw for you is a good start, lets add in some more.

Alright, let's cut everything that isn't a creature, that doesn't make tokens on its own, that isn't removal, card draw, boardwipes, or ramp, that doesn't have synergy with your commander.

Ajani's Welcome - A great card, but definitely reserve it for a build where you abuse your life totals more so than make creatures.

Anafenza, Kin-Tree Spirit - Most of your creatures are tokens.

Angel of Glory's Rise - Anti-synergies with your commander, and the tokens it creates.

Angel of Renewal - We can find a card that does something better.

Angelic Accord - We want to make angel tokens, but we're not here to gain life.

Angelic Chorus - While this looks good, it generally equates to 4-5 life a turn. Not bad, but not amazing for the investment in this deck.

Angelic Exaltation - Boy do I have mixed feelings on this card, suffice it to say, if you have no creatures, this card sucks. You might have no creatures when you draw this card. That would suck.

Elite Inquisitor - A good card, but we can do better.

Fiendslayer Paladin - A good card, but we can do better.

Forebear's Blade - There's a little synergy here, but to be honest you want a huge discount from this, and you're not likely to get a consistent discount.

Gleam of Authority - Odd counter strategy tossed in. I assume because of Cathars' Crusade which can win the game without gleam of authority.

Glorious Anthem - A great spell for a tempo based weeny deck. This is a cast based token deck.

Harvest Hand  Flip- A good card, but we can do better.

Illusionist's Bracers - I think I understand why you included this, but it doesn't work with Oketra. Oketra's ability is triggered not activated. You probably were thinking of Strionic Resonator

Lena, Selfless Champion - You have so many more token creatures than non-token ones, and your zombie tokens don't benefit from her selflessness at all.

Martyr's Bond - This has potential in a deck that sacrifices it's stuff to maintain board control. I don' think this is a bad card, it just isn't a good enough fit.

Power Conduit -Here's that counter theme again.

Preeminent Captain - Soldier theme.

Sigil of the Empty Throne - Enchantment theme

Squad Captain -Creature count matters theme.

Standing Troops - A good card, but we can do better.

Sunblade Angel - A good card, but we can do better.

Umbral Mantle - I may have missed what this was for.

Veteran's Armaments - Soldier theme again.

Wanderer's Strike - A good card, but we can do better.

Now, I am well aware that this is a lot of cards. Let's shore up your deck, maybe by analyzing your win conditions.

God-Eternal Oketra + Creature Spells = Profit

God-Eternal Oketra + Cathars' Crusade + Creature Spells = Board pump

Token Makers + Divine Visitation = Profit

Expendable Tokens + Ashnod's Altar = Profit

So you win by smacking with a bunch of medium sized tokens, most of the time. This means you need to do three things, Play creatures, Draw Creature spells, and protect your creatures.

Let's start by adding in some badass creatures that fit in your deck well.

Loyal Sentry - One mana has never been spent so well. In the late game it makes a token, in the early game it swings for damage, in the mid game it blocks and destroys pesky creatures.

Knight of the White Orchid - A bear with first strike that ramps you. Pretty good.

Oreskos Explorer - I would never play this in a non-mono-white deck. This does however let you catch up if you are late on land draws, and is at worst a bear to block with.

Benalish Marshal - Glorious Anthem

Boreas Charger - Ramp bud, ramp in mono-white whenever possible. Helps that you could make a zombie, or sac it to skullclamp.

Brimaz, King of Oreskos - I heard you wanted more cats? Can I convince you to play more cats?

Leonin Warleader - This was a card in your maybeboard, its really good.

Oketra the True - This is a fairly good card. Big blocker, or a token generator if you're doing poorly. I often hold her in hand to dump and rebuild after a board wipe.

Ranger of Eos - Only a few cards in your deck that this can retrieve, but a refill alongside making a zombie is an incredibly reserved play that could prevent you from over committing to the board.

Crested Sunmare - Don't get confused. This card cares if you gain life, but not how much. You have plenty of life gain left in the deck to justify making an army of 5/5 indestructible horses.

Geist-Honored Monk - Build a board, save for right after board wipes, or to pull ahead and force one. This is at worst a 3/3 with Vigilance, and two 1/1's with flying for 5 mana. Most often, this will be a 5/5 with vigilance, two 1/1's with flying and a 4/4 with vigilance for 5 mana.

Sun Titan - Sun Titan is Sun Titan. No mono-white deck could be ashamed to run it.

Angel of Serenity - This card is heavily underrated. It is removal, with the possibility to come back, but its also an easy way to sneak in a lethal attack while generating some board presence.

Good on creatures now? Awesome, let's look at Instants.

Swords to Plowshares - Remove that creature.

Generous Gift - Remove that Permanent. Oh and make a creature smaller than my Zombie tokens.

Disenchant - Get that Artifact or Enchantment off my battlefield and in your graveyard.

Rootborn Defenses - Yeah, this.

Unbreakable Formation - This can win games, or prevent the loss of games.

Return to Dust - Fuck these two things in particular, or just one if it's that bad.

Charge Across the Araba - Talk about stupid unpredictable win-cons for a mid-range token deck. This is one.

That about wraps up Instants, now Sorceries.

Divine Reckoning - Protects your general, but still clears the board.

Hallowed Burial - For those mf'ers that don't die.

Austere Command - A very utility board wipe.

Lastly add in a Land Tax

Kogarashi on Wild Beastmater + Veteran's Armaments

1 month ago

Ah, right, the Veteran's Armaments counts the Wild Beastmaster too. I'm too used to abilities that only count other creatures. The Beastmaster will get +5/+5, and the other creatures will get +6/+6 if you stack the triggers for maximum value. Thank you, Boza.

Kogarashi on Wild Beastmater + Veteran's Armaments

1 month ago

Yes, if you order your triggers correctly.

Both abilities will trigger when Wild Beastmaster attacks, and as the controller of both triggers, you can put them on the stack in whichever order you want. They will then resolve top-down.

If you order it so that Veteran's Armaments ' ability resolves first, it will give Wild Beastmaster +4/+4. Then the Beastmaster's ability will resolve, see that it has a power of 5, and give your other attacking creatures +5/+5.

If you choose to order the triggers the other way around, the Beastmaster's ability will resolve and see that it has a power of 1, so your other attackers will only get +1/+1. Then the Armaments' trigger will resolve, giving Beastmaster +4/+4, but it's too late for that to affect your other attacking creatures.

It works this way because Wild Beastmaster 's ability doesn't actually check its power until it resolves, so if you change its power before the ability resolves, that will change what your other attacking creatures get.

alika on Wild Beastmater + Veteran's Armaments

1 month ago

I equip Wild Beastmaster with Veteran's Armaments . Now I attack with Wild Beastmaster and 4 other creatures. Wild Beastmaster becomes 5/5 until end of turn. Do the other 4 creatures get +5/+5?

Mokan on Valduk - Why not ALL the archetypes?!

1 year ago

Batterskull and Champion's Helm are way over the budget. Masterwork of Ingenuity is mainly good with Battterskull and swords of something and something, so it doesn't have much synergy. Golem-Skin Gauntlets only give offence to Valduk, which is less preferable than defense and utility, as my strongest gameplan is not to smack face with him, but to exploit him; every equipment that gives offence serves another purpose as well - Veteran's Armaments for instance virtually gives more offence than the gauntlets, but also helps my commander survive combat. Finally - Mask of Avacyn is already in the deck and Lightning Greaves give shroud, which disables more than 1/4th of my deck from functioning, and even if I do switch them out every turn, it'd get so telegraphed that they won't protect me from anything anyway. I'd stated most of these things in the description, but it doesn't seem to open properly.

babushkasara on Mono White Soldier Tokens

1 year ago

For starters, this looks like a fun deck to play. Swarming the board with tokens is always an exciting strategy. I find myself agreeing with ZendikariWol though about swapping commanders. This kind of deck would probably prefer a commander that costs less than 7 because that's a lot.

Also, your mana curve is rather high. Lowering it means you'll have more to play on earlier turns more often.

Here are some cards I might recommend adding:

Here are some cards I might recommend removing:

As a general comment, beware of symmetrical effects like Leyline of the Meek and Crusade.

Steel_Golem on Mono-White Soldier Combo/Tokens

1 year ago

Food for thought:I find that Veteran's Armaments can be quite useful, not just because they improve your creatures, but also because it adds a variable element to combat that can make it more difficult for your opponent to develop a strategy he can rely on. It's a new level of mind gaming.It's an aspect to keep in mind.

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