Argentum Armor

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Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal

Argentum Armor

Artifact — Equipment

Equipped creature gets +6/+6.

Whenever equipped creature attacks, destroy target permanent.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Sarkhanite312 on Hundred-Handed Cat

2 weeks ago

Halvar would indeed be okay in the deck, but there are problems with other suggestions:

-Argentum Armor is quite expensive to cast, same can be said about Kaldra Compleat, although the payoff is nice

-Brass Knuckles is very much useless in the deck, Balan already gains double strike on her own

-kinda the same with Helm of the Host, not much use copying Balan

-Avarice Amulet is too easily lost

lcarl3035 on Hundred-Handed Cat

2 weeks ago

This is a cool deck! A few suggestions:

Mannlicher on Azorius Kor Knight Tribal

1 month ago

Thank you for the ideas.

I have some of the Kor Outfitter - I had already been thinking to swap out the Ethercaste. I liked them because they were another artifact creature like the Esper Sentinel and could be immune to both Archmage's Charm and Wrenn and Six, and I'm not really a fan of the Esper Sentinel anyway.

I had been contemplating dropping either the Ethercaste Knight or Esper Sentinel and adding in the Kor Outfitter.

I'll think on the Godsend and also Argentum Armor also. 3 games last night I was left with an Argentum Armor in my hand that I never played.

SOTC on isshin samurai tribal

7 months ago

Hey Breastiny, good to see other people brewing with Isshin!

I'd see about maybe running Kentaro, the Smiling Cat as a cheap mana-fixer, to ensure you never have the wrong colors. Fumiko the Lowblood is an excellent card here; your opponents are forced to swing, even with creature they don't want want to attack with. They will either attack other opponents (helping you win) or attack into a pumped-up Fumiko, which will lose them their creatures. In a true Samurai tribal deck, Nagao, Bound by Honor, Takeno, Samurai General, Konda, Lord of Eiganjo and Godo, Bandit Warlord can't be omitted.

As niche picks, consider Iizuka the Ruthless and Opal-Eye, Konda's Yojimbo. The former will put your foes on the back foot, as they never know when the double strike might come through. The latter provides defensive utility, especially late-game when you have access to more mana.

On the non-Samurai end of things, some Equipment that synergizes with Isshin seems like a good call. Sword of the Animist gets even better by fetching you 2 basics instead of 1, while Sigil of Valor and Reaper's Talisman double up on your other 'attacks alone' effects. Other Equipment improved by Isshin includes Argentum Armor, Delver's Torch, Moonsilver Spear Sword of Hours and Trepanation Blade. If you find yourself in need of additional (non-Samurai) cannon fodder, Captain's Claws and Sigiled Sword of Valeron will do in a pinch.

Hope this helps! Good luck :)

x12721 on Wyleth V1.1

7 months ago

PinnedPhoenix this is a commander deck, and therefore must use cards that share a color with the commander (white and red, in this case). As for my suggestions, I recommend Argentum Armor as a solid way to answer threats. Chaos Warp is close to a second copy of Generous Gift, and can help deal with troublesome threats as well. I know you're on a budget here, but two upgrades I would highly consider are Hammer of Nazahn and Sigarda's Aid. Cheating equipment costs is huge, and the hammer also provides protection for your commander as well.

LeonSpires on Cute Little Dog With a Crap Ton of Swords

8 months ago

Looks to be a solid list and like a lot of fun to pilot. Some possible considerations for you: Brass Squire, Armory Automaton, Rogue's Passage, Key to the City, Whispersilk Cloak, Argentum Armor, Strata Scythe, Colossus Hammer and Fireshrieker (double strike triggers most of your swords a second time per turn.

LunchBox1211 on Who controls equipment abilities?

8 months ago

There are several questions here. If need be, I can make multiple posts. For all of these, picture the following: I have a creature with an equipment. My opponent gains control of said creature, and attacks.

If I control an equipment that is attached to a creature an opponent controls, who controls attack/damage triggers and abilities that trigger at the beginning of combat? My guess would be that whoever owns the equipment, but I'm not entirely sure.

Who can activate Robe of Stars's Astral Projection if it is equipped to a creature an opponent controls? Again, I control the equipment, but not the creature.

How does Conqueror's Flail's 2nd ability work if I control it, but an opponent controls the creature it is attached to?

Cards that I am specifically wondering about: Argentum Armor, Explorer's Scope, Infiltration Lens, Sword of Fire and Ice as well as all the other "Sword of's",

jamochawoke on Sram-nation!

8 months ago

I really like Sram when you can keep the draw engine going! (that's the main reason I don't use him in my deck, I'm usually cheating in stuff rather than casting and my deck is only equipment). Although, you still might want to peek through a few of the cards in my deck Pure Nahiri for some upgrades. Note: my overall deck strategy is a bit different, but it shares a lot of cards.

The one that instantly stood out to me is using Settle the Wreckage over Winds of Abandon. The main reason to use Settle is that it can hit your own creatures and if you ever pump out a bunch of tokens you can instantly turn that into a ton of lands. You can even combo that in a political move with attack triggers if the board is stalemated.

For example: once I had Argentum Armor I had cheated out on a 1/1 soldier token with a bunch of other tokens I had flooded the field with and some other equipments I didn't have the mana to equip. I also had a Heavenly Blademaster in my hand I wanted to drop but couldn't pay for and keep protected from removal at the same time. I bargained with another player to let me swing at him without reacting so I could use the Armor's attack trigger to blow up another player's commander that was preventing me from winning. I Settled my own soldiers (leaving one behind as a chump blocker) before combat damage and got about 5 plains on the field. The next turn I dropped the Blademaster and attached everything to her and won (hint, Blade of Selves and the Kaldra equipment are particularly nasty on her if you can get them all out at once).

Abandon is really good for wiping the field of things like Indestructible creatures or creatures you really don't want in the graveyard, so I can understand keeping it in. Just thought I'd make the suggestion since White lacks a lot of ways to get explosive ramp. Although Blade of Selves can also be used on a Knight of the White Orchid attacking a green player and as long as you are in a typical 4 person EDH pod you'll get 3 lands that come in untapped from the 3 ETB triggers.

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