Argentum Armor

Argentum Armor

Artifact — Equipment

Equipped creature gets +6/+6.

Whenever equipped creature attacks, destroy target permanent.

Equip

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Legality

Format Legality
Commander / EDH Legal
Oathbreaker Legal
2019-10-04 Legal
Legacy Legal
Limited Legal
Unformat Legal
Highlander Legal
Vintage Legal
Block Constructed Legal
Canadian Highlander Legal
Modern Legal
Tiny Leaders Legal
1v1 Commander Legal
Duel Commander Legal
Leviathan Legal
Casual Legal
Custom Legal

Argentum Armor occurrence in decks from the last year

Latest Decks as Commander

Argentum Armor Discussion

loricatuslupus on The Beast and the Harlot

4 weeks ago

I am confused by this deck, for I do not understand its purpose. To start with, you have some some demons - big, expensive demons - and a small amount of ramp to help get them out eventually but I don't see any real synergy or payoff beyond Liliana's Contract. Many of these, as well as cards like Severed Strands, have abilities that require sacrificing other creatures but you have almost no token producers to make fodder and your other creatures seem to have been chosen to be useful when they're still alive. I would think about adding in more cheap things, preferably with a death trigger (low CMC is good for Citadel too) and maybe even Grave Pact effects if you take this further. These could replace things like Gifted Aetherborn (you have no vampire synergy and if you just want Deathtouch Foulmire Knight does that and more). Might be worth checking out some of the Rakdos Sacrifice staples such as Demon's Disciple, Village Rites and Archfiend's Vessel. Not having Rune-Scarred Demon is pretty strange too. Finally I think some of your other spells can just be upgraded: for the same price as Murder you could have Hero's Downfall/Murderous Rider or one more gives you the excellent Eat to Extinction; In Garruk's Wake is so expensive you'll usually wish you had a straight Damnation or Kindred Dominance while Beacon of Unrest gives you some more options and is reusable when compared to other spells. I wouldn't bother with Desecrated Tomb at all - design is great but at the end of the day it costs three and the return on it is a singular 1/1 when you resurrect something. This will not win you a game of commander. On the subject of reanimation, if that's one of your main lines then graveyard stockers such as Buried Alive are vital. While I quite like the look of the deck I would think about which aspects you like about it most (controlling opponents, value sacrifice, reanimation, casting big demons etc) and focus on just two or three of these. This will make your deck increasingly consistent and harder to disrupt as you'll have more redundancy. Hope that helps!

Oh and don't play Karn. You need him in the 99 to access that sideboard (which doesn't exist in EDH, so check with playgroup before you play that btw) and even then you'll probably only ever get one activation. If those cards are strong enough to be in your deck, and I see none which combo with with the rest of it beyond being good like the swords, then make room for them there. Do you honestly think that any opponent will allow you to untap with a Karn after they see you fetch Mycosynth Lattice? No, they'll kill him and leave you with a card that does absolutely nothing for you as you have no "artifacts matters" strategies and in fact might benefit them by being able to tap lands for other colours, something of no use to you in mono-black. I run him in a Karn, Silver Golem deck that is specifically focussed on artifacts but even there it's all about the static and I only play him when I think he'll survive. The "sideboard" he can fetch is the set of Kaldra pieces and Argentum Armor for flavour which I mainly keep on hand to swap out for the harsher stax cards.

Strangelove on Big Friends

1 month ago

CUT CUT CUT...

...cut all the "whenever you cast"...

-1 Fable of Wolf and Owl

-1 Primeval Bounty

-1 Shark Typhoon

-1 Tidespout Tyrant

...drop all the landfall triggers...

-1 Retreat to Kazandu

-1 Omnath, Locus of Rage

-1 Trench Behemoth... was not impressed with this dude

...cut the rando fatties or the swing-mores... (all you need is 1xAkroma's Memorial and ur good)

-1 Phytotitan

-1 Siege Behemoth

-1 Vigor

...you should be counting power or developing draw before your board snowballs, not after...

-1 Tishana, Voice of Thunder... (this is better in a token deck).

-1 Thought Reflection...slow!

-1 The Magic Mirror...slow!!

-1 Mind Unbound...slow!!!

-1 Irencrag Pyromancer... only good if u can consistently draw-on-demand.Mi

-1 Argentum Armor... slow.

-1 As Foretold... slow! (remember when I was waiting to suspend for 4 turns on turn 3?)

BuildingDankJankEDH on Voltron Made Easy with Ardenn

2 months ago

Hello Paeldroth thanks for the comment. Argentum Armor and Quietus Spike were in the original list as well but were taken out. I will be adding in Eldrazi Conscription which I feel will replace the need for Argentum Armor. Falthis, Shadowcat Familiar would be good in a lot of decks, but I don't really see the need for it here. The goal is to keep my Commander on the board so attacking with them is not my primary objective, also as a 2/2 creature it is very easily removed. Correct me if I am wrong here, but Commander's Plate would really not do much here. I would only have protection from Green and Red and in removal scenarios those are not my biggest concerns. Maul of the Skyclaves may have a home here, I would need to find out what to replace with it though!

Paeldroth on Voltron Made Easy with Ardenn

2 months ago

Maul of the Skyclaves does a lot of work with Ardenn. Quietus Spike makes things quite scary. Falthis, Shadowcat Familiar gives your commanders menace and deathtouch. Argentum Armor, Commander's Plate, Shadowspear. Some really great options once you ignore the equip cost.

MagicMarc on Mono-Red answer for Stony silence?

4 months ago

I have a few more outside the box suggestions.

If you are staying mono-red there are still some more modern answers that fit more readily into your deck.

You could sideboard in Capricious Efreet. Its a little pricey but gives you an attacker/defender that at some point is going to kill your opponent's stuff.

Speaking of attackers, no one has mentioned using attacks to get rid of the enchantment with stuff like; Argentum Armor which is decent or worse, Worldslayer.

I also did not see if these were mentioned; Ugin, the Ineffable can do the job or even Meteor Golem.

Or ultimately, any creature with annihilator, like, Ulamog, the Infinite Gyre.

They are all high mana cost but coming out of your sideboard for games versus the Stony Silence deck are viable options and most of them do not hurt the rest of your deck's playability.

tbone2072 on Two Kor Walk into an Armory...

4 months ago

I like your deck however there are some changes that I would suggest making.

I would recommend putting in some more ramp especially if you want to play the really expensive equipment you have in your deck like Argentum Armor and Helm of the Host. Another thing that I would recommend is for you to change the ramp that you do have into two-mana artifact ramp like the talismans and signets not only will this make your deck faster but it will also synergies with Akiri by boosting her power.
Most of your equipment is fine but there are some pieces that I think are dubious inclusions in the deck.

  • Lightning Greaves: This card sounds like it would be very good however cards like this come with a very big downside. The downside is that it doesn't just stop your opponents from targeting your stuff it also stops you from targeting your stuff. This means that you will not be able to equip any more equipment to your creatures after you put the greaves on them. I would recommend replacing them with Swiftfoot Boots
  • Whispersilk Cloak: I think that this should be taken out of the deck for the same reason that Lightning Greaves should be taken out and that is that it gives shroud. If you want the cloak for the unblockable then replace it with Trailblazer's Boots or Prowler's Helm and if you want it for the protection replace it with Champion's Helm.
  • Argentum Armor: This card is good if you can get it on a creature but I think it just cost way too much, it takes twelve mana to play and equip in one turn and if you just play the equipment and leave it on the board it becomes an immediate target and you probably won't get to attack with it.
I think that you should get rid of creatures like Balan, Wandering Knight, Armory Automaton, and Fervent Champion. The reason that I think this is because those creatures are designed to hold equipment and that is not what you want because you already have commanders that are designed to do that. You want your creatures to support your commanders not compete with them. I also don't like Stone Haven Outfitter in the deck +1/+1 is not that much and your equipped creatures dying is something you want to avoid at all cost.
Here are some miscellaneous recommendations I have.

And that is pretty much it, if you have any questions feel free to ask.

Justinoxs on Aurelia's Kappa 123

4 months ago

jakeyuki12 hey, glad you like the deck :)

Here's why I like it in the deck:

Firstly, Argentum Armor's effect can hit lands, and it is that one backup equipment in the deck that is sort of an answer to almost all your problems in a late game scenario, and is kind of a win condition if your Helms/Swords are in exile/graveyard.

it's effective against stax once you've run out of enchantment/artifact removals; it's great against Humility and Karn, the Great Creator if you can get it on your creature.

Not gonna lie some games it'll be clunky but more than often you should have a window with Sigarda's Aid or Puresteel Paladin; not to mention it'll win you the game if it's in your graveyard/battlefield should you ever find yourself in a position with Nahiri, the Lithomancer on board after Obliterate or similar other board resets (destroy your opponents' lands lul).

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