Coat of Arms

Coat of Arms

Artifact

Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)

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Trade

Have (1) Obsolete
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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Premodern Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Coat of Arms Discussion

multimedia on The horde

1 week ago

Hey, well done so far on a budget.

Your deck doesn't have a Commander yet. If The Scarab God is the Commander then in the deck editor add the CMDR tag after The Scarab God text.

The Scarab God *CMDR*

When you save and reload the decklist Scarab will show as Commander with an image.


The 17 cards to consider cutting to get to 100:

  • Submerged Boneyard
  • Dimir Keyrune
  • Dimir Cluestone
  • Dimir Locket
  • Wight of Precinct Six
  • Hall of Triumph
  • Price of Fame
  • Drunau Corpse Trawler
  • Brass Herald
  • Geth, Lord of the Vault
  • Ascendant Evincar
  • Paragon of Open Graves
  • Consuming Aberration
  • Possessed Skaab
  • Door of Destinies
  • Caged Sun
  • Gauntlet of Power

Several of these cuts to consider are high CMC cards, by cutting them you can reduce the mana curve which helps gameplay. The Scarab God is the high CMC creature you want to cast more than rest and you want an established battlefield of Zombies before you play Scarab. For five or six mana you want to cast Scarab or others Zombies not ramp.

Door of Destinies is an expensive price card that you don't really need. Door is too slow, you have better artifact anthem effects such as Coat of Arms. Caged Sun and Gauntlet of Power are other expensive price cards for small anthem effects and ramp that are not needed. Endless Ranks of the Dead, Gravecrawler or Grave Titan, any of these for about the same price would do a lot more for Zombies.


Some other upgrades to consider (close to price matching):

Try to reduce the amount of casting cost cards since these will be more difficult to cast with so many Swamps. Having much more black sources from lands in the manabase is better overall for Zombies.


There's a new Magic set releasing Sept 24 called Innistrad Midnight Hunt and Zombies are part of it. Cards that can create Zombie tokens is a theme in the set. All the cards in the set haven't been revealed yet, but these are some cards to keep an eye on:

Of these I think definitely Champion and Wilhelt as well as Grasp are upgrades. Poppet Stitcher  Flip and Tainted Adversary are Mythics in the set that would also be upgrades, are expensive prices right now, but watch hopefully their prices drop when the set releases. The new rare land cycle in the set is a good one for Commander. Shipwreck Marsh is the Dimir land, but it's unlikely the prices of these lands go down much more than $5 because they're going to be wanted in Standard.

Innistrad Midnight Hunt has two Commander precons that will release when the set releases. One of these precons is Undead Unleashed, it's Dimir colors, Zombies with Wilhelt, the Rotcleaver as Commander. We don't yet know the precon decklists, we will soon, but we do know the price point. These precons will cost $40 meaning there will be at least 15 new cards designed for Commander in them. There's going to be Zombie goodness in Wilhelt's precon including hopefully some good card reprints.

Good luck with your deck.

Daveslab2022 on Edgar Markov is not dead

2 weeks ago

This deck looks really fun! +1!

I just have a few suggestions that I think the deck a little faster and more consistent.

First, all of your creatures are pretty expensive! I would trim down on a few of the more expensive legendary creatures, and add some more aggressive style creatures.

I also think that your cards like Gleam of Battle, Coat of Arms, and Blade of the Bloodchief are just a bit too slow and only really help when you’re already ahead on board. If you’re behind, or the board is stalled, they don’t help much.

I think you should add some removal spells like Heartless Act, Murderous Rider (not a vampire but a creature after the removal spell!), Doom Blade, Path to Exile, or Condemn. There are a ton of removal spells so if you want more suggestions I can help out.

I hope it doesn’t seem like I’m ripping your deck apart! I think it’s really sweet! I would just play a little more aggressive of a deck if it were mine! Dusk Legion Zealot isn’tbig but it draws a card and can get big quickly with your other cards.

Gifted Aetherborn is another cheap vampire with lifelink and deathtouch!

Ocachino on Krenko, This Is Just a Tribute

3 weeks ago

It's a bit pricy but Coat of Arms and Krenko, Mob Boss get along like a house on fire.

rb701 on Kaheera Cats and Chariots

3 weeks ago

due to this being very tribal, have you considered Door of Destinies? giving all your cats a huge stat buff is good; while it's a targeted version of Coat of Arms, the effect is dependent on spells cast, not creatures present. i also have a cat deck and i have 2 DoD as well as Gruul War Plow. those two together demand an answer, otherwise even the lowliest creature is a monumental threat

NorinTheWise on R.O.U.S. (Rodents of Unusual Size)

3 weeks ago

GreenHamma: answered that perfectly. Losing Skullclamp, Coat of Arms, etc would feel bad!

Optimator on CatDog Musings

3 weeks ago

Your token doublers along with the anthems you have serve as win-cons, but it would be worth adding Coat of Arms, Akroma's Will, and Overwhelming Stampede to the maybeboard for future consideration.

Mana_Mythic_Legendary on Pursuing Perfection, Part 5: Mono-Green …

2 months ago

Ah, my favorite color. Not coincidentally, my wife hates it. I love ramp, I love the utility, the pervasive value, and I even like the shortcomings because I feel they're sporting. I have three mono-Green decks. My oldest deck is a Green deck. I have been watching Green so closely as each set comes out that I didn't even need to research the legends available in order to write this.

But enough squeeing about my preferences (for now). Let's talk turkey. Picking a best color is highly subjective: while I'd like to say that all five colors are equal in strength, it can't be said honestly. Black has the tutors and thematic viciousness to fight for the top. Blue's strength in control and draw make its long-debated position as most competitive highly secure. White and Red are solidly trailing the others. Where does this leave Green?

Green has a unique capacity to destroy (or fight) anything, but not all the thing: Beast Within and Acidic Slime are great, but unless you're an enchantment, artifact, or bird, then you don't need to concern yourself with Green boardwipes. The utterly absurd advantage that comes of Green's affinity for ramp is often shattering. However, all arguments for Green's strength are undercut by an unfortunate fact: if you can't smash face in the combat phase, you can't usually win. Helix Pinnacle . Epic Struggle . Against these two cards and the odd sorcery referencing some sort of windy calamity, the other colors have actual themes: Black has vampirism, Blue has milling, and Red has burn. Even White has a small but potent spread of alternate wins, generally tied to life totals.

However: a jack of all trades is a master of none, but ofttimes better than a master of one. Let's consider whether Green is a specialist or a generalist: Blue has control and draw, but Green has a fine well of draw effects to pull from, a true wealth of hexproof and... and whatever keyword they'll eventually assign to "can't be countered." The sheer scope of creatures with game-changing effects that Green can tutor, while comprehensive, isn't quite the same as tutoring anything (shut up, Black). That said, a well-placed Tooth and Nail can win the game just as readily. Green can't burn players but can fight any creature and Terastodon any party of super-friends. No, Green isn't a powerhouse on the stack or outside the combat phase, but the raw versatility of Green isn't something the other colors can readily match.

Personally, I can't comfortably argue that Green is the most competitive mono-color in commander. However, I will argue that it's the most generally capable, and like all the colors a powerhouse in the right hands. Whether my hands are the right ones isn't the question: Green is the color I'm most comfortable with, the color I feel most capable with, and my answer to the most important question in any game: "What are you happiest playing?"

Today, we discuss three most prevalent trends in Green. Chonks: the biggest beasts on the battlefield. Ramp: mana for days. Land: all the land (bear with me, I know those last two are rather close). As always, please bear in mind that our focus here is not necessarily competitive but rather on thematic, archetypical commanders.

Chonks

There are a lot of ways to make creatures threatening. Artifacts like Coat of Arms or Argentum Armor , auras like Green's own Blanchwood Armor , and everything in between. Green has another approach as well, tending toward, rather than making creatures threatening, instead making threatening creatures. Just look at the Primordial Hydra (or pretty much any hydra). Other colors have their own fatties, to be sure, but until the Eldrazi came Green's only real rival for the Bigger-is-Better Belt was Blue's theme of large, typically overpriced fish (Colossi also bear mentioning). Colored kaiju tend to come with additional costs beyond mana once they reach a certain size, examples being Death's Shadow or Jokulmorder . The only cost Green generally asks is mana, and frequently at a discount. Hehehehe...

Ghatla, primal hunger

Sometimes you just need a hulk, and at a trampling 12/12 Ghatla is the hulkest legend there is, provided you don’t go poking around the Blind Eternities for plane-eating spaghetti monsters. Like a certain strange woman lying in a pond, you might never have to pay full price for this general. That is a great, beautiful, thundering apex predator of a wonderful thing.

Selvala, Heart of the Wilds

I love Selvala, but do her grievous wrong: I rarely remember the card draw because of all that sweet, sweet mana. In justice, this magnificent beast would be cozy in the ramp section, but filling your hand by dropping one chungus after another, then getting what’s likely a full refund on the mana? That’s what I call incentive! I'd consider her for a commander any day, except... well, we're coming to that.

Goreclaw

The original mama-bear brings a fine pair of goodies to the table: a discount for your hefties and overrun-lite on the charge for such big boys, ensuring they heft even more heftily. Arm & Hammer owe her an endorsement deal. Hefty!

Ramp

Anyone with a pile of rocks can manage fast mana. Black and Red both have decent options. Green, though, has been the ramp champ for time immemorial. Since mana burn is a thankfully dusty memory, you can flood that pool to your heart's content without the risk of accidentally frying yourself. Whether your taste runs toward slamming lands down with Cultivate effects, boosting the output of those lands with Mana Reflection , or tapping dorks like Priest of Titania , glorious excesses of mana can be yours!

Sasaya, Orochi Ascendant

Readers may recall I mentioned an Ashling deck with 99 mountains in the red article. Sometime after seeing it, I noticed a copy of Sasaya in my collection. 64 lands and a handful of mana dumps later, I had a deck that either died quietly or detonated into splendid, jaw-achingly excessive victory (seriously, it’s always one or the other). Wakeroot Elemental , Helix Pinnacle , and Sprouting Vines are just a few of the fabulously facetious options available to this, my favorite kamigawan commander. Nothing will be the same after your first opponent gets smacked in the face with Killer Bees for absurdly lethal damage. I have this deck built, and adore it. However, my favorite, to which we are by degrees coming, is not Sasaya.

Marwyn, the Nurturer I miss Rofellos, but since he’s banned we might as well talk elves somewhere in here. Boy howdy are there a lot of good elves: the tribal synergy in ramp alone is good enough that they get played where other decks would play rocks, and there’s more than that up their pointy-eared sleeves. Rewarding oneself for playing elf-ball with the mana to make said ball bigger is just good sense. However, slapping something like Strata Scythe on her will get some fine results too. Enjoy that general damage, or the effects of Umbral Mantle . And, if general damage isn't your thing but elfball is, pour all that mana into Ezuri, Renegade Leader .

Azusa It's the simple things in life you treasure, and Azusa is nothing if not simple. There many ways to ramp, but doing so in the true green style means dropping lands faster than your opponents. Fill your hand, empty your hand, repeat. The raw advantage that Azusa represents is incredibly intimidating. Just be sure to bring a Horn of Greed so you don't run out of steam.

Land

I acknowledge that this is somewhat under the "Ramp" umbrella. Again, bear with me. If you check the phrase "Search your Library" on Gatherer, Green has more cards than any two other colors combined, the catch being that most of those cards tutor basic land. If you consider a color's tutor strengths as thematic commentary (shut UP, Black), this suggests that Green has a lot to say on the matter of land. Whether tutoring, untapping, or animating and wrecking face a la mana base, no other color is as tied to the land as is Green. Just think on the implications of, say, Life and Limb and the aforementioned Coat of Arms (or any boardwipe, especially if Yavimaya, Cradle of Growth is out).

Ashaya, Soul of the Wild

What's the opposite of a conniption? Whatever that is, I had one when they printed this glorious godsend to all green combo players. The sequoia-sized middle finger Ashaya sends to Cyclonic Rift is only the beginning. Consider that Kamahl, Heart of Krosa becomes Keywords-on-a-Stick with our girl out. Consider that anything which untaps lands now untaps your mana dorks too. Consider that Argothian Elder UNTAPS ITSELF. The only reason Ashaya isn't heading one of my Green decks is because, degenerate as she is, she doesn't have Partner, turn into a broke-ass enchantment, or... we're coming to that. Nearly there.

Khamal, Fist of Krosa

"Screw your boardwipes" about sums it up. Both Khamals can animate lands and buff them, but this one's wording is much, much meaner if you've got to teach some trigger-happy nuker a lesson.

Titania, Protector of Argoth

One of my favorite Green cards is Constant Mists . There are enough other sacrifice effects in Green, as well as lands that drop themselves, that Titania can become a real menace in short order. Bring Glacial Chasm , a few effects like the Oracle of Mul Daya , and the all-important Crucible of Worlds . Trust me. It works. There's a guy in the local playgroup who does this with a most politely evil smile.

And, for my personal favorite:

Omnath, Locus of Mana

Ok, is anyone who's made it this far actually surprised? Omnath is all that is Green, and I've been gleefully running this stompy monstrosity for over a decade. Who needs Voltron when you can simply turn on a glorious green engine of mana, throw out some trample (I prefer Nylea, God of the Hunt , and turn an opponent into so much paste? Don't feel like attacking? Save it for next turn! The banking mechanic alone would be enough: an early Vorinclex, Voice of Hunger is the best you can hope for if you're silly enough to let Omnath sit on unspent mana for even a turn. That he gets bigger with each mana in the pool is just a treat. A vicious, opponent-killing, delicious treat.

And in case you're wondering, the third green deck is Kamahl, Heart of Krosa and Kodama of the East Tree . No instants. No sorceries. Just draw and ramp.

That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Azorius!

Prior Articles:

Mono-White

Mono-Blue

Mono-Black

Mono-Red

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