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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Argentum Armor
Image from Wizards.com

 Argentum Armor
- Scars of Mirrodin

Reviewed June 27, 2014

Constructed: 2.88
Casual: 4.00
Limited: 3.67
Multiplayer: 3.17

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 

David Fanany

Player since 1995

Argentum Armor
If I recall correctly, all the argentum stuff in Scars of Mirrodin was linked to Karn. That, along with its game text, implies that this armor is an aspect or successor to the Legacy Weapon, which is pretty cool. As often happens with cards like this, the cost is almost prohibitive (see Worldslayer from last week), but the effect is almost certainly worth it. It's kind of ironic, though, that despite artifacts being able to go in any deck, this kind of pushes you towards either white with its Stoneforge Mystics and Puresteel Paladins (assuming the former isn't banned in your chosen format) or towards green with its mana production abilities. 
Constructed: 2/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Argentum Armor which is a six mana equipment with an equip cost of six that gives +6/+6 and whenever the equipped creature attacks destroy target permanent. The effect is excellent and the boost is very solid, particularly on a creature with a form of evasion or other notable combat effect. The cost is far too high for competitive use, but this is one of the best targets for effects to get it into play and equipped without paying the mana cost an will be a regular sight in equipment builds for Casual and Commander.

In a Limited format with this it may take time to get into play and equipped, but when it is part of an attack it will win games with the destroy effect even if an opponent manages to block it. As anything blocking is unlikely to survive this can destroy two cards every turn until damage gets through or all opposing resources, such as lands, are destroyed. A solid first pick in Booster that fits into any color deck and easy inclusion for every Sealed build.

Constructed: 3.0
Casual: 4.0
Limited: 4.0
Multiplayer: 3.0


Deck Garage

Argentum Armor

Today's equipment is a unique one. Usually, we think of equipment as support to help out some good creatures. I'll confess, that's how I looked at this card for a long time. I thought, for an equipment, it was far too expensive to even consider using.
In this case, however, it's more than a support card. It turns any creature into an absolute monster. While it's clear the casting cost and equip cost are significant hurdles, the payoff is tremendous.

If there were a creature that read like this, would you play it?

Argentum Monster 6
Artifact Creature - Juggernaut
Echo 6
When Argentum Monster attacks, destroy target permanent.
If you control no other creatures, sacrifice Argentum Monster.
If Argentum Monster is in your graveyard, you may pay 6. If you do, put it onto the battlefield. It gains haste until end of turn.

Sounds pretty good, doesn't it? The analogy isn't perfect, of course, but it does help us look at the armor a little differently. It is the threat in and of itself - it just needs a buddy to come with him. It's more like the equipment is wielding the creature. I can see this being played in a green deck with lots of mana elves and such. Ramp up quickly and throw this on one of your elves. If they kill the elf, you've got plenty more, and plenty of mana to equip.

Argentum Armor isn't for everyone, but it's power is undeniable, and it's cost is reasonable. It does require you to build around it, however, whether you're cheating in the artifact or ramping up to it. It provides a beefy body for a deck of any color - or no color - and if your opponent can't deal with it, it's game over very quickly.

Constructed: 3.5
Casual: 4
Limited: 3
Multiplayer: 3.5

Michael Sokolowski

Most of the equipment we've looked at over the past two weeks haven't actually given the creatures who wield them that big of a power and toughness boost, surprisingly enough. But as we end off Armor Week, that changes today as we look at the single most powerful boost a piece of equipment can give a creature in the entire game.

Argentum Armor.

+6/+6 makes this the strongest armour in the entire game. No weapon gives a greater power/toughness boost than it either. Karn, who built this apparently, does some VERY good work.

Unfortunately there's a "but" coming. Because as you know, "powerful" doesn't always mean "good." An instant that does 20 damage to all opponents is powerful, but if it costs 100 mana than it isn't really good. Argentum Armor costs a total of 12 mana before you can start swinging with it, 6 to cast and 6 to equip. However, much like Moonsilver Spear, the benefit is so good here that it is actually worth it to jump through all the hoops to try and make this thing work.

It's not just that Argentum Armor turns the most unassuming 1/1 Saproling token into a 7/7. It's not just that it turns your Khalni Hydra or Moldgraf Monstrosity or Liege of the Tangle finishers into nearly unstoppable 14/14's with trample. It also destroys stuff. Every time you attack. Any target you want. A creature, enchantment, artifact, a planeswalker, a land. You name it, and if it's not indestructible, it's gone.

So clearly this is awesome enough that you'd want to find some way to cheat it into play. What are some good ways to do that? Well, this is probably the best situation you could ever hope for to play Quest for the Holy Relic. It might take some turns, but you can start early and it'll save you from both the casting cost AND the equip cost! The best part is, normally if you're playing Quest you'd want a fair amount of generally inexpensive creatures so you could pump out a bunch of them fast. This would normally be weaker in the late game, but Argentum Armor completely negates that weakness by turning one of your smaller guys into a giant beatstick to be feared. And if that one dies, just throw it on some other guy! Now HE can be the giant beatstick to be feared. Our good friends Puresteel Paladin and even Brass Squire can also help out if you want them to.

I really shouldn't have to tell you how good a +6/+6 bonus and destroying a permanent you want gone every turn is, but just in case: it's really good. Like, REALLY good. It may or may not be 12 mana good, but it's definitely 6 mana good if you can cheat one of the other costs. And it's *definitely* 1 mana good if you decide to Quest it out. As always it's more fun and also easier to run these kind of narrow specialized decks in casual and limited, where big creatures are fun and slow decks that require time to set up are more viable. A deck where the win condition is "get Quest in my opening hand" is going to have a hard time in constructed. But if you're just throwing one or two copies in with say a slower control deck that has Puresteel Paladin in it, it could still work out as a finisher.

I didn't need to mention that argent means silvery and that Karn was a silver golem, did I? Nah, I'm sure that wasn't important.

Well, it looks like that's it for Armor Week as well. It was definitely a lot of fun looking at all this equipment, from sets old and new. Who knows what awesome and dangerous things we'll be looking at next week? I don't, but I'll keep a sword and a shield ready just in case...

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