Hello and welcome to Daily Commander!

Today we are going to be talking about Syr Armont, the Redeemer!

Syr Armont is a five mana 4/4 that when she enters we create a Monster Role token attached to another target creature we control, and enchanted creatures we control get +1/+1.

Syr Armont wants us to have our creatures enchanted to get a decent buff, all while getting the additional buff from the Auras that are enchanting them. There are plenty of cheap Auras out there that have pretty good effects as well as cheap creatures that can help us out.

The plan is to get a decent number of cheap evasive creatures on board and enchant them so they get bigger, simple enough.

The first thing that we are looking for are the cheap evasive creatures we can start sticking our enchantments onto.

Gladecover Scout is excellent for this because it is a one mana 1/1 with hexproof, which means that it can avoid a ton of targeted removal and can get a couple of early attacks in. Similarly we also have access to Toadstool Admirer, who is a one mana 1/1 with ward 2 and can be a mana sink as the game goes on, being able to add a +1/+1 counter on itself for 4 mana.

In terms of having access to unblockable creatures we have precious few, but we do have access to some unique one. Ferropede can’t be blocked and whenever it deals combat damage to a player it can remove a counter from a permanent. While a bit niche, there can be ways for us to remove counters from problematic permanents to make them less effective or it can remove debilitating counters from our permanents.

Commander Eesha and Beloved Champion have a form of unblockable in that they have protection from creatures, with Commander Eesha also having flying, which also means that not only can they attack fairly unperturbed, but they can also block as we need necessary while still being able to stay in play.

While it can be a big mana investment over time, Hexdrinker is a way for us to slowly build a creature that can gain protection from instants and then protection from everything when we fully level it up, but not before we pack a bunch of Aura’s on it to make sure our Aura’s have an impact while they are in play.

From there we can rely on cheap creatures that have flying like Battlefield Raptor or Healer’s Hawk, or creatures that have a landwalk ability like Willow Dryad who has forestwalk or Aura’s that give creatures we control a landwalk ability like Dryad’s Favor and combine it with Yavimaya, Cradle of Growth.

The next thing we need are the cheap Aura’s to enchant our creatures with, and if they can they can have abilities other than giving our creatures a stat boost and an ability.

Sheltered by Ghosts is great for this because for two mana we can exile a nonland permanent an opponent controls until it leaves the battlefield, and it also gives the enchanted creature +1/+0, lifelink and ward 2 to make it even more difficult to interact with.

Twinblade Blessing can give a creature we control double strike at instant speed, Rancor can give a creature +2/+0 and trample while also being able to retunr to our hand when it is put into the graveyard from the battlefield, Sentinel’s Eyes to give a creature +1/+1 and vigilance and can Escape from the graveyard for one mana and exile two cards from our graveyard.

Ordeal of Nylea can be a great Aura to use early on because it gives the creature it enchants a +1/+1 counter, and when it has three +1/+1 counters it sacrifices itself. The benefit comes from after it sacrifices itself it can get us two basic lands from our library and put them onto the battlefield tapped.

There are also all the cards that have umbra armor which can protect a creature from being destroyed as well as a boost and usually an ability. Spider Umbra gives +1/+1 and reach, Hyena Umbra gives +1/+1 and first strike, and Lion Umbra gives +3/+3 vigilance and reach.

Armored Ascension is a pretty interesting Aura in that it gives the creature it’s enchanting a +1/+1 boost for each Plains we control as well as giving it flying. Speaking of giving a bunch of boosts, we can also include the obvious picks in All That Glitters and Ancestral Mask, with All That Glitters giving a +1/+1 for each artifact and/or enchantment we control and Ancestral Mask giving +2/+2 for each other enchantment on the battlefield.

We can also employ the use of creatures that give out Role tokens, like Ellivere of the Wild Court, which when they enter or attack gives a Virtuous Role to another creature we control, with the Virtuous Role token giving the creature +1/+1 for each enchantment we control, with Ellivere also being able to draw us a card whenever an enchanted creature we control deals combat damage to a player.

Since we are going wide with our Auras, any way we can give our creatures bonuses to help us close the game will be beneficial.

Golden-Tail Trainer is a solid choice for the deck because it makes our Auras (and Equipment) cost X less to cast equal to its power, and whenever they attack other modified creatures we control get +X/+X where X is their power. This incentivizes us to enchant Golden-Tail Trainer as well as our other creatures to make our Aura’s even cheaper and our creatures bigger when they attack.

If we are short some enchantments, one way we can make sure that our creatures are modified can be something as simple as Gavony Township, which for two a green and a white can put a +1/+1 counter on each creature we control, which instantly makes them modified.

Since we are dealing with modified creatures, any synergies with being modified can help immensely. Pearl-Ear, Imperial Advisor gives enchantments we control affinity for Auras and whenever an Aura targets a creature we control we draw a card while something like Signature Slam can give a creature we control a +1/+1 counter and then each modified creature we control deals damage equal to their power to a target creature we don’t control.

If we really want to grow creatures we control while also gaining benefits from enchanting them, then we can also play Calix, Guided by Fate, who puts a +1/+1 counter on a creature we control when they or another enchantment we control enters the battlefield and whenever Calix or an enchanted creature we control deals combat damage to a player, we can create a token copy of a nonlegendary enchantment we control, which if it is an Aura we can enchant another creature while also growing it because of Calix’s Constellation ability.

Syr Armont is more of a guideline Commander, in that they lead a player down a particular direction and playstyle, which is pretty good for new players. I think that Syr Armont can be a great Commander for a new player because while the play style is straight forward and simple, it can lead to some interesting lines of play and can be built cheaply and effectively while also being upgradeable over time.

She is a solid early Commander that may not be the most effective, but she can definitely help a new player get used to the game while not being overtly repetitive to play and can be upgraded as the new player gets new cards.

Thank you for reading, see you tomorrow for the next Daily Commander!

Peace,

From, J.M. Casual

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