Home / Magic: The Gathering / Final Fantasy / Paladin's Arms
Paladin's Arms
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Artifact — Equipment

Paladin's Arms

common · Artifact — Equipment · Final Fantasy
$0.16
Low
$0.19
Market
$0.24
High

Oracle Text

Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types.
Lightbringer and Hero's Shield — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Card Details

-/-Power / Toughness
{2}{W}Mana Cost
1Prints

Character Background

Paladin’s Arms is a clean value engine that best supports midrange and control shells looking to turn one card into a board presence and a durable threat. Job select immediately gives you a 1/1 Hero, so even before any attacking, you’ve generated material and a body to carry the Equipment. The +2/+1 boost plus ward {1} makes that token awkward to remove and turns later creatures into efficient, protected attackers or blockers, while the Knight clause matters for tribal payoffs and “when a Knight attacks” style synergies. In practice, this shines in decks that can exploit Equipment recursion, artifact-matters themes, or token strategies that want cheap permanents to scale into the late game. The {4} equip cost is steep, so favor lists with mana acceleration or cards that move Equipment efficiently; otherwise, treat it as a sturdy early play that gradually converts your weakest token into a respectable, resilient battlefield role.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.16 - $0.24
At the current market price of $0.19.
Average Time to Sell
3 days
At the current market price of $0.19.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Paladin’s Arms is a clean value engine that best supports midrange and control shells looking to turn one card into a board presence and a durable threat. Job select immediately gives you a 1/1 Hero, so even before any attacking, you’ve generated material and a body to carry the Equipment. The +2/+1 boost plus ward {1} makes that token awkward to remove and turns later creatures into efficient, protected attackers or blockers, while the Knight clause matters for tribal payoffs and “when a Knight attacks” style synergies. In practice, this shines in decks that can exploit Equipment recursion, artifact-matters themes, or token strategies that want cheap permanents to scale into the late game. The {4} equip cost is steep, so favor lists with mana acceleration or cards that move Equipment efficiently; otherwise, treat it as a sturdy early play that gradually converts your weakest token into a respectable, resilient battlefield role.

Generated using gpt-5.4-mini · Updated at 2026-08-11 07:10:43 UTC

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