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Armor Wars
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Saga

Armor Wars

rare · Enchantment — Saga · Marvel Super Heroes
$0.25
Low
$0.29
Market
$0.36
High

Oracle Text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may draw a card for each artifact you control. If you do, each opponent draws a card.
II — Artifact spells you cast this turn cost {1} less to cast.
III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control.

Card Details

-/-Power / Toughness
{2}{U}{R}Mana Cost
2Prints

Character Background

Armor Wars is a swingy enchantment-saga that rewards a blue-red artifact shell built for value and burst damage. Chapter I can refill your hand, but only if you’re already invested in artifacts, so it shines best in decks that can safely go wider than the table and don’t mind giving opponents a card or two in exchange for a big draw. Chapter II then turns the turn into a discount window, letting you chain cheap artifact spells, deploy mana rocks, or sneak out a pricey finisher early. By Chapter III, the Saga converts your biggest artifact into direct damage, making high-mana-value artifacts especially attractive. A strong deckbuilding tip is to pair it with resilient, self-replacing artifacts and a few expensive haymakers so the damage scales upward while your board still functions after the Saga is gone. Overall, it supports a tempo-to-value plan with a late burst finish.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.25 - $0.36
At the current market price of $0.29.
Average Time to Sell
3 days
At the current market price of $0.29.

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Character Background

Armor Wars is a swingy enchantment-saga that rewards a blue-red artifact shell built for value and burst damage. Chapter I can refill your hand, but only if you’re already invested in artifacts, so it shines best in decks that can safely go wider than the table and don’t mind giving opponents a card or two in exchange for a big draw. Chapter II then turns the turn into a discount window, letting you chain cheap artifact spells, deploy mana rocks, or sneak out a pricey finisher early. By Chapter III, the Saga converts your biggest artifact into direct damage, making high-mana-value artifacts especially attractive. A strong deckbuilding tip is to pair it with resilient, self-replacing artifacts and a few expensive haymakers so the damage scales upward while your board still functions after the Saga is gone. Overall, it supports a tempo-to-value plan with a late burst finish.

Generated using gpt-5.4-mini · Updated at 2026-09-05 00:40:44 UTC

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