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Moxonomy

Holy Armor

Enchantment — AuraWhite mana

Toughness for one mana, with a button to buy more of it: that opening offer tells you exactly which era of Magic this came from. The flat +0/+2 reflects an original-set assumption that combat math was the primary axis of the game and that spending a card to permanently grow a creature's toughness was a fair trade. The repeatable pump is the genuinely forward-looking wrinkle, an early attempt at giving a permanent something to do with surplus white mana in the late game, predating the activated-ability-on-a-creature template that would become standard. Aura design has since moved almost entirely away from this template for the obvious card-disadvantage reason: the two-for-one risk of losing creature and aura together is exposure that newer cards refuse to take at this rate, and a toughness-only buff does not threaten to close a game on its own. Each subsequent iteration on the white defensive aura narrowed the use case, Armor of Faith among them, as Wizards learned which aura effects were worth the two-card exposure. On its own terms, a defensive sizing tool from a period when white's combat tricks were priced for a slower, more permanent-heavy game than the one we play now.

Holy Armor (4bb)
4BB · #29common
Pricing
Normal: $2.58
Foil:
Oracle Text

Rules text

Enchant creature Enchanted creature gets +0/+2. White mana: Enchanted creature gets +0/+1 until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
Legal
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

11 sets
Show all 11 other printings
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