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Moxonomy

Spidersilk Armor

Enchantment2 generic manaGreen mana

Granting reach to your whole board is a strangely durable design idea: the toughness bump barely registers, but reach is the keyword that turns ground stalls against flyers into something a green deck can actually solve. Green has always been the color with the worst answers to evasion, leaning on individual Hurricane effects or pump-and-pray combat. This spreads the fix across every creature you control at once, so it functions as a permanent structural answer instead of a single trick spent in one combat step. The +0/+1 rider is doing quiet work too: it nudges your creatures out of the most common burn and combat ranges while staying small enough that the enchantment never reads as a real anthem, a restraint that keeps it priced for what it actually is. The strategic axis it changes is the air war. Without it, a green board watches flyers chip in unblocked; with it, those same creatures suddenly hold the ground and the sky, and the opponent's evasion plan dissolves into a stalemate that green's bigger bodies tend to win. It is a wide-effect enchantment in a color that historically struggles to interact with what it cannot reach, and the design has aged into a recurring template green returns to whenever flyers need a mono-green answer.

Spidersilk Armor (mmq)
MMQ · #273common
Pricing
Normal: $1.64
Foil: $22.59
Oracle Text

Rules text

Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)
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
N/A
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

2 sets
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