Armory Automaton card art

Armory Automaton

Artifact Creature — Construct MV 3

Tracked across real Commander games played through TurnZero HQ.

What it does

Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)

Combos with Armory Automaton

The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

6 official rulings, in the order Wizards published them.

  • 2016-11-08

    An ability of an Equipment that triggers "whenever equipped creature attacks" triggers only if the Equipment was attached to a creature at the moment that creature was declared as an attacker, and any references to "that creature" in the effect refer to the creature the Equipment was attached to when the ability triggered.

  • 2016-11-08

    If an Equipment an opponent controls is attached to a creature you control, any ability of that Equipment that says "you" refers to that opponent. However, if the Equipment says that the equipped creature has an ability, the word "you" in that ability refers to you, the controller of the creature.

  • 2016-11-08

    You can choose to target no Equipment if you don't want to attach any to Armory Automaton. Because the ability is optional, you also don't have to attach the Equipment it targets as you resolve the ability. However, you must either attach all of the target Equipment or attach none of them.

  • 2016-11-08

    The triggered ability triggers both when Armory Automaton enters the battlefield and whenever it attacks. You don't have to choose only one.

  • 2016-11-08

    Armory Automaton's ability can cause an Equipment one player controls to become attached to a creature another player controls. The controller of the Equipment can pay the equip cost to attach that Equipment to a creature they control, but only any time that player could cast a sorcery. The controller of Armory Automaton can't activate equip abilities of Equipment they don't control.

  • 2016-11-08

    If Armory Automaton leaves the battlefield before its ability resolves, nothing happens to any of the Equipment it targeted. If they were already attached to other creatures, they remain attached to those creatures.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Armory Automaton, whatever its commander.

Decks running it 2
Games played 0
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Cloud, Ex-SOLDIER 2 0 —

Colors it shows up in

  • Naya 2 decks

Every version of Armory Automaton

2 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Armory Automaton. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.