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  3. Armus, Skin of Evil

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Armus, Skin of Evil

Armus, Skin of Evil

Legendary Creature — Ooze Horror

Armus wants a deck that throws away its own cards on purpose for a reward. It also works in a deck built around Horrors or Oozes.

  • Mana cost5 genericblackblack
  • Black ()
  • Power / toughness6 / 6
  • RarityRare

Menace

At the beginning of your end step, target opponent discards two cards.

2 genericblack, Discard this card: Target creature gets -4/-4 until end of turn.

Build a deck with Armus Find it in the app

Archetypes
Themes

Cards That Fit Armus, Skin of Evil

Picked for what they do in Armus's deck. When two cards do the same job, the one with the lower comes first. All of them fit Armus's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Armus, Skin of Evil does6

The 6 Cards

Similar Commanders

Commanders that share the most with Armus, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBPlayers write colors as letters: B for black.Madness/DiscardDiscard decks throw away their own cards on purpose and play cards that reward each discard. Cards with madness can even be cast for a different, usually cheaper, cost at the moment you discard them.Open the Madness/Discard pageOpponent DiscardMakes opponents discard cards from their hands. In a format where everyone starts with seven and refills slowly, stripping a hand can be harder to recover from than losing a creature. Windfall, Sword of Feast and FamineOpen the Opponent Discard pageSelf-DiscardDiscards your own cards as a cost or an effect. Filling your own graveyard on purpose is the point: it feeds cards that bring things back, madness and channel abilities, and some cards are worth more there than in hand. Faithless Looting, Boseiju, Who EnduresOpen the Self-Discard pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page-X/-X RemovalRemoves a creature by giving it -X/-X, which lowers its toughness. A creature with 0 or less toughness goes to the graveyard. Like damage, it can miss a big creature: -3/-3 kills a 3/3 but not a 30/30. Unlike damage, it also kills a creature that can't be destroyed (indestructible), because the game's rules put a creature with 0 toughness into the graveyard without destroying it. Dismember Grasp of DarknessOpen the -X/-X Removal pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page