Armory Paladin card image

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Fallout

Armory Paladin

Creature — Human Knight

Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.

Color profile

Color identity

  • White
  • Red

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

3
  1. Wizards of the Coast

    Once Armory Paladin’s last ability resolves, it doesn’t matter what happens to Armory Paladin after that. You’ll still be able to play the exiled card until the end of your next turn.

  2. Wizards of the Coast

    You pay all costs and follow all normal timing rules for a card played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

  3. Wizards of the Coast

    If the card exiled with Armory Paladin’s last ability is an Aura or Equipment card, casting it will cause Armory Paladin’s last ability to trigger again.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

3 results