Amulet of Vigor


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Worldwake (WWK) Rare

Combos Browse all

Amulet of Vigor


Whenever a permanent enters the battlefield tapped and under your control, untap it.

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Amulet of Vigor Discussion

IcyFire81 on A-Maze's End-ing

1 week ago

Funkydiscogod, what would you recommend switching out for Primeval Titan and Amulet of Vigor?

Funkydiscogod on A-Maze's End-ing

1 week ago

Why is there no Primeval Titan? Primeval titan costs 6, so he enters the battlefield and you go up to 8 lands. He attacks, and you go up 10 lands, then activate Maze's End and win.

Amulet of Vigor would be a good one since they all enter tapped. Perhaps take it in a different direction with gates in an Amulet Titan shell?

Chasmolinker on So, You Wanna Play Jund Yea? (Budget)

2 weeks ago

Also, to your point about bounce lands... With no room for Amulet of Vigor or Explore type cards in the list; it's not very useful. Also, the format is too fast right now. I normally don't have much issue getting energy so for one added synergy, cutting power cards for "combo" pieces doesn't make sense to me.

Rzepkanut on Vannifar Hulk

2 weeks ago

With Retreat to Coralhelm in play you could use mana tutoring dorks and make a chain like like Veteran Explorer > Viridian Emissary / Primal Druid > Farhaven Elf / Wood Elves > Wild Wanderer / Solemn Simulacrum > Gobbling Ooze > Ulvenwald Hydra > Protean Hulk. You should have mana left over and a sac outlet to use on the hulk at the end of it. Even if you get fizzled somehow you ramp out a bunch of mana in the process. Imagine it happening with Amulet of Vigor or Lotus Cobra in play too...mmmmm yummy over kill.

Could be an interesting angle to explore for the deck. However it since it requires the enchantment to be in play to function, we need ways to find it. I think the best tutor for it might be Drift of Phantasms... which also conveniently finds Intruder Alarm and Faces of the Past (which probably enables some decent elf/wizard/ooze chains too). Getting the Drift of Phantasms in hand should be easy enough with all the creature tutors available in green. Could be cool, maybe even good ;)

SufferFromEDHD on I hate my meta

2 weeks ago

Meddling Mage as well if you add Riptide Laboratory. Orb of Dreams over Root Maze. Add Amulet of Vigor to make it a one-sided hard lock.

log.anomaly on Jodah Maze's End

2 weeks ago

A few recommendations: Amulet of Vigor, so your Gates untap on ETB. Scapeshift, to turn your basics into gates. Really handy if you have a lot of basics or no Maze's End in play. Crucible of Worlds or Ramunap Excavator to play lands from your graveyard. Some players love land destruction, or some cards with "choose one"

Kjartan on Temur Gate Mind

3 weeks ago

I get that, but I disagree with it not achieving your game-plan.

If you have a Guild Summit out, Scapeshift draws you a ton of cards. And if you also have a Blood Sun or Amulet of Vigor out, it probably just straight up wins the game when it resolves if you have 7+ lands.

The problem is that it doesn't do anything on its own and that it's hard to find space for it.

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