Amulet of Vigor

Legality

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

Artifact

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

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Amulet of Vigor Discussion

Daedalus19876 on das mimeoplasma

4 days ago

So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD

With that being said, there are several places I might tune this deck, sorted into the rough categories below:

Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.

Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)

Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.

Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.

Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.

I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.

I hope that helps!! :)

lagotripha on Door to Nothingness goof deck

1 week ago

Usually when I'm goofing with door to nothingness its best to focus on making as much mana as possible. Early Harvest or Dictate of Karametra. Casting a bunch of wraths is probably an effective tactic, although I'd run Sakura-Tribe Elder for the free blocker. Bounce lands and Amulet of Vigor was ok, although bloom's banning stopped the titan variants, you can still make a decent go of Explore as a cantrip/ramp style.

ducttapedeckbox on Spead dem seas

1 week ago

I'm out of touch with Modern, so my suggestions will be purely based on the 60 cards in front of me.

Where are you looking to play this deck? Kitchen table, FNM?

If you're looking to mess with your opponent's lands, then Blood Moon is by far the best way to do so. It completely shuts down many decks game 1, and even games 2 and 3. However, even with Blood Moon and the Seas, most opponents will still be able to cast something and you don't really have any way to come back from that.

I realize that you're trying to stray very far from the norm, so I'm trying to avoid tailoring my suggestions to established decks.

Porphyry Nodes is weird because it's only good on an open board, and it's pretty slow at clearing it when there are a lot of creatures. If your opponent has a lot more to play, they just keep playing with it and swing. If they only have 1 or 2, they can take a turn off and it goes away. Kind of a similar comment with Root Maze, it slows your opponent down but will be a nuisance rather than a threat.

Running all of the Temples is interesting with Amulet of Vigor, but I don't see the benefit over just playing lands that come into play untapped.

What I'm slowly getting at is that I think this will be too slow for most tiers of Modern play. I understand your goal and encourage you to keep trying, but I think you'll need to speed up your plan in order to succeed.

I'll leave you with two decks that are in this same vein of messing with your opponent's lands, but do so faster:

  1. RG Land Destruction "Ponza" - Just as it sounds, Blood Moon, Stone Rain, etc. paired with value.
  2. Blue Moon - One of my pet decks, Blue Moon is (often) a UR control deck that runs Blood Moon, Spreading Seas, lots of control magic and some burn, and a few unique finishers to close a game out.

Lastly, for your sideboard, it often comes down to your local meta. If you're playing at the same place with the same people consistently, you'll learn what decks they bring and can tailor your SB to that. Happy to make suggestions if you give an summary of your meta.

Good luck and happy brewing!

Flynntron96 on Wakanda Forever - Lord Windgrace EDH

1 week ago

Blackerlotus13 I'll give a try for Tempt with Discovery to see if it works. Valakut, the Molten Pinnacle gets value if I have in play Prismatic Omen, it gets even better if I play Scapeshift. Amulet of Vigor might be a good card in this deck indeed...

Thanks for the comment and all your suggestion!

Blackerlotus13 on Wakanda Forever - Lord Windgrace EDH

1 week ago

I dont think you run enough mountains to get much use out of Valakut, the Molten Pinnacle, and in terms of Tempt with Discovery I find at least in all of the groups I play with, most people arent that gullible to accept such an offering. Your creature base looks rather solid, but as ive found with most people I would recommend Amulet of Vigor if youre going to run so many come into play tapped lands. Even with Lotus Cobra on the field you can find yourself missing out on crucial plays because you have to wait on turns.

if you want to check out my windgrace pile at Black Panther has Landed perhaps you can get some ideas or let me know what you think.

Blackerlotus13 on Windgrace's World

1 week ago

This looks like a great budget version for lord windgrace. I see some nice things going on in here with your synergy. I know not everyone can afford certain pieces so its hard to recommend cards in deference to that. the only thing I will actually suggest is with so many come into play tapped lands, an Amulet of Vigor would help out a lot in terms of not losing turns.

just for giggles if you want to check out my list Black Panther has Landed and let me know what you think or perhaps find some ideas.

Spazik008 on Assassin’s Jund

1 week ago

I just figured that since Assassin's Trophy can hit Karn Liberated, Valakut, the Molten Pinnacle, Ensnaring Bridge, Krark-Clan Ironworks, Gurmag Angler, and many other key permanents it was worth a slot in Jund because of all the problem archetypes it shores up. For example, I was able to completely cut my Fulminator Mage from the sideboard because Urza's Tower is less of a problem now, and Karn Liberated himself can just be hit with an Assassin's Trophy anyways, which also frees up space from Dreadbore. I was able to cut Maelstrom Pulse as well because I need less heavy firepower and already have other sweepers on the sideboard.

Giving your opponent a land obviously helps them, but unless you're playing against Scapeshift, Amulet of Vigor, or another land race deck it's not critical after the first few turns. Ideally I would save the Assassin's Trophy for last, using Lightning Bolt and Kolaghan's Command to take care of the easy stuff and keeping my heavy firepower for when the big guns are needed, like if they were to suddenly somehow slam a Primeval Titan onto the table.

Blackerlotus13 on J U N D T O W N

1 week ago

Like what you did with this deck - i just finished building a windgrace EDH if you wanna take a look at it let me know what you think (below). I chose not to go with infinite because of my play group. The only recommendation I would have is Amulet of Vigor if you are going to run so many come into play tapped lands.

Black Panther has Landed

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