|Commander / EDH||Legal|
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Amulet of Vigor
Whenever a permanent enters the battlefield tapped and under your control, untap it.
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Amulet of Vigor Discussion
1 day ago
Balinor5 Thank you for the comment and suggestions, and sorry for the late reply. I dig your idea with the Amulet of Vigor, but I will have to see if I can obtain one somehow. Time will tell. Also, I really think Thespian's Stage is important to make Dark Depths more relevant. Because you can copy it, and it doesn't enter with any ice counters, so you can sac it and make a 20/20 Marit Lage without paying 30 to remove all of the counters. Also, I think I agree with you about Glacial Chasm, but I really do need something to slow the game down, especially because it can move pretty slowly. So with that said, I added a full play set of Moment's Peace. We will see how that works. What do you think? Lightning Greaves would be would be amazing. I will have to pick one of those up. Thank you and God bless.
1 week ago
Thanks for the tips and suggestions! I really do like the versatility of Vanish into Memory and will be making that switch for sure. Energy Arc and Herald of Secret Streams seem to be interesting, but I've had several instances in my playgroup where the flying from Abzan Falconer has come in handy on the defense, and the lifegain from Riot Control has kept me alive from minor poking that didn't warrant a removal spell. I may even need to go down my awaken pet cards of Coastal Discovery and Encircling Fissure! Mirrorweave might replace my Cataclysmic Gearhulk or Urza's Ruinous Blast.
As for your deck... it seems sweet! I think I'll even replace my Burnished Hart with a Thaumatic Compass Flip. Would definitely recommend a Nimbus Maze as an untapped triple land for Kozilek. I also recommend Drownyard Temple just as a recurrable land. Cards like Anticipate and Winds of Rebuke seem to be underpowered as you have other cards in the deck that do their job better. Would recommend Metallurgic Summonings as a less frail Docent of Perfection Flip or Talrand, Sky Summoner. You do have an amount of tapped duals/utility lands but how has Amulet of Vigor been? Then again everyone's meta is different so I don't know how low and fast your deck needs to be. My deck tries to be as creature light as I can since I'm usually trying to wipe the board, but Nezahal, Primal Tide, Kefnet the Mindful look good with their ways to protect themselves and to draw cards.
1 week ago
1 week ago
LOOK at all the cards, I have tutor's to search for things. If i can get amulet of vigor out i can do so many more thing. And i have a blue tutor so i can search for any thing. If i gain enough life i can Nuke people with Aetherflux Reservoir and the combo of Eternity Vessel. I can kill people with infinite birds. i can kill them with a fleet of Stormtide Leviathan's. And if i Wanted to i could Kill them with infinite Lotus Cobra's. Here's the big combo...Lotus Cobra, Amulet of Vigor, Patron of the Moon, and either Uyo, Silent Prophet or Meloku the Clouded Mirror. What do you think now?
1 week ago
2 weeks ago
@CrasherDasher yeah I agree with your reasoning on the Search for Tomorrow front. It just isn't worth a slot in my opinion, there are a lot better ramp cards at the same cmc. I've also considered Grow from the Ashes myself, at this stage I'm on the fence about it, the 2 untapped lands is great and effectively makes it a 3cmc spell when kicked but if you consider which ramp spell it would replace I am not sure there is one worse than it, maybe Explosive Vegetation as the lands come in tapped. However, I don't mind the tapped lands as when Amulet of Vigor is out all the ETB tapped spells become really efficient. Also, again, if you compare the non kicked cmc it's just another Search for Tomorrow so there are just much better options available. Just my 2cents anyway :)
2 weeks ago
Amulet of Vigor can help with all the CIPT lands you you run.
2 weeks ago
You play red? You should play Lightning Bolt. Very few decks that play red can afford to not bring good old bolt, because 3 damage, any target, instantspeed, 1 mana, is one of the best and most versatile cards in the whole format.
Frenzied Tilling should probably be changed into Mwonvuli Acid-Moss, and some number of lands into Cinder Glade. Actually, that should be Gruul Turf. Goodbye, turf. Bounce-lands are good if you have a specific use for them (that would be anything involving Amulet of Vigor, but as a way of accelerating mana, they are horrible, and what's worse is that they are a real liability in a world of Ghost Quarter and Field of Ruin. On the subject of lands, there's not much use for Unknown Shores in a deck with only 2 colors.
If you want more ramp, have a look at Search for Tomorrow. I'm much in favor of land-based ramp, rather than creature-based, since it's harder to disrupt (almost all decks have some kind of creature removal mainboard, but a lot doesn't have anything against lands mainboard, and even if they do, there's less landdestruction than creature removal). And if you go with a more land-focused ramp-strategy, you get to play cards like Anger of the Gods, without shooting yourself in the foot (that one really keeps some of the fast strategies at a manageable level).
Watch it with x-cost spells. They really aren't great in modern (the format is too fast to allow you much time to build up bunches of mana). Just a couple for late-game should be fine. Oh, and a really strong x-cost spell? Bonfire of the Damned.
Your support-enchantments are way too many. Several of them doesn't do anything on their own, so you really would have to draw them after someone has played a sweeper. If you want some ramp from enchantments, you could consider Utopia Sprawl.
Cards to consider: Bloodbraid Elf. Cascade is better than you'd think, and I imagine that it would be really cool to go cascading into Domri Rade. A single copy of Nissa, Vastwood Seer Flip, for card-advantage.