Thorn of Amethyst


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
Lorwyn (LRW) Rare

Combos Browse all

Thorn of Amethyst


Noncreature spells cost (1) more to play.

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Thorn of Amethyst Discussion

Spazik008 on Jund Midrange (Competitive)

1 week ago

But is Damping Sphere and Grafdigger's Cage really worth it when it hoses your own Bloodbraid Elf?

Unless Living End becomes tier 1 again then the "hoses cascade" argument for these cards seems like it would hurt yourself more than them. Aren't there better options like Fulminator Mage and Thorn of Amethyst for Damping Sphere and Surgical Extraction, Leyline of the Void, Tormod's Crypt etc. for the graveyard? It seems like the "non zero amount of times" that you would hurt yourself on the cascade with these sideboard cards would be detrimental if you're trying to consistently get through a long tournament.

Pinkie_Satanas on Grenzo Mono-Red Aggro-Control

3 weeks ago

Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:

1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.

2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.

3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?

3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.

General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.

I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?

cgomes on Grenzo Mono-Red Aggro-Control

3 weeks ago

Pinkie_Satanas: Hey, thanks! It's pretty sweet to find out that my list has inspired you to create one of your own. I still play this deck every once in a while but I've not had much time to update it. I think many of your suggestions make a lot of sense. As a general rule of thumb, anything that creates tokens is something we should always consider adding to this deck because tokens mean extra grenzo triggers. Loyal Apprentice is definitely a good suggestion (I think there's another token generator goblin now, too) and I'd play it in addition to Young Pyromancer--might cut Moggcatcher instead of pyro tho. I also like Stolen Strategy as another way of keeping up with our opponents in grindy games but think we should play it in addition to Outpost Siege--would probably cut Thorn of Amethyst, which I honestly don't think belongs to this deck (I tried a tax theme once but it just doesn't work as well as I wanted).

I'm not sure about Glorybringer. I don't think the haste thing matters a whole lot and the 4 dmg is not an ETB ability, so our opponents might kill it (path, swords, black removals) bfore we get a chance to deal 4 dmg to a creature. Also, you definitely do not want to play Geier Reach Sanitarium and valakut. Geier enables reanimate strategies and you cant do shit about it and with all the moon and land destruction spells, we'll rarely get to use valakut multiple times (it also has bad synergy with Extraplanar Lens). Other than that, I completely agree with your suggestions and as the other sets come out, feel free to chime in with new suggestions.

As I said in my last update, I don't have a lot of time to play mtg anymore, owing to my job responsibilities and family. So, if you really enjoy this deck, I can add a link in the description to your version of it (a more up-to-date version), as long as you keep the general principles. Best of luck testing your list! It's high variance but it's pretty fun when it gets out of control.

Wurmlover on Erebos, God of the Undying

1 month ago

when you're going for cEDH, you need much better cards to supplement your "stax" that you have so far. you need things like Winter Orb, Static Orb, Trinisphere, Sphere of Resistance, Thorn of Amethyst, etc. you could do with better artifact ramp too in the form of Chrome Mox, Mana Crypt, Mana Vault, and Mox Diamond.

multimedia on Estrid, the Masked

1 month ago

Hey, really good first Commander deck. The deck description is well thought out lots of strategies here, but do you really need all those strategies in the same deck? It's kind of overkill.

Consider a main lock down your opponent's strategy by adding Stasis, Winter Orb, Static Orb, Tangle Wire, Kismet? All are powerful with Estrid untap ability with enchanted permanents especially lands. Add to this strategy cards like Trinisphere, Sphere of Resistance and Thorn of Amethyst with all the ramp that enchanted lands and Estrid's untap makes hurts your opponents much more than you.

Gift of Paradise, Verdant Haven and Unbridled Growth are more enchant land cards to consider. Garruk Wildspeaker's +1 ability can untap two enchanted lands which is good with land lock down. Sylvan Library and Carpet of Flowers are two very good low CMC green enchantments to have on the battlefield when your opponents are locked down. This strategy can add to cards you already have here such as Propaganda, Prison, Silence, Obedience, etc.

Good luck with your deck.

Cippo on Karn Stax

1 month ago

Wouldn't Thorn of Amethyst hit you harder than anyone else?

You run a lot of rocks so Winter Orb would be more asymmetrical in your favor. You only have 2 instants so Defense Grid would be in your favor too.

You might like Storage Matrix. Almost all your creatures being artifacts means you only ever have to choose between lands and artifacts, if you have enough rocks then the choice becomes obvious. Meanwhile everyone else is dealing with split resources.

Keep on taxing those color playing fools, you're doing good work.

SynergyBuild on Commanders by Power Level [EDH Tier List]

2 months ago

Soren841 I can't say you are wrong... but that was a little harsh, don't you think?

ChibiNature Animar is a powerful commander, one with high resilience to non-creature based stax like Thorn of Amethyst, Thalia, Guardian of Thraben, Glowrider, and Vryn Wingmare, and Animar is very fast, winning turns 3-4 with the ability to play through the mid-game turns 5-7 with a decent chance, however is can't win nearly as fast as the other speedy combo lists, and due to that it just isn't tier 1 on speed alone. It also normally requires it's commander to win, and though Kiki-Jiki, Mirror Breaker lines are a powerful asset to the deck, paying ~8 mana for them, or even 4 mana with Animar on the field is still not as fast.

The deck also doesn't have the same exact protection other lists in more colors do. Having access to white like Thrasios, Triton Hero/Tymna the Weaver lists do means no cards like Silence or Grand Abolisher can be run, and most Animar list are too creature-based to run normal counter-magic in the same amounts as normal lists. They still have good protection (think Glen Elendra Archmage or Sylvan Safekeeper), but simply good isn't tier 1. Tier 1 decks need to be extremely well built, with nearly every card being powerful at every stage of the game. It is difficult to imagine, but check out i hate all of you which requires every card to be so balanced it dropped Hurkyl's Recall for Rebuild, and similar changes.

Ancestral Animar by JMCraig is currently one of the best and most balanced lists for Animar, Soul of Elements, it has everything you could generally ask for in the deck, but it isn't Tier 1 in the most competitive metas due to it being a little bit slower and a tiny bit less protected than other fast combo lists. It is still a competitive tier 1.5 amazing deck, and I would suggest playing it to a ton of players, but I can't say I ever imagining it being tier 1 unless WotC prints something like another couple Ancestral Statues that are easier to tutor for (0-2 power for Imperial Recruiter, 3 mana for Trophy Mage, etc.) or something stupidly OP like that.

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