Amulet of Vigor
Whenever a permanent enters the battlefield tapped and under your control, untap it.
|Want (4)||DeckBuilderRiot , meow7mix , Darui , niot5|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
Combos Browse all
- Amulet of Vigor + Patron of the Moon + Storm Cauldron
- Amulet of Vigor + Omnath, Locus of Rage + Perilous Forays
|Commander / EDH||Legal|
Latest Decks as Commander
Amulet of Vigor Discussion
2 days ago
5 days ago
At quick glance, here are some recommendations I have for you based off what I see. Manabond to go with Storm Cauldron. Slow your opponents down with Overburden, Mana Breach And Flooded Shoreline. Add Patron of the Moon to sneak bounced lands back into play, with that said Amulet of Vigor becomes very helpful. Parcelbeast + Scute Swarm goes off hard especially with Risen Reef in play. Can end up drawing your entire library so Thassa's Oracle as a win con. Oboro, Palace in the Clouds is very useful in here. Just some thoughts. Good luck with your brew!
6 days ago
Hey BenWin, thanks for the shout out. As you wrote a long post I thought it fair I do the same in reply.
I want to respond to your comment as I think there is a lot you are overlooking in your analysis, most of which is on point. However, you mentioned a few cards now a couple of times so I want to break these down a bit as you have gone to the effort to write an extensive comment.
Firstly I'd like to address your comment on Burgeoning + Ghost Town which you've shown your self to be an big advocate of. These are great cards and on paper seem to be great additions to the deck as they appear to enable one of our main objectives which is landfall triggers. However, the reason I think these cards have fallen out of favour is because they're very situational. Let me expand on that. If you do not have an opening hand with Burgeoning and a number of lands and a way to refill your hand (a very specific situation) the card is lackluster. Yes it is great if our opponents are constantly playing lands and we have Ghost Town and Burgeoning but this is honestly rarely the case. They are a weak draw 90% of the time. Even with Burgeoning in our opening hand as we do not have built in card draw we stall. Even with the increased draw effects provided by Zendikar Rising I do not think it is worth the spots.
Calling the removal of Perilous Forays crazy talk seems strange to me. The CMC of this card is 5, ideally we want to wait until Omnath, Locus of Rage is out before we play it so dodge removal. Even more ideally we want Amulet of Vigor in hand/on the battlefield too. My second gripe with the card is that once we have ramped a couple of times, played land each turn and then got into a position to 'combo off' with Perilous Forays most of the time the number of basics in our deck barely makes it worth while as it effectively switches off all our remaining ramp spells. There have been so many times I have 'gone off' with Perilous Forays and not killed a single opponent and left myself in a worse position. In my experience as this deck has evolved, and I have actually been playing it weekly since BFZ launch this card no longer packs the punch it once did.
I agree with you on Force of Vigor, this deck is extremely lean on interaction and removal as it is. This card is too strong to exclude.
Regarding Ancient Greenwarden and Doubling Season being enablers for 'overrun' type strategy I can't disagree with you more on this. We want to make 5/5 tokens on mass as we want to either trigger Warstorm Surge, Terror of the Peaks or Where Ancients Tread and/or we want to sac then to Omnath, Locus of Rage to bolt our opponents to death. We need a critical mass of 5/5s so that we can deliver enough damage to face. Mass elemental tokens also gives us sudo protection from board wipes. I know you're playing devils advocate here but no, in my opinion these cards generate huge value for Omnath generally not for a specific strategy.
Your comment on Nahiri's Lithoforming I find interesting as this is exactly my point on Perilous Forays and Burgeoning but my opinion is that Nahiri's Lithoforming is a great card almost all the time whereas the other cards I have mentioned are not. This card is gas with Titania, Protector of Argoth on the battlefield, if we have a decent hand already we are 80-90% certain to have lands to replay or draw into a land recursion effect like Crucible of Worlds or Splendid Reclamation. Not as good as Scapeshift obviously but I think you are underestimating the power of the card. Of course, play testing will tell us either way and I'll be interested to see if this card doesn't work out, which is might not, but I think until another land-centric draw card comes out this one is going to do Omnath just fine.
I haven't decided whether I am going to play Roiling Regrowth yet but I don't agree with your pros and cons analysis. The assumption that is worse than Springbloom Druid I don't think is accurate. Instant speed is a premium and shouldn't be under valued especially if you're playing with a pod with interaction etc. Getting Omnath triggers at instant speed is great and you can dodge opponents interaction. Your comments on the 4cmc ramp spells, I think these cards are just fine and fair. Not exceptional but not bad, Migration Path with cycling is a nice bonus. If these 4cmc ramp spells were instant, what would you think then?
Moraug, Fury of Akoum might just a be great additional line this deck can take. If the board state allows for it Chord of Calling this beast into play on an end step might be game winning. I am really on the fence as I'd really want a haste enabler to really break the card but honestly it might be fine by itself.
I ran Tooth and Nail for a long time with various different finishers and yeah it wins but it is not that fun a victory unless you count the time I have Omnath and Titania out and entwined It That Betrays and Keldon Firebombers into play, that was fun! It really depends what you want from Omnath. Omnath isn't my competitive deck. It is my pubstompy deck to pull out when people are bitch about one thing or another. If I want to combo to win I play one of my other decks. Each to their own though. Tooth and Nail wins games its just not for me and Sekki, Seasons' Guide is pretty weak the rest of the times you draw it.
I think your comment on non basic land search is spot on, we need more. I just don't think that there is currently any ones good enough for the deck other than Crop Rotation and Scapeshift, we just need to wait for better non basic search to be printed. A 2cmc Crop Rotation would be nice.
My issue with Skullclamp and Sensei's Divining Top is that they are not actively winning the game. If I were to include Top in my deck it would more often that not end up being a 2 mana brainstorm as I would likely shuffle it away with a fetch. Green Red doesn't have the draw that other decks have that can really abuse Top, it ends up slowing us down. Skullclamp is great value but I just don't think we'e a Skullclamp deck. I'd rather the slot for something that is enabling a win by synergising with the rest of our deck, Skullclamp doesn't, it is just value. Sure you can play it but it is detracting from what Omnath is trying to do in my opinion. You're also going to get a lot more hurt from Null Rods and Collector Ouphes out there. We have an advantage that a lot of hate doesn't really effect us. Apart from Humility of course which kinda hard counters Omnath most of the time :(
All of this discussion is what makes Omnath such a great general as there are so many viable build options.
1 week ago
Finished a game last night with this deck. It got to the last turn and my opponent was tapped out. He still had a full 40 life. I had 6 lands on the board with Scute Swarm, and I drew Scapeshift. I also had Amulet of Vigor and Temur Ascendancy on board. I played Scapeshift, found all the fetch lands, fetched out a couple more fetch lands and dual lands...and by the end of it I had 20 landfall triggers. We didn't count how many Scute Swarm got made. With the remaining 6 untapped lands+Omnath, Locus of Creation, I slammed down Moraug, Fury of Akoum and swung for lethal.
The deck has problems with its few card draw outlets, but left alone, it can combo off pretty hard. I had lots of fun and am now trying to adopt the scutate strategy in standard to play in Commander. Thanks for the deck!
1 week ago
2 weeks ago
I like the idea of the redundancy we get from these lands but they're not searchable and come in tapped so it is a fairly tough decision as to where we would fit them. The increased land count argument means we have to cut a spell which I am not sure is worth it.
Turntimber Symbiosis Flip only hits 16 cards (including Dryad Arbor) out of the 99 which would likely be more closer to 85 cards after opening hand and ramping to 7 mana. Again, might be worth including if there is utility land to cut.
I might look at cutting Strip Mine for one of these and see if I miss it.
Other food for thought and this might be a bit controversial but I can't remember when I was last pleased to draw Perilous Forays. Yes it is a combo with Amulet of Vigor and yes it is a sac outlet but it is our worst. For the CMC I am just not sure it is as good as it used to be in this deck. Don't get me wrong I think the card situationally is strong and 'on paper' does exactly what our deck needs but over the years I feel it has definitely dropped in power. What are your thoughts? When did you last cast it and it really impact your board?
2 weeks ago
Ancient Greenwarden - is an auto include for me. Card is bonkers.
Valakut Exploration - this is a value engine that we have been missing. Even if you play nothing and cycle through mad lands you just hit your opponents face hard. Combos well with Scapeshift and Nahiri's Lithoforming
Phylath, World Sculptor & Ashaya, Soul of the Wild - these cards are cute, but I don’t think they’re good enough to merit slots in my list. I may test Phylath, but then I’d want to run Tooth and Nail.
Moraug, Fury of Akoum - y’all about spice. I don’t know how I feel on this one yet. It seems very win more. I will debate this one for a while.
I’m very curious as to whether the lands commander will bring more goodies to the table.
3 weeks ago
Lands, lands everywhere
I am surprisingly up on this card for a few reasons: land destruction, low cost, draws a card and can be used on your own land for fixing mana. This enables triggers on land entering the battlefield, entering the battlefield, fills the graveyard giving you that little kick you might need to get the value engines rolling.
Now this, this I love. Potential to dome each opponent for massive damage. The one thing that makes me hesitate slightly is the seperate paragraph for the card. If you get a whole bunch of land triggers then the enchantment is removed, you can still play those cards for one turn, but then they remain in exile. This can lead to massive blowouts if your opponents have any kind of instant interaction. What this also means is that you have to be very careful about counting how many lands are played per turn, and know that you can potentially permanent exile important cards (i.e. Glacial Chasm) by accident if you crack a fetch on an opponent's end step. It's not a complete deal breaker but it means you have to keep your lines of play very tight.
Interesting effect. You get to sacrifice lands, draw cards and play more lands. I like to think of this kind of like an expensive Scapeshift that doesn't search, so you are at the mercy of the topdeck, that said you could by the same merit draw absolute gas. Works much better with Amulet of Vigor.
Pretty much a Harrow with the downside of the basics entering tapped, but the upside of not having to sacrifice as part of the cost which makes it a little less painful if countered.
Quick aside: landfall creatures
Just because a creature has landfall doesn't make it anything close to an auto-include in these kinds of decks, this is primarily because there are effectively no infinite land ETB trigger loops, so you need to ensure that any landfall triggers are definitely worth it. As such this negates most of the landfall creatures in Zendikar Rising so I will just include the ones that are worth talking about.
A way to make lots of tokens. I'm not convinced 100% on how effective they will be but you will always have more than 6 lands, and that means you will make a metric tonne of these bad bois (doubling their number per landfall trigger). These can get out of hand quickly and are cheap to play which is why I like them more than Rampaging Baloths. Art is also awesome.
Just to clear it up, I think that so far the cycle of mythic spells with a painful mono-coloured land on the other facing are the definition of trash-tier. In commander they're filler at best if you have nothing better to do because the spell side is underwhelming. The green one is at best playable, but I think there are far better 7-mana plays in commander. Feel free to discuss.