Amulet of Vigor

Amulet of Vigor

Artifact

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

Latest Decks as Commander

Amulet of Vigor Discussion

acbooster on RW Foil Kiki-Jiki Combo

1 month ago

Looks pretty solid overall to me, I'd definitely start thinking about a sideboard. Cards like Grafdigger's Cage and Stony Silence will be especially good for your deck. With no strong focus on the graveyard, you could also consider Relic of Progenitus to go against delve or dredge strategies, and Kor Firewalker would be great for the burn matchups. It might even be a good mainboard include just because you'll get lifegain from your own red spells as well.

I'd personally drop the Triomes in favor of shocks if you're looking to get different colors for Prismatic Ending, the Triomes are just slow without something like Amulet of Vigor to help them come in untapped.

nbarry223 on Viga-BOOM! (New Tech)

1 month ago

Funny you'd say that, because I actually do find it too slow. Also, I don't really have the space for it, and I expect it to be banned eventually. So I don't really want to invest into it.

I'd have to cut a land that produces colored mana, or a utility land of some kind, and I just find the other lands in the deck more useful overall, since they do something right away. Urza's Saga is basically only useful to me when it blows itself up, and if I don't already have Amulet of Vigor out, which means my hand was kind of bad already. I basically see it as a slower, slightly more consistent Ancient Stirrings that uses my land drop for the turn, and puts me back a land eventually (it can find Amulet of Vigor but it still needs to survive for those turns).

It's also a lot more susceptible to removal due to being an enchantment, which makes the putting me back a land part even more relevant and likely.

So in summary, I just see way more cons than pros with this particular card, so I don't think I'll be adding it to this deck anytime soon. If I didn't think it'd be getting banned eventually, I'd consider it for my prison version, where putting lands into the graveyard benefits my overall strategy.

TypicalTimmy on How You Feel Could Tell …

2 months ago

I think the best way might be to ask several questions, each with a point system depending on the answers. Assign points objectively, and the more points the "stronger" the deck is. For example:

How many infinite combos are there? In this case, "infinite" does not mean where it ends in a draw. It means you can effectively combo off as many times as you want, uninhibited. But yes, Sanguine Bond and Exquisite Blood count also.

  • 0 = 0 points
  • 1 - 2 = 1
  • 3 - 5 = 2
  • 6+ = 3

Wincons? These can be singular cards such as Craterhoof Behemoth, it can also be cards like Felidar Sovereign. Maybe it's your Commander who aims to win via combat damage? Basically, how does your deck intend to win - and how many ways can it achieve it? Zero is defined as you don't have a wincon - you merely play and hope for the best. Note above that Bond+Blood is also a wincon. Wincons should be considered with all parts, not singular ones. Craterhoof Behemoth as a single creature is only a 6/6 and won't win you the game. But with an Avenger of Zendikar with 12x 0/1 tokens will. Consider ALL pieces of the wincon, and consider the whole thing as one unit.

  • 0 = 0
  • 1 - 2 = 1
  • 3 - 5 = 2
  • 6+ = 3

How many LAND tutors are there, INCLUDING fetch lands? These are anything such as Arid Mesa, Vampiric Tutor, Evolving Wilds and Cultivate. If it gets you a land, it counts.

  • 0 = 0
  • 1 - 5 = 1
  • 6 - 9 = 2
  • 10+ = 3

What about non-land tutors? These are more for securing wincons and answers. In this case, Vampiric Tutor counts again. The rest do not.

  • 0 = 0
  • 1 - 5 = 1
  • 6 - 9 = 2
  • 10+ = 3

Some decks want to run basic lands. Most don't. We should focus less on whether a land is basic or not and more on whether that land enters tapped. That is to say, how many lands does your deck run that enter untapped or are able to enter untapped? So this includes not just shocklands who can be chosen to enter untapped, but also cards such as Amulet of Vigor and other similar cards.

  • 0 = 0
  • 10 - 15 = 1
  • 16 - 24 = 2
  • 25+ = 3

Draw. Simple enough. Anything that helps you draw outside of your draw step counts. 0 is not being able to draw outside of your draw step.

  • 0 = 0
  • 1 - 5 = 1
  • 6 - 9 = 2
  • 10+ = 3

Mana rocks / dorks. How many nonland sources of mana does your deck have?

  • 0 = 0
  • 1 - 5 = 1
  • 6 - 9 = 2
  • 10+ = 3

I think this is a good start to begin debating, testing and modifying.

dvlfsh84 on Simic Lands EDH

2 months ago

I replaced Horn of Greed with Perilous Forays to include an additional combo when combined with Amulet of Vigor and Rampaging Baloths

TypicalTimmy on Non-basic quantity

3 months ago

It's less about how risky it is in general and more about your personal meta. Some players play slow games, where a 4-player pod can last 3+ hours for a single game. Other groups will sit down and be done with their first game by turn 4, after just 30 minutes or less.

If your group plays long, slow games then it really doesn't matter at all. If your group plays fast games, it's less about basics and more about lands that don't enter the battlefield tapped. Or, having ways to untap them.

Generally speaking, lands that enter tapped are worse because you have tied up resources for a whole turn. Kenrith wants to use mana, so having it available the turn it enters is preferable. This would make Triomes actually a serious setback in that regard.

However, you can work around this with fetch lands. Pay the life to crack it on an end step so it untaps your turn. Although this does mean you do go your previous then without it.

I would recommend looking up ways to untap your lands, or make your lands produce more mana. For example,

With tutors, those should be plenty. Four different permanent types also means it is significantly harder for your opponents to fully stop you as they would need, collectively, multiple removal spells that hit each type of permanent.

Mana_Mythic_Legendary on Pursuing Perfection, Part 10: Selesnya …

3 months ago

Every dual color up until now has been some sort of aggressive, negative experience for other players, and Selesnya certainly has the potential to be no different. Combining Green’s predilection for quality with White’s penchant for quantity (AND stacking board buffs) makes for a lethal pairing in the combat phase. Rhys the Redeemed, Captain Sisay, and Gaddock Teeg are just a few commanders with justifiable appeal for power gamers. And don’t forget the enchantments: Aura Shards, Mirari's Wake, and Hunting Grounds all have singularly disruptive board presence, and that’s just a few on a stellar list.

And yet, undeniable potency aside, this is an almost grandmotherly pairing: you don’t so much play Selesnya to ruin someone else’s day as to ensure you have the best one. A properly built deck in these colors should wrap around its pilot like a blanket fresh out of the dryer, basting you in a pervasive feeling of shelter, growth, and self-promotion. Another good analogy might be a garden tended by someone with an emerald thumb, game-breaking fertilizer, and the patience of Saint Francis. In summary, players running these are very much there to do their own thing without interruption: the problem is, once they’ve done their own thing, opponents find out that the “game-breaking fertilizer” is typically their own mulched remains.

It’s also oddly human-centric.

Ok, enough poetry. Now to the really fun bit: we’re here to talk thematic commanders, so let’s dive into that roster. Today, we’re discussing the Selesnya themes of Lifegains, Counterplay, and “Don’t Look at Me!”. As always, please bear in mind that our focus here is not necessarily competitive but rather on thematic, archetypical commanders. Just don’t judge me harshly for including a lot of beasts.

Lifegains

I spelled with an "s" for a reason. Yes, as covered in a past article, Black has a more intimate relationship with the life total. Yes, Black both drains life and spends life. BUT… there is a profound difference between eating cookies and baking them. Black is the undisputed cookie monster (and a bit of a baker, to be fair), but Selesnya could, to continue the analogy, take any bake off by storm. Prize money, people: Selesnya’s about not only baking that cookie, but getting prize money for it. In other words, crossbreeding these colors gets you a thematic trend toward gaining life AND triggering something whenever you do. Think combotastic crap like the Accomplished Alchemist and Rhox Faithmender, or Heliod, Sun-Crowned and Spike Feeder. The possibilities are… well, a little scary.

Lathiel, the Bounteous Dawn

The Oprah of lifegain. Who needs general damage when you can drown your opponent in creatures the approximate size of your life hack? Smack them with the Angel of Destiny, or… wow, there are a lot of relevant angels. Gather it. Just bring your lifelink and enjoy.

Trelasarra, Moondancer Direct, though the scry is a nice touch. This is a commander made for some sort of evasion, the Soul Warden cycle, and a pile of tokens. Like, maybe March of the Multitudes. Hehehehe…

Trostani, Selesnya’s Voice … Sheesh. I mean, I’ve had this built on and off, but… still, sheesh. If you’ve never heard of the Phyrexian Processor, enjoy the pearl I just gave you. Green-White is token central: hell, their own private keyword about it is right on this commander. This is a definite instance of the Green penchant for chunks being over-synergized with the white predilection to breed like rabbits. Or, in this case, Phyrexian Minions.

Counterplay

I’ve covered stax twice by this point, once in White and once in Azorius. I don’t deny that the potential for oppression is there: one of my favorite cards in Selesnya is Glare of Subdual. However, I can’t help feeling that it’s coming from a different direction in this slice of the pie. While Blue and White are geared toward inflicting stagnancy, Selesnya’s stax are angled toward preventing thematically negative effects, kind of a mercy mission for your opponent’s resources. I think Quakers would like it here.

Trostani Discordant Mind control pervasive in the local meta? Not anymore! Second Trostani is actually a rather inoffensive commander for everyone who’s not a thief, offering both board support and considerable political clout. Other players may even go out of their way to keep her up and you in the game, just to screw over that one guy.

Gaddock Teeg Ah, the man himself. I never found him especially oppressive, leaning more toward creatures by disposition. Not everyone will feel the same way. He cuts most conventional boardwipes out of the mix, and God help super-friends. You can almost picture the little hobbit raising his hands and saying “Let’s have a nice, simple game, shall we?” Which isn’t something you expect in a typical game of Commander, now that I think about it.

Yasharn, Implacable Earth Land fixing is nice, but this is where things are downright hostile. Those may look like tusks, but those are really two giant middle fingers pointed at black decks.

“Don’t Look at Me!”

When we were little, my brother would build cereal box walls between us as we ate breakfast, then stare at me over them. Whenever I eyed him like the nutcase he was, he’d scream “DON’T LOOK AT ME!!!”

I don’t think I need to explain the point.

Dragonlord Dromoka

I always liked the aesthetic of Dosan the Falling Leaf, but not enough to make him a commander. Dromoka, meaty beast of two colors that she is, has a bit more appeal. All but guaranteeing an uninterrupted turn, combo players could do worse.

Sigarda, Host of Herons A 5/5 with flying for five would be nice. Hexproof on a general is competitive. Putting a kibosh on all offensive-sacrifice decks ever tagging you? Downright savage. I like this card a lot.

Mirri, Weatherlight Duelist So… commander damage is a tried, true plan. Lots of people try it. Lots of people won’t be particularly offended by Mirri’s soft push for it. All the token-fiends out there, though, are going to flip their collective gourds when they find out the Silent Arbiter got legendary and started playing favorites. Word of advice: NEVER give her vigilance.

And, for a personal favorite: Karametra, god of the harvest

As readers know, I like ramp. However, even I think this is broken. I genuinely feel guilty whenever I think of building it again. While she doesn’t approach the misery of Zur the Enchanter or Purphoros, God of the Forge, the power dynamic here is shattering. One turn with a Whitemane Lion or anything similar will secure you a lead. One turn with whitemane lion and a Lotus Cobra? Amulet of Vigor? Tireless Provisioner? God have pity on your tiny, shriveled soul, because your opponents won’t. At least, if they ever manage to catch up under what I assume will be a deluge of ETB and blink effects. There are so many degenerate, savage combos encouraged by this reaping wench that I couldn’t list them all and reasonably expect anyone to finish the article. Let me just close this by saying she turns any card with landfall into a gamechanger, and there are a LOT of good landfall cards.

That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back soon for Simic!

Prior Articles:

Gruul

Rakdos

Dimir

Azorius

Green, with links to the other mono-colors

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