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Amulet of Vigor
Whenever a permanent enters the battlefield tapped and under your control, untap it.
Amulet of Vigor Discussion
2 days ago
Thanks for the upvote and suggestion! Unfortunately I don’t think I run enough creatures or token creation to warrant adding pariah, but I appreciate the thought!!
6 days ago
I think this card will see play in Primeval Titan decks. RG Valakut and Amulet Titan, mainly. I know you really want Amulet of Vigor , but the rest of the creatures and land package will love extra looks; and it makes their mulligans even better.
1 week ago
Burgeoning Exploration Solemn Simulacrum Skyshroud Claim Nature's Lore Farseek Abundance Sylvan Library Gush Kodama's Reach Sakura-Tribe Elder Sporemound Mana Breach Overburden Wood Elves Yavimaya Elder Llanowar Scout Nissa, Vastwood Seer Flip Burnished Hart Farhaven Elf Explore Splendid Reclamation Nissa's Renewal Boundless Realms Nissa's Pilgrimage Animist's Awakening Far Wanderings Life from the Loam Grow from the Ashes Collective Voyage Horn of Greed Ghirapur Orrery Rites of Flourishing Into the Wilds Temple of the False God Myriad Landscape Amulet of Vigor Ghost Town Urban Evolution The Mending of Dominaria Thawing Glaciers Cultivate Sylvan Ranger Manabond Skyshroud Ranger Coral Atoll Ensnare Fathom Seer Flooded Shoreline Meloku the Clouded Mirror Parallax Tide Planar Overlay Storm Cauldron Tidal Bore Thwart Trade Routes Tragic Lesson Uyo, Silent Prophet
3 weeks ago
Current state of all things
So after a few more games with the list as it stands I have the following thoughts:
The deck feels like it has the right balance of responses and proactive play, giving it flexibility in how it approaches a table. The main strategy of ramping, tutoring out Cabal Coffers + Urborg, Tomb of Yawgmoth and then hitting the table with a large Torment of Hailfire works consistently, especially when you are able to play and defend a Glacial Chasm long enough to prevent a large swathe of your opponents' win conditions (primarily damage, whether in or outside of combat). Unless there is another major release from the next few sets I don't see this deck making any major changes in the near future. Prismatic Vista is really pulling its weight with the increase in basic lands from the previous changes, which is great!
The land utility is fine as it is, with the exception of a few minor changes to adjust for new ratios (particularly Valakut, the Molten Pinnacle as we have a whopping 3 mountains in the deck).
As hard as it is to comprehend, I don't think Turntimber Sower is actually that great a card in this deck. In a more token-based strategy, or were it to rely more heavily upon Avenger of Zendikar through reanimation it might make more sense, but this isn't a Gitrog Monster deck. A lot of decks don't care about a handful of 0/1 creatures, either because they go wider, taller, or have evasion, and the activated ability actually takes quite a few steps to return a single land card to hand. It works as a redundant effect to try and recur land from the graveyard, but the first ability does very little if you can't exploit it for maximum effect. I have a differing opinion about Sylvan Safekeeper as he is himself a free land sacrificing outlet off a single mana to cast, and allows the deck to defend its creature value engines like The Gitrog Monster , Tireless Tracker and Dread Presence .
I'm starting to feel like Zuran Orb doesn't do enough by itself to warrant inclusion. As a lifegain engine it's a very fine balancing act to utilise the lifegain but still maintain your mana. It is however one of the few ways the deck has to regain life. With Dread Presence in the deck there is at least another option for lifegain, but that requires additional assembly, being Urborg, Tomb of Yawgmoth . Personally I like the FTV art, so that's been what's been making it a harder than usual cut, but I'll let it slide a little longer and see how it goes.
From the new commander sets, of the cards which haven't been reprinted, the following are the only ones currently on the radar for even speculative additions:
Nightmare Unmaking : As a potential replacement for Blasphemous Act . The only issue with this is that the exiling effect can make certain creatures unrecoverable, especially value engine cards. Opponents can also interact with this effect by making you draw, discard or wheel at instant speed, for which this deck has no real response.
Bone Miser : I imagine that this card could become monstrous for mana generation alongside Ayula's Influence in versions of this deck. Also works with an uptick from Lord Windgrace . Were there more wheel effects in this deck it might be an easier choice.
Other thoughts for discussion
Now I'm trying to fish for some advice as to Lotus Field :
My thoughts on this are very mixed.
Pros: Even more difficult to interact with than other lands due to hexproof, fixes mana (to a degree), is psuedo-ramp if you can get down Lord Windgrace to recur the two sacrificed land. I have one available.
Cons: Slow, oh so slow. This card isn't exactly explosive unless you are able to run Amulet of Vigor (which was cut a little while ago). The sacrificing clause makes this an abyssmal starting land in hand. The mana generated is all of one colour so there is the prospect of it limiting options early game. You can't cast a Lord Windgrace off this without two other lands that tap for the requisite mana. That said the commander is the only three-coloured card in the entire deck. I am also not sure of the cut that would be required to make room for this in the mana base.
1 month ago
With Weathered Wayfarer , I think it's drawback would keep it from being played due to this deck's ability to get more lands out than the opponent most of the time. I usually use Maze's End 's ability to tutor gates out. But that means four lands getting tapped and Maze's End going back to my hand. I had Gatecreeper Vine in here at one time. Walking Atlas , Kiora, the Crashing Wave , Oracle of Mul Daya , and Golos, Tireless Pilgrim can all help get even more lands out. Reap and Sow is kind of expensive, but can get out a land while setting your opponent back one, or maybe even a 1x Primeval Titan would help by getting two lands out. Amulet of Vigor can negate the drawbacks of a lot of these cards. There are a lot of options.
Reliquary Tower is a good idea. I like Crucible of Worlds but I don't usually have to discard my lands. When I have to discard it's usually artifacts that end up there. (Usually extra copies of Amulet of Vigor or Chromatic Lantern that I don't have mana to use.)
I agree with taking out Chromatic Lantern . I added those cards back when I first made this deck on here and I thought I'd need them as extra mana fixing and to "smooth out" my mana base. They don't work well though. They're terrible to draw after turn 4 or so.
I'm going to leave the Amulet of Vigor s as they are right now. They're great to have one in your opening hand and even late game they can help out. The only drawback is the fact that you only need one and the others will be dead draws. (Unless your opponent is destroying them. Then the extra is very helpful.)
Maybe some anti - Blood Moon ? That card is bad news for this deck. Chromatic Lantern did help with that, but that's very situational. I just looked at the rulings and Blood Moon does not change their name. It would however, nuke Maze's End . Good thing my only basic lands are Plains .
1 month ago
Thanks for all the great advice!
loricatuslupus, I am relatively new in the competitive magic field, and I win probably 50 percent of the time. Kaalia is a lightning rod, and gets killed a lot, so I definitely need ways to get her out faster. I am definitely going to get an Amulet of Vigor for Kaalia, because that card is amazing! Unfortunately, I can't afford the full dual/fetch/shock package, but I look to upgrading my mana base in the future.
Sir_Flash, I have just joined the discord!
edengstrom1, I completley agree with all of your suggestions. I am going to pick up the talismans at some point, but I have Smothering Tithe , and Solemn Simulacrum allready, and they are going straight into the deck!
1 month ago
Skullblade248 You can get infinite land drops with a bounce land, Retreat to Coralhelm , and a creature that puts a land into play by taping ( Walking Atlas , sakura tribe scout, or Skyshroud Ranger . If you have Amulet of Vigor or Lotus Cobra you get infinite mana.
Really, you can get infinite land drops with most combinations of return land to hand + put land onto the battlefield cards. Many of the peices are redundant just so I have an easier time finding each peice of my combo.
A lot of the combos don't net mana so I'm going to change the commander to new Omnath for Landfall - Draw.
1 month ago
Nice to see another Kaalia player. Out of interest, what decks have you faced in a cEDH setting? I found my Still Better than Dan Brown... deck got royally destroyed and I'm running more tutors, an optimal land package plus more ways to protect the general (which you seem short on, don't you find that as soon as you play her she becomes a lightning rod?). Anyway, while creatures are the heart and soul of any Kaalia deck I would go down a few and squeeze in lower CMC stuff like Dust Corona , Reconnaissance and Amulet of Vigor - especially spicy with Kaalia and makes your taplands into straight duals. Boros Charm is another all-star, especially if you fancy dabbling in land destruction because it saves all yours. Speaking of lands, your manabase is where you can make the most improvements. Getting Kaalia of the Vast out and swinging ASAP reliably is the most important thing you can do. If you can't afford the full dual/fetch/shock package the painlands and temples are excellent.
Amulet of Vigor occurrence in decks from the last year
All decks: 0.07%
Commander / EDH:
All decks: 0.02%