Thorn of Amethyst

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thorn of Amethyst

Artifact

Noncreature spells cost more to cast.

SynergyBuild on Ideas to make Krenko Cedh

1 month ago

While I have no issue with the concept of a Mono-Red Najeela style cEDH deck that rather than comboing with combat->mana cards instead turns tokens->untap cards into an auto-win, it's not capable of making goblins competitive on its own, it's more of a Thornbite Staff combo deck at best, with you wanting to run mono-red stax (Magus of the Moon, Trinisphere, Sphere of Resistance, Thorn of Amethyst, and Blood Moon) and using Krenko's Inevitability to take over a long game. Any Altar (Ashnod's or Phyrexian) and any untap for mana effect combos too (Staff of Domination, Sword of the Paruns, and Umbral Mantle) might be functional too, but sadly even though it adds 6ish more 2 card combos, they all cost a lot of mana and aren't easy in mono-red to tutor and fetch.

Godo and Helm might be an easy include as well, since helm and your commander win in a few turns, with the math meaning if you have both your commander from the start of the turn before attaching helm, and have no other goblins, you activate them both after making the new one and get a total of 8 on the first turn, 72 on the following turn, and 1168 goblins on the turn after that, most likely winning the game.

Outside of that a fast mana package to back up your combos and stax, some easy includes such as a couple counterspells like Pyroblast, some cheap removal and a manabase that works well enough since you are mono-colored to not stress about your own land hate backfiring and you have a successful Tier 3ish cEDH deck.

legendofa on Help me torture

1 month ago

Hand = hurting: Black Vise, Ebony Owl Netsuke, Iron Maiden, Misers' Cage, Sword of War and Peace

Bounce: Blood Clock, Crystal Shard, Surgical Skullbomb, Umbilicus

Standard stax/tax effects: Smokestack, Tangle Wire, Winter Orb, Thorn of Amethyst, God-Pharaoh's Statue, Damping Sphere, Trinisphere, Sphere of Resistance, Cursed Totem, Static Orb, Meekstone, Norn's Annex, Mindlock Orb

Artifact creatures with these effects: Viseling, Neurok Replica, Esper Sentinel

Pulled mostly from EDHrec, and I only hit the highlights. https://edhrec.com/themes/stax

Epicurus on Runadi, Behemoth Caller: Beef Chief

4 months ago

First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.

Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.

Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.

Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.

I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.

To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.

I think that I'd have to actually see you play it to appreciate how it works.

thefiresoflurve on Obekkin Up A Storm

5 months ago

Nice brew. Do you struggle with board presence? If so, Hate Mirage, Lagomos, Hand of Hatred, Mishra, Eminent One would all be decent additions. Mishra in particular looks like it might be really fun with all your artifacts.

As far as cuts: I think Thorn of Amethyst could probably be substituted by a stax piece that is more in your favor, like Aura Flux or Smoke.

Chrome Mox might be super inconsistent here since there are so many artifacts.

Hypersonic Dragon offers negative synergy with your commander and Ideas Unbound (since you can't end someone else's turn). Additionally, the dragon only even affects 6 cards.

Ruby Medallion should also be cut since it only even affects 5 other cards. Sapphire Medallion may be able to stay since it affects 15, but IMO that's kind of thin ice.

GL HF!

TheOfficialCreator on Stax for salt

7 months ago

Lodestone Golem, Cursed Totem, Sphere of Resistance, Chalice of the Void, Thorn of Amethyst, Trinisphere (the Totem does shut down Lord High Artificer just fyi)

Icy Manipulator, Relic Barrier, and Pacification Array can tap your orbs and spheres to make sure you aren't locked down by them as well (this is really only relevant if you aren't running Lord High Artificer as your commander).

thefiresoflurve on Sounds About White to Me

9 months ago

If you're looking for help making cuts, the first step I would take is to look at your symmetrical stax pieces and see which ones hurt you the most:

Deafening Silence, Grafdigger's Cage, Containment Priest, Ethersworn Canonist, Hushbringer, Kataki, War's Wage, Leonin Arbiter, Rest in Peace, Sphere of Resistance, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Trinisphere, Sanctum Prelate, Rule of Law, Thorn of Amethyst, whew I think that's all.

Of these, you want to look at the ones which most hamper what you want to do, or have negative synergies with other cards you run. You have a few cards that say "draw", so Spirit of the Labyrinth is IMO the very first cut you should make.

Another negative synergy I saw is Hushbringer and Authority of the Consuls. I like Authority a lot better since it synergizes with Heliod.

The next ones I'd cut could take one of two routes: so, I'm thinking of cards like Ethersworn Canonist and Sphere of Resistance. These kind of innately have negative synergy - if people are paying more for spells, they're less likely to be able to cast multiple spells in the first place, meaning the Canonist's ability is wasted. You should consider going for one type of effect or the other, not both. (I wouldn't run either symmetrically in mono-white, personally).

Council's Judgment can probably be cut - you have great enough removal without running it.

kataki definitely needs to go with how many artifacts you're running.

AstroAA on

1 year ago

As people in the thread said, if you really wanted your playgroup to hate you, things like Armageddon, Null Rod, Deafening Silence, Spirit of the Labyrinth, Rule of Law, Archon of Emeria, Angel of Jubilation, Thorn of Amethyst, Sphere of Resistance, Winter Orb, and Smokestack are all super fun cards you can run.

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