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Magic: The Gathering Card Comments Archive

Amulet of Vigor

Multiverse ID: 191577

Amulet of Vigor

Comments (92)

DonRoyale
★★★☆☆ (3.2/5.0) (5 votes)
There's some god-awful broken as all hell combo for this thing. I have yet to find it, but this is the internet, people; someone will and it will be awesome.

But I see this making an impact in older formats much more than newer ones; you have the dual lands in Standard; that's about it.

Still, fantastic card for its ridiculous combo potential.
Gwafa_Hazid
★★★☆☆ (3.9/5.0) (4 votes)
Play with any land that comes in tapped. Cloudpost, here I come.
Theostratus
★★★★☆ (4.5/5.0) (3 votes)
As well as a lot of land fetchers like to drop it into play tapped, so this could let ye do more in a turn if needed.
Khias
★★★★☆ (4.7/5.0) (5 votes)
I can use five colors now? Awesome. Borderposts and dual lands landing untapped. Muhahahaha. It's just too bad it costs mana and isn't completely broken. : P
gongshowninja
★★★★☆ (4.6/5.0) (8 votes)
Ravnica bounce-lands, anyone?

Turn 1: basic land, this.
Turn 2: Tap, play, say, Selesnya Sanctuary, tap. 3 mana in the pool. Could be nice if one starts with an island, goes into a Dimir Aqueduct for a turn 2 Jace.

What do you all think?
Mode
★★★★☆ (4.3/5.0) (10 votes)
It's certainly not made for giving your manlands haste, since land creatures are also affected by "summoning sickness".
Having a Treetop Village or Raging Ravine enter untapped will allow you to draw mana from them or to block in your opponents subsequent turn, that's all.

Anyways, i like the effect and i waited a long time for this card to get printed.
Didn't suppose to see it in Worldwake, then on the other hand this primarily is intended to get used with lands, and those are Zendikar's main theme.
(Orginally i thought this card would come once "enters the battlefield tapped" gets keyworded to something like "dormant".)
Glad to see it coming for any permanent and as 1-drop.
This makes getting it easier in certain formats with cards like Trinket Mage.

Aside from just including accordant lands in your deck, you could make use of other cards which put them onto the battlefield tapped like Rampant Growth, Harrow, Elvish Pioneer, Sakura-Tribe Elder or even Patron of the Moon, which should allow some decent loops and awesome Landfall triggers.

And there are also a bunch of other useful cards which work with this artifact:
-Borderposts are effecively free with their alternate cost and allow bouncing lands for Landfall triggers.
-Other mana artifacts which enter tapped like Worn Powerstone will do a better job.
-Magus of the Disk / Nevinyrral's Disk can be sacced immediately.
-In Vintage, you can bunce Time Vault for infinite turns.
-Deep-Slumber Titan won't have to get "disturbed" before making use of him.

It might not be a strong card, but it's an amiable Johnny tech card.
gotsanity
★★★☆☆ (3.7/5.0) (3 votes)
I feel a whole lot of bounce abuse coming on...

purely abusive card.
alman
★★★★☆ (4.3/5.0) (3 votes)
One in play, a Rupture Spire can pay for itself. Two in play, a Rupture Spire can pay for itself AND be tapped for mana. Cool.
sstillm
★★★★☆ (4.0/5.0) (2 votes)
Time Vault, bounce, repeat.
True_Mumin
★★★★☆ (4.3/5.0) (3 votes)
Yep, it's really cool with Ravnica karoos. A pretty nice card overall.
majinara
★☆☆☆☆ (1.2/5.0) (6 votes)
I don't think it's that great. I mean the bounce-land idea ain't bad, but seriously: to make that work often you'd need a fair amount of bouncelands and a fair amount of these artifacts. Then two problems arise: amulet of vigor doesn't get any more useful if you have more than one in play. Which means any time you draw an amulet of vigor while you have one in play, you practically wasted a card draw. So having many of them in your deck sucks, having too few of them in your deck makes unreliable.

Same problem with the bounce lands. Apart from them beeing very vulnerable to any sort removal, you wouldn't want to have too many of those in your deck. After all, starting with a hand where all lands are bounce-lands equals starting with a hand without lands.

Can't think of any combo powerful enough with this card, that I'd want to include it in a deck.
1.5/5
Catmurderer
★★★☆☆ (3.5/5.0) (5 votes)
majinara,

Multiples get you extra mana from come into play stuff. Just tap for mana in response to the second trigger after untapping the first time.
ClowWizardEriol
★★★★☆ (4.5/5.0) (2 votes)
Lands that can become creatures still have follow summoning rules. This will allow the man-lands to be ready for tapping for mana or for defense, but they won't be able to attack until your next turn (unless you play a land as an instant somehow during your opponent's turn).

I'm sure somebody is going to try to combine this artifact with Nevinyrral's Disk. This will also undo the effects of Root Maze, Kismet, Frozen Aether, and anything else that causes cards to enter the battlefield tapped.
Urbar
★☆☆☆☆ (1.9/5.0) (5 votes)
To majinara:

If you have more than one amulet of vigor in play you get to untap the permanent equal to the number of amulets you have in play.

For instance you have three amulets on the battlefield and you play a bounce land the trigger of the amulets goes on the stack. And so you can tap the land before each trigger resolves after the first resolves.

That means you can produce 6 mana with a singel bounce land!
gcilley
★★☆☆☆ (2.8/5.0) (2 votes)
Of course you can get three mana on turn two... just tap the island before you bounce it... DUH!!!
DlCK
★★★★☆ (4.2/5.0) (5 votes)
good for any land which arrives tapped.
makes bouncing lands much more viable when you can bounce a benificial land (such as kazandu refuge as an example) and play it and use it immediatly.
statiefreez
★★★☆☆ (3.5/5.0) (3 votes)
NOOOOO! My Stasis-Kismet lock isn't invincible anymore!

Nice card. Lots of uses (terramorphic expanse as a fetchland, make opponent quit with Time Vault...)
Esprel
★☆☆☆☆ (1.3/5.0) (6 votes)
People, you could not get 6 mana from a single bounce land. The untapping would all occur at the same time, at the time that it came into play. When you tap it for mana, it is already in play, and not still coming into play. This means that the "extra untaps" don't do anything.
CrimsonFury82
★★★★☆ (4.5/5.0) (6 votes)
Esprel you are wrong.

In the example give (with 3 amulets on the battlefield) , when the bounce land enters play, the 3x amulets abilities would go on the stack (they are triggered abilities). After one of the untaps has resolved, you can tap the land in response (note that activating mana abilities does not use the stack). Once the mana is in your pool, you let the second untap ability resolve, tap again, reapeat those steps and you have 6 mana (you could also tap the basic land once before it is bounced to your hand giving you a total of 7 mana). Obviously you wouldn't have 3 amulets on the field until late game.

2 amulets by around turn 4 would be fairly common though.
SyrupMaster
★★★★☆ (4.0/5.0) (1 vote)
Mode,

youre a little off with a couple of your card choices:

Harrow doesnt put anything into play tapped
Magus of the Disk still must wait till your next turn to be sacked due to sumoning sickness.

the rest seems spot on.
TumTum
★★★★☆ (4.5/5.0) (3 votes)
I've been waiting for this ability ever since the end of Onslaught Block!!!!!!!
ever since I played my lands where they came onto the battlefield tapped, i thought "this is going to get annoying really quick."
but as far as I've been told this ability stacks if there is more of them.
pigknight
★★☆☆☆ (2.2/5.0) (2 votes)
Can you say Door to Nothingness?
Kurhan
★★★☆☆ (3.9/5.0) (4 votes)
Forest x2
Gruul Turf x2
Fastbond x1
This x1
Blaze/Fireball/etc x1

Works better than the original Channelball because to get 22 mana you are down 12 life instead of 18, so a retaliatory bolt won't kill you.

Forest, tap
Fastbond
Forest, -1 life, tap
Amulet,
Gruul Turf, -1 life, bounce forest, untap, tap
Gruul Turf, -1 life, bounce Gruul Turf, untap, tap
Repeat until you have enough mana to blast your opponent.
ChampionofSquee
★★☆☆☆ (2.8/5.0) (4 votes)
this + 2 Ashling's Prerogative and all creatures you control have haste, and all creatures your opponents control come into play tapped.
Alqatrkapa
★★★★☆ (4.0/5.0) (1 vote)
actually
If you have more than one, the abilities resolve at different times
So it comes in, the first resolves, tap for a mana.
Second resolves, it untaps.

Etc.
Telecaster
★★☆☆☆ (2.2/5.0) (2 votes)
i can see infinite landfall with this card in play along with Ruin Ghost, Tideforce Elemental and Sejiri Refuge.
thrallallmighty
★★☆☆☆ (2.8/5.0) (2 votes)
dont like this card
3/5
f_fivefiftyseven
★★★☆☆ (3.1/5.0) (5 votes)
Turn's my Terramorphic Expanses into those shiney new fetchlands. Ok, not quite, they're still inferior, since you require more than just the fetchland, and multiple copies of the Amulet usually end up as dead cards. However, the price of the fetchlands, coupled with the ability to find ANY basic land with the expanse and the fact it doesn't hit you for one damage does make this combo a viable option for casual gamers or those on a budget. Just don't expect to see it much in tournaments.
Pramxnim
★★★★☆ (4.2/5.0) (6 votes)
This + Walking Atlas + Tideforce Elemental + any of the Ravnica Karoos = Inifinite Mana and Infinite Landfall.

Order of things:

Assume you have a karoo on the battlefield (let's say Azorius Chancery + Walking Atlas and Tideforce untapped and ready to go.

Tap Chancery (2 mana)
Play another karoo and bounce Chancery.
Tap new land (2 mana)
Tap Walking Atlas and respond to ability by spending 1 mana to untap him via Tideforce (3 mana left).
Play Chancery and bounce other karoo.
Repeat for infinite mana then swing with your Windrider Eel or something ^^. Or if you have Red in there somehow, Comet Storm or Fireball them to death!
Graphec
★★☆☆☆ (2.2/5.0) (2 votes)
Deep-Slumber Titan anyone?
jlowther
★★★☆☆ (3.5/5.0) (4 votes)
I don't understand how this isn't considered the best card ever...

Imagine you have 4 of these out on turn 5 and 4 evolving wilds: you now effectively have 16 mana at your disposal because you can sac all four of the wilds and bring in any four colors your want, then tap them four times each! You have 20 mana if you put down any land card that enters tapped on that same turn.

20 point fireball? 20 point drain life?

Even with only 1-3 of these in play, you're effectively doubling/tripling your mana on landfall (especially with the tri-lands from shards).
elChupacabra
★★★★☆ (4.5/5.0) (3 votes)
This card turns the uncommon lands from Urza's Legacy, Invasion, Planeshift, and Shards of Alara from good into disgusting...what's not to like? Plus the Ravnica-block dual lands...oh baby!
Revelation666
★★★★☆ (4.9/5.0) (6 votes)
Works great with Thawing Glaciers
RobotWithHumanHair
★★★☆☆ (3.2/5.0) (3 votes)
Korlash, Heir to Blackblade, I just found I pretty new necklace to match that dress of yours.

Have this in play with a Korlash on the field and in your hand. UseLord of the Undead with the land you just pulled to pull the pitched Korlash back to your hand. Watch the appalled expression on your opponents face as he just realized you now can drop at least 5 lands a turn .
Tiggurix
★★★★☆ (4.2/5.0) (2 votes)
Heeeellooooo Leviathan!
Mr_Hendry
★★★★☆ (4.5/5.0) (2 votes)
It's not a game winner exactly, but this card combines well with Orb of Dreams.
mtheoryninja
☆☆☆☆☆ (0.0/5.0)
I love this card; goes great with Expanses, Wilds, and even taplands.
n00bmag1
★★★☆☆ (3.5/5.0) (2 votes)
Guest513736147
★★★★☆ (4.9/5.0) (4 votes)
People seem to have covered this pretty thoroughly already, but I'm still seeing comments to the effect of "dead card after the first; unplayable". I'd like to reiterate the (correct) reply:

The triggers are put on the stack separately. You can tap the land between the trigger resolutions. With 4 Amulets, your single Savage Lands can produce GreenBlackRedRed (or whatever) on its first turn.

Land enters the battlefield tapped
Triggers 1, 2, 3, 4 are put onto the stack
Trigger 1 resolves, untap land
Tap land for Green
Trigger 2 resolves, untap land
Tap land for Black
Trigger 3 resolves, untap land
Tap land for Red
Trigger 4 resolves, untap land
Tap land for Red

Cast Sprouting Thrinax and Lightning Bolt.
Lateralis0ne
★★★☆☆ (3.2/5.0) (4 votes)
I'm not sure if I saw it or not, but multiple Cloudposts would go great with multiples of these as well.
Piedmont
★★☆☆☆ (2.5/5.0) (2 votes)
This was a very pleasant surprise in my multi-colored deck, having many multi-mana producing lands that come into play tapped this 1 drop nullifies that drawback, 2 or more turns those lands that come into play tapped into mana acceleration. Combo with Oran-Rief, the vastwood by casting your creature(s) then Oran-Rief and give them counters (multiple counters if you have more than one amulet in play).

In my multi-color deck this is the card that often puts me 1 or 2 turns faster with mana and my creature(s) on occasion will get an extra +1/+1 counter from Oran-Rief, and that makes a difference. Really nice card for 1 drop.

rmwpro
★★★★☆ (4.9/5.0) (4 votes)
New toy for my Time Vault!
Sironos
☆☆☆☆☆ (0.5/5.0) (1 vote)
Muhahaha! My shambling zombie combo is complete! >:D (irony).
Bursama
☆☆☆☆☆ (0.0/5.0)
This + vivid lands.
CeremonialBathory
★★★★☆ (4.2/5.0) (3 votes)
@Mode - How'd you give that Magus of the Disk haste?
Talcos
☆☆☆☆☆ (0.0/5.0)
I like this card. Mind you, it's largely unplayable in constructed.

But it combos with everything that enters the field tapped. It's a very pluripotent card, and as such is subject to re-evaluation every time a new card comes along that could benefit it.
Fert12334
☆☆☆☆☆ (0.0/5.0)
Some really cool combos to be discovered with this card, and at only 1 mana!

Great card, 4.5/5
DacenOctavio
★★☆☆☆ (2.8/5.0) (2 votes)
Multiple copies are not dead cards. In fact, since their abilities use the stack, you can simply generate mana equal to the amount of these in play for each land that comes into play tapped.

It's not consistent, but with some way to generate a bunch of these and make a bunch of lands come into play tapped, you can make a LOT of mana to charge up some fireball or some such.
Ladon---
☆☆☆☆☆ (0.0/5.0)
I have a single copy in my Ninja deck for two reasons: my Creeping Tar Pits come into play untapped, and when I Ninjutsu my ninjas come into play untapped and attacking (a little phenomenon I like to call "Ninjutsu Vigilance"). With the right equipment in play, it's pretty handy!
nemokara
☆☆☆☆☆ (0.0/5.0)
@jlowther - How could you have four of these and four Evolving Wilds on turn 5? You couldn't have cast the Amulets without playing some other lands, and if you played other lands then you wouldn't have had enough turns to play 4 Evolving Wilds. You would probably have needed to have used at least two ramp spells (no 2cmc ramp spells that I know of let you fetch two lands so your best bet would be something like Explore), but in that case why not just play/fetch actual lands you could use? Yes, in this modified example you would have 18 mana available on turn 5 (or 22 if you play a fifth land) for some huge spell. But part of that is a function of wasting your earlier turns (8 unused mana on turns 2-4 in the case I'm using) and giving your opponent time to set themselves up. You're also putting all your eggs in the basket of that one spell (whether it be a fireball or whatever) - if it's countered/prevented/redirected, you're pretty much screwed.

I get what your point is - the power of having multiples of this card. And I agree. It's just that your example is kind of a nonexistent best-case scenario. And even then it's a scenario that might not be as good as you believe it is.
TPmanW
☆☆☆☆☆ (0.5/5.0) (1 vote)
I expect this to pop up as part of a cool combo every few years. I think I'll keep my copy.
Studoku
☆☆☆☆☆ (0.0/5.0)
Very fun card, although it needs multiples to be really effective and there don't seem to be any good combos in standard apart from terramorphic expanse.

Most of the land shenanigans with this can be done better with lotus cobra.
scumbling1
☆☆☆☆☆ (0.0/5.0)
It works with lands that enter the battlefield tapped. So if you don't draw into this early, you'll spend a lot of time mired in tempo loss.
iSlapTrees
★★★★☆ (4.9/5.0) (4 votes)
Combos with Orb of Dreams

An overlooked bomb :)
SeiberTross
☆☆☆☆☆ (0.0/5.0)
Incredible with Cloudpost/Glimmerpost/Vesuva decks.

Especially if you realize that you can start popping Expedition Map essentially for free. Great for casual shenanigans.

The real question is, how many slots do you sacrifice for something you almost never want to see more than one of, but would LOVE to see it on first turn?
MasterOfEfherium
★★☆☆☆ (2.3/5.0) (5 votes)
Too Bad This Thing Dies To Removal!
BorosRecruit
☆☆☆☆☆ (0.0/5.0)
Anyone try this with Root Maze? Sounds like a very good, early shutdown.
Macsen
☆☆☆☆☆ (0.0/5.0)
For an artifact-sac deck this is a godsend. Hmmmm, could help with my Reassembling Skeleton too.
nerderous
★★★☆☆ (3.5/5.0) (2 votes)
Amazing card, enough said.
reapersaurus
☆☆☆☆☆ (0.0/5.0)
This + Cloudpost/Vesuva + Scapeshift + Emrakul = turn 4 slaughter.
roguepariah
☆☆☆☆☆ (0.0/5.0)
In kurhan's example you don't need the second Gruul Turf.
When the land comes into play you put its ability on the stack first, then the amulets ability.
The land untaps, tap for mana, then return it to your hand. rinse. repeat.

It can be done turn 1, but more often I see:

t1. forest, fastbond
t2. amulet of vigor, golgari rot farm, Genesis Wave for 31.
fallenangel_
☆☆☆☆☆ (0.0/5.0)
Orb of Dreams says hi
NicodemusCromwell
☆☆☆☆☆ (0.5/5.0) (1 vote)
Army of the Damned seems to like this card :D
Paolino
☆☆☆☆☆ (0.0/5.0)
If I remember well there is a cycle of cheap (in money) TRIPLE lands...
Kryptnyt
★★★☆☆ (3.8/5.0) (2 votes)
@lordrandomness
That actually really doesn't do much if you ask me.
MechaKraken
☆☆☆☆☆ (0.0/5.0)
Great enabler for playing all tap lands. You use the Ravnica dual lands on the first turn, as well as the Alara shrines, not to mention the many tap lands in Zendikar. Really, this is a 5-star card for such great efficiency!
TheWrathofShane
☆☆☆☆☆ (0.5/5.0) (4 votes)
In my humble opinon, this is not worth deck space. You spend a card to stop another cards drawback, or combo with another card.

But on its own, this card does nothing but add to your artifact count, and most decks don't care about that.
DucksGoMooful
☆☆☆☆☆ (0.0/5.0)
This card is actually very good. I put it in my EDH and a friend told me it was no good (only sideboard material). I laughed and proceeded to play Evolving Wilds, Primeval Titan, and Boundless Realms, to name a few. Having untapped permanents is very useful.

Plus it's a great counter to Urabrask.
thisisnotmyname
☆☆☆☆☆ (0.0/5.0)
Turn 1: Glimmerpost, this.

Do I really need to explain where this is going?
Moxxy
★★☆☆☆ (2.5/5.0) (1 vote)
@thisisnotmyname

For some reason I never thought about this in 12-post. You just helped my deck a ton.
LordRandomness
★★☆☆☆ (2.5/5.0) (1 vote)
Army of the Damned. That is all.

@Kryptnyt: It prevents the depressing case of casting Army and being flattened next turn because your zombies are all tapped and can't block, and opens the door to hasty shenanigans. Obviously you wouldn't build an entire deck around the one interaction, but it's a nice side benefit for Amulet decks in the right colour.
Goatllama
☆☆☆☆☆ (0.0/5.0)
So, to name a few cards that will have combo potential for practically forever, this is definitely one of them.
SomeSortOfWonderful
☆☆☆☆☆ (0.0/5.0)
Because sometimes ninjitsu just isn't awesome enough on its own.
The_Trendkill
☆☆☆☆☆ (0.0/5.0)
Think it seems stupid? Try this:

Turn 1: Land, Amulet of Vigor.
Turn 2: Tap your land for mana, then play Golgari Rot Farm/Gruul Turf/Selesnya Sanctuary/Simic Growth Chamber returning your first land to your hand. Amulet will trigger and untap your new bounceland. Tap your bounceland for two mana and play Summer Bloom. Play a second bounceland from your hand as your second land for the turn, returning your first one. Amulet triggers on the second bounceland, untapping it. Tap it for two mana, then replay your first bounceland for your third land of the turn, returning the second bounceland to your hand. Amulet triggers and untaps the land. Tap it for two mana, then play the second bounceland again as your fourth land of the turn, returning the first bounceland to your hand. Amulet triggers and untaps the land. Tap it for two mana. With 7 mana in your mana pool, including at least 2 green mana, cast Primeval Titan. Search your library for Boros Garrison and Slayers' Stronghold. Amulet will trigger on both of these and untap them. Tap Boros Garrison for the mana to activate Slayer's Stronghold and give Primeval Titan haste and vigilance until end of turn. Attack with Primeval Titan, getting two more bouncelands. When they enter the battlefield, return your two current lands to your hand and have them untap with Amulet. Tap them for four more mana, resulting in 5 total mana in your mana pool. Use that mana to cast something really atrocious, like Plow Under or Time Warp.

Congratulations. You just beat Magic: The Gathering.
strider24seven
★★★★☆ (4.5/5.0) (1 vote)
@TheWrathofShane

Believe it or not, some cards don't have to do anything on their own to be worth deck space.
Some cards can be good, even great in a variety of decks, despite not being able to win the game on their own.

Let's follow the logic of "this card is not worth deck space if it does nothing on its own."

Yawgmoth's Will (highest-rated card on Gatherer as of May 2013) requires cards in your graveyard to do anything at all, and just makes you exile anything that goes to your graveyard when you cast it... so obviously it's not worth deck space.

And Mana Drain (2nd highest-rated card on Gatherer as of May 2013), Force of Will (14th highest-rated), and other counterspells are even worse since they require your opponents to have cards, which takes the matter further out of a player's control.

Fastbond (highest-rated green card on Gatherer as of May 2013) requires you to have lands in your hand, so it's obviously not worth playing in any deck.

And what about Tinker (run in 50% of all decks in the last Vintage top 8)- this card not only requires you to have an artifact on the field to sacrifice, but another artifact in your deck (which, heavens forbid, you might fail to find)

Umezawa's Jitte does nothing on its own, and yet it's run alongside Batterskull (which does) as one of the most versatile equipments in Stoneblade Legacy decks.

In fact, according to your logic, no equipment is ever worth deck space if it's not a living weapon, since you need creatures to equip them to!

On the subject of artifacts, Mox Opal and other cards with Metalcraft require three artifacts on your side of the field. Clearly that means that Metalcraft and its big brother Affinity are useless mechanics (despite Affinity along with Arcbound Ravager completely dominating formats for what seemed like the longest time).

Similar to equipment.... every Aura ever printed does nothing on its own (again needing other permanents to function).

And when you get down to it, many removal spells require targets- often doing nothing whatsoever without them!

Actually, come to think of it... all of the cards listed above require mana (except Force of Will, which needs another blue card in your hand)- which you need lands for... which means that every card ever printed without CMC 0 or an alterative casting cost of paying life or losing the game next turn isn't worth deck space either.

Which of course obviates the need for mana... since mana by itself does nothing- you need to spend it on spells or abilities... mana is therefore obviously not worth deck space either.

Which means that the only cards worth deck space are:
+Wasteland,Strip Mine, etc.
+Tabernacle of the Pendrell Vale
+Memnite
+Ornithopter
+Shield Sphere
+Kobolds
+Ancestral Vision
+Restore Balance
+Mishra's Bauble
+Spellbook

And the risky sideboard material:
+ Pact of the Titan(this requires you to have things that make mana next turn or you lose- making this a risky inclusion at best)
+Chalice of the Void (which you can only cast for 0- making anti-synergistic with the rest of worthwhile cards.

Which actually sounds like an interesting, if not terribly effective deck.
Xineombine
☆☆☆☆☆ (0.0/5.0)
Combos with any shockland
Raexs
☆☆☆☆☆ (0.0/5.0)
I love this card, and can see it has some awesome potential, particularly with lands of all sorts and Orb of Dreams, . The only problem is I can't seem to find a slot for it in any of my decks. In order to actually justify taking up slots in the deck for these, the deck almost needs to be centered around it. This is unfortunate, but doesn't stop this card from being totally rad if used properly.
mr8658
★★☆☆☆ (2.5/5.0) (1 vote)
@ MCcreator throw in a Horn of Greed >:)
Bongodwarfcleric
☆☆☆☆☆ (0.5/5.0) (1 vote)
combos with Gwendlyn Di Corci
Travelsonic
☆☆☆☆☆ (0.0/5.0)
Actually makes lands that come in tapped - like guildgates, tri-lands, etc more useful by untapping them (and with multiple Amulets out, you can tap them between Amulet triggers, getting more mana out of them?)??? Shweet.

Of course, IMO, the awesomeness applies to more than just lands that come in untapped - other permanents that would otherwise come in tapped benefit greatly from this. :D

Antsache
★★★★★ (5.0/5.0) (3 votes)

Just for the clarity of anyone not seeing how MCcreator's play works: with all four Amulets on the board, Maze's End just wins the game. Here's what happens when you play Maze's End. It comes in tapped, all four triggers go on the stack.

Fourth trigger resolves, untap
Tap for one colorless
Third trigger resolves, untap
Tap for one colorless
Second trigger resolves, untap
Tap for one colorless, for a total of 3
First trigger resolves, untap
Tap for Maze's End's ability, returning it to your hand and fetching a gate.
Play Maze's end again, repeat nine more times.
After the tenth activation, you win the game.
JimmyNoobPlayer
☆☆☆☆☆ (0.0/5.0)
There is a powerful Modern Amulet deck, which uses Ravnica bouncelands and Primeval Titan. It can do some amazing things:

-Use Amulet of Vigor and Summer Bloom to play a Titan on turn two.
-Fetch Boros Garrison and Clifftop Retreat when you play Primeval Titan, then give it haste.
-Fetch Sunhome, Fortress of the Legion and something else you need when your Titan attacks. You can attack with 16 points of trample damage from an almost empty board.
-Fetch Simic Growth Chamber and Tolaria West, tap them for GreenBlueBlue, then bounce and transmute to Summoner's Pact.

The deck's primary win condition is actually Hive Mind and Pacts. It didn't show up in the top eight in the recent Modern Pro Tour, but I saw it discussed in many articles as if it were a contender.