At least this set has plenty of fixing. Block constructed should be easier than in Scars.
Singe
★★★★★ (5.0/5.0)(2 votes)
This with Wanderer's Twig gives a library 8 cards to search for lands.
L33TRice
☆☆☆☆☆ (0.5/5.0)(1 vote)
Can someone please explain this to me: Can this card be activated multiple times to search for more than 1 land? I notice that similar cards tend to require tapping the card, preventing this from happening, but shouldn't you be able to put this card's effect on the stack multiple times since it doesn't have that requirement?
Biggles
★★★★★ (5.0/5.0)(3 votes)
@L33TRice
I'm not an expert, but I believe the sacrificing is an additional cost to the mana, so the first one on the stack would involve sacrificing before the effect could take place, and then the duplicate effects would fizzle as it has already been sacrificed.
blindthrall
★★★★★ (5.0/5.0)(1 vote)
@L33TRice: If the effect is in front of the colon, it's part of the cost, so no. If it had read "1: Search library for land, shuffle it, then sacrifice Amulet." then you could do it as many times as you had the mana. They dropped the tap requirement so you can always use it.
SquareWhale
★★★★★ (5.0/5.0)(1 vote)
Screwed up mana curve? There's no need to fear! Traveler's amulet is here! For just one (or two!) mana, it fits into any curve beautifully! You can fill your field with fruitful forests and fabulous others lands! It's fantastic!
Love this card. I know it's not exceptional, but boy my life would be hard without it. (Lingering Souls in a U/W you only need one swamp in the deck to get flashback, and you only have to search for it if you need it!)
Ruderep1000
☆☆☆☆☆ (0.0/5.0)
OK, a question: apart from in Limited play, what advantage does Traveler's Amulet have over a fetch land like Evolving Wilds, now that the latter has been reprinted in Dark Ascension?
I initially thought that Amulet might give land advantage (by allowing you in one turn to play a land, play Amulet, sacrifice Amulet and fetch a second land to your hand), but isn't this much the same overall card advantage/deck thinning as you'd get by including Evolving Wilds or Terramorphic Expanse in your deck? At least such lands allow the fetched basic land to enter the battlefield rather than fill up your hand.
Just that I have a handful of these Amulets and want to know if they're good for anything right now... :)
CapnShapiro
★★★★★ (5.0/5.0)(2 votes)
@Ruderep1000:
Traveler's Amulet doesn't take up your land drop for the turn. It allows for further flexibility later in the game to get you the land you need the turn you need it. If, on Turn 7, you have a nice 5-drop that needs a color of mana you do not possess and you draw a Traveler's Amulet, you can cast and sack the Amulet to retrieve that color, play it, and cast your spell. If you ripped an Evolving Wilds instead, you would have to use your land drop to play it, sack it, put your land into play tapped, lose access to that mana for the turn and you'd have to wait another turn to pull it up. You're also under more pressure to sack it just so you basically avoid missing a land drop as opposed to waiting to see what color you will need. You can cast an Amulet on an early turn when that mana would otherwise be wasted and pop it when you know what you'll need (or if you're sick of ripping lands and you want to thin your deck of one more.)
Evolving Wilds/Terramorphic Expanse is generally better in the early game because it helps you fix without costing you actual mana (but only play it if it doesn't interfere with your spell playing for the turn, that's usually the rule). Also, while deckbuilding, I count it as a land, not a spell, when counting out my creature, spell and land allotments. EW can be more awkward and situational, and nine times out of ten, though, I'll happier to rip an Amulet after about turn 5 or 6.
Eddie_Antilles
☆☆☆☆☆ (0.0/5.0)
A nice budget mana fixer, especially for slower decks. Probably not tier 1 material, but useful in Limited or FNM decks for players without the cash to blow on dual lands or such.
2.5/5
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
Don't underestimate these things. They can make a 1 land hand playable. They shine in a 2-3 color budget deck!
Comments (12)
I'm not an expert, but I believe the sacrificing is an additional cost to the mana, so the first one on the stack would involve sacrificing before the effect could take place, and then the duplicate effects would fizzle as it has already been sacrificed.
Love this card. I know it's not exceptional, but boy my life would be hard without it. (Lingering Souls in a U/W you only need one swamp in the deck to get flashback, and you only have to search for it if you need it!)
I initially thought that Amulet might give land advantage (by allowing you in one turn to play a land, play Amulet, sacrifice Amulet and fetch a second land to your hand), but isn't this much the same overall card advantage/deck thinning as you'd get by including Evolving Wilds or Terramorphic Expanse in your deck? At least such lands allow the fetched basic land to enter the battlefield rather than fill up your hand.
Just that I have a handful of these Amulets and want to know if they're good for anything right now... :)
Traveler's Amulet doesn't take up your land drop for the turn. It allows for further flexibility later in the game to get you the land you need the turn you need it. If, on Turn 7, you have a nice 5-drop that needs a color of mana you do not possess and you draw a Traveler's Amulet, you can cast and sack the Amulet to retrieve that color, play it, and cast your spell. If you ripped an Evolving Wilds instead, you would have to use your land drop to play it, sack it, put your land into play tapped, lose access to that mana for the turn and you'd have to wait another turn to pull it up. You're also under more pressure to sack it just so you basically avoid missing a land drop as opposed to waiting to see what color you will need. You can cast an Amulet on an early turn when that mana would otherwise be wasted and pop it when you know what you'll need (or if you're sick of ripping lands and you want to thin your deck of one more.)
Evolving Wilds/Terramorphic Expanse is generally better in the early game because it helps you fix without costing you actual mana (but only play it if it doesn't interfere with your spell playing for the turn, that's usually the rule). Also, while deckbuilding, I count it as a land, not a spell, when counting out my creature, spell and land allotments. EW can be more awkward and situational, and nine times out of ten, though, I'll happier to rip an Amulet after about turn 5 or 6.
2.5/5