Two 1/1 scions can come down on Turn 3 or turn 2 with an amulet. Turn 4 you can polymorph a scion into emrakul or primeval titan or turn 3 with an amulet in play.
With Simian Spirit Guide you can Turn 2 polymorph a plant token but than you run into the problem of morphing a SSG instead of PrimeTime or Emrakul.
Because you have to kill the Scion in order for Polymorph to work it will always cost you 5 mana no matter how you slice it. With Summoner's Pact the deck can run an effective 8 copies of primetime plus emrakul if you want which just makes Through the Breach a better choice because of the haste.
I tested a version of Protean Hulk - it's hilarious but worse than Emrakul in my experience. The problem with both decks in my experience is the card quality stinks, worse-so in Protean Hulk version. If they counter the Breach or 'seize your Azusa, you're playing from the top almost immediately, which is rough. I've found the Breach iterations to have terrible match-ups against Jund (basically unwinnable against even the average Jund hand), all decks with the Seize/IoK/Collective Brutality/Lili package in whatever amounts, and U/R Breach. For that reason, I'm back on the stock version until combo is less prevalent in the format, which is bringing hand disruption and control pretty heavily into the meta right now. The stock version also has game against Jund, whereas I feel like I should just scoop with Breach version. I'm currently on a Rec Sage and x3 Swan Song to win counter wars and counter Blood Moons. Curious to hear any other results.
yesterday I got my best result on a tournament with the deck, ended up 11th place, 4-2, 3 mm17 boosters as price =D.
I lost 1 match due to bad luck purely, the other one was against Eldrazi & Taxes, the match was very complex for both, I ended up loosing but I could have won.
The decks I had beat where 1 bye (lol), 1 Burn (2-0), Gideon Zoo(2-1), Titanshift (2-1).
I had tested 2 cards that where not relevant into the matchups I won.
2 Saheeli Rai
2 Sentinel Totem
The sentinel helped a bit with the scry, but the matches I faced I wasn't relevant.
Saheeli Rai never show Up in one game I draw 2 on my initial hand and ended up mulligan due to ir was a 1 lander. I still bealive is a powerfull card, but requires more testing.
If I would change something in the deck I would take away saheeli in place of 2 roast. But I bealive in the combo capacity of the deck and the approach of increasing the combo capacity of the deck is a better idea.
One opponent thoght I had a <card>Sejiri Steppe</card>. I bealive it could fit I we go to the route 29 lands...
Hey all, new to the thread, but I was wondering what thoughts were on Tireless Tracker? I was thinking 1-2 copies, somewhere in the 75 (I want to test them maindeck personally), since this deck seems to be the best in the format to abuse it.
It helps grind through the "Endless removal" scenario mentioned above, and can easily grow large enough to close the game as a backup threat, and can also just come down earlier to ensure we keep drawing and hitting land drops. With Amulet and Bouncelands our land drops also conveniently produce 2 mana, which works out very cleanly with Tracker.
I'm also curious if anyone's looked at another card that might be good (though I'm much more skeptical): Magus of the Candelabra. On it's face it certainly doesn't seem worse than Sakura-Tribe Scout, since they have an identical worse-case scenario (pay 1 mana, dies to removal before you can activate).
Sorry if this has all come up already, I'll admit I didn't ready the previous 140 pages in the thread.
To give a little context, I'm mostly interested in Tireless Trackeroutside the context of having a Primeval Titan to go with it, and I agree that cards to improve on Titan are win-more. I'm interested in Tracker as an alternative beater & in its synergy with Azusa and Scout, to continue drawing you cards and ensure you can take full advantage of the additional land drops (whereas without a CA engine I sometimes find I have a ton of extra land drops without enough lands to play).
For Magus, I generally agree on your points; it's essentially a mana dork that taps for mana equal to the number of bounce lands you have in play. For the curve reasons you mentioned I actually think Magus is ideal in a list with Explores, giving you more action on the turn 2 scenario you mentioned (having 2 mana with nothing to spend it on). The most interesting thing about the card though, in my opinion, is the option to double-activate ability lands, and magus could be a lot stronger in a list with some additional lands with tap abilites. Who knows, it might be a reason to test one of Ixalan's legendary flip lands.
Another card I suspect some of the people in this thread may have tested with but I don't see mentioned is Oracle of Mul-Daya, any thoughts?
Lastly, (sorry to diverge into so many directions) can anyone give me a quick high-level overview of this deck's bad matchups? It'd just give me a much better idea of what to try in the flex slots, as I'm not that experienced with the matchups & I imagine they've changed a fair bit since the early days of pre-ban Amulet.
Hi everybody! I just noticed there was a thread on this page about Amulet, and started reading a bit yesterday. I used to play Amulet in the golden pre-ban days, and picked it up again recently, about a month or so ago. The deck is just too much fun, and my favorite Modern deck of all time.
Here's my current list: http://tappedout.net/mtg-decks/23-09-17-mME-amulet-titan/
I've had 3 or 4 5-0s in Comp Leagues, and I tried streaming with the deck a couple of times. Unfortunately, my computer is a crappy laptop, and I realized that when I was streaming I was doing much worse than when I wasn't simply because I was timing out way more than I should.
The main thing I've been testing lately has been messing up with the flex slots. After looking at Daryl Ayers' list from this weekend, I upped the Explore count to 3, and have been moderately happy with it. What has been truly working out for me in the current meta has been a 1 of Tracker and putting 1 Dismember in the main deck. This opens up a couple of slots in the board, and with how popular Lantern is online, the MD tracker has been stellar. The Dismember is mostly because it is sometimes amazing to have game 1 against storm or E Tron. Ballista is just too good in a lot of matchups, and mediocre at worst, so I firmly believe it has earned it's 1-of spot. The cases in which i've liked it the most has been against Affinity (where blocking/killing Etched Champion is extremely relevant) and against control, where usually you manage to swing with Titan once, and they go down to 10 or so life and then stabilize the board. Being able to Transmute for a Ballista and somehow bounce a Cavern to replay naming Construct before dropping an uncounterable Ballista for A TON is one of my favorite feelings with the deck.
In terms of the board, the extra Cavern of Souls has been really, REALLY good. I remember I first saw that tech in the PT Fate Reforged lists, and then it kinda fell off the map. It is the nuts against control and Grixis Shadow, and in my experience it's also bonkers against Storm. A lot of the times it comes down to whether they have the Remand or not (spoiler alert: they always have it.) Having an extra Cavern to draw naturally makes it more likely for you to not care whether they have it or not, and resolve your Titan/Ruric.
Speaking of Ruric, he's been really REALLY good against Storm, Control and Lantern. I've seen people bring it in against Burn, but I haven't liked it in that matchup. Most of the time it prevents you from having enough life to counter their lethal burn spell, and they are usually in a high life total before you win, so they don't mind taking 12 in order to get you dead.
Having the ability to have as much as 3 Trackers post board has been also really great for me, though I do have an unhealthy love for this card. In some matchups it's a slam dunk, but in some others (against aggro, for example) I just like it as an early drop that blocks and gives me increasing advantage if it doesn't die. I don't necessarily want 0 or 3 post board, sometimes it just being a 1 or 2-of is just fine.
In terms of sweepers, I've liked the K Returns more than Pyroclasm or Firespout. I want to hedge against Affinity more than I want to hedge against CoCo decks or Zoo, especially on the MODO metagame.
The only guy that I've been on the fence on is Chameleon Colossus. It can simply be game against Death's Shadow or BGx, but a sideboard slot is worth too much in this deck. Maybe running Relics (of which I'm running none currently) is just better overall, since it's also serviceable against Shadow and BGx, while having the upside of being great against Dredge (which I believe to be a really good matchup) and Storm (which I think is a terrible one...)
One thing that I wanted to mention, that a lot of people haven't agreed with me on, is the fact that I'm pretty ok with siding out 1 or 2 Azusas in some matchups, especially BGx and Control. I have found that even though Tribe Scout is worse than Azusa in most occasions, it is a great tool to play around Fulminator Mage/Ghost Quarter/Spreading Seas, and I value that a lot. Many times having the threat of activating Scout and vial in a bounceland to return the land they target forces the opponent into awkward spots. And sometimes they just don't respect it, and you can really get them. It definitely slows the game down, but it does so for them more than us.
Let me know what are your thoughts about this (especially the last thing I wrote, since I'm very interested in hearing other people's opinions.)
Hmm, so in that case, it seems like some cheap early creature interaction could really shore up a lot of those bad matchups in category 2 (I'm just going to go out on a limb and say I don't think we're going to figure out how a deck with 8+ bounce lands has a good Blood Moon matchup).
Has anyone tried Fatal Push? It seems like you could get a list together in a similar fashion to the list on the last page featuring maindeck Paths; emphasize Golgari Rot Farms, a few Blooming Marshes, and it makes maindeck Bojuka Bog go up in value. Plus, bounce lands make triggering revolt pretty trivial despite our lack of fetchlands.
It seems like in a lot of cases a single early removal spell could buy us a full turn against those decks. Bolt could also be reasonable and would require stretching our mana less, so there's that as well.
edit: not sure about the Burn matchup, but if that's also rough, Collective Brutality becomes a fantastic sideboard option that's applicable against the other small creature decks
edit edit: this could also be a good excuse to fit a slaughter pact back into the deck, which could help the "slam Titan, watch opponent untap and win" problem.
@maverickzero First off, welcome to the forum! Love the avatar, big Mega Man fan as a kid. Lots to respond to, will do so this weekend probably. But regarding the black splash, it has been explored. Here are the core cards of the deck:
~27 Lands
4 Amulet of Vigor
4 Ancient Stirrings
3 Azusa, Lost but Seeking
1 Engineered Explosives
4 Primeval Titan
4 Sakura-Tribe Scout
4 Summoner's Pact
So that's 52 cards not counting Pact of Negation, which you may not need if you're running collective brutality or something to that effect. I'm not sure if Fatal Push is the answer, as I think Dismember does the same thing and we have plenty of life to work with against those decks typically, we just need to survive turn 3 or whatever. I think a better benefit of black would be hand disruption - having to race combo decks like Storm, Ad Nauseum and Scapeshift that are just faster and have a more reliable combo than us is not that fun. Or maybe a card like Raven's Crime. If we could get that in the graveyard, we would have something to do with the zillion lands in our hand in the mid game. Kinda scattered, but that's my two cents. Also, Ob Nix (creature with landfall) was discussed as an interesting wincon, and Glissa was another neat card option.
@daviusminimus Thanks for the answer! I do encourage you to try out the Trackers. They have been not short of amazing for me. And it's nice that against Ad Nauseam or Storm you have a really easy cut for your SB cards
I've been on the take out amulet plan vs BGx, and have been a huge fan (especially against Jund, since K-command kill your dude, destroy your amulet is a huge deal.) Scouts do 2 things better than Azusa in the matchup, in my experience (besides what I already said about playing around LD): eat removal that would otherwise kill our trackers, and if they don't die they free our 3 mana spot in the curve, so we are able to slam tracker and get 2 clues immediately, which is big game.
I'm thinking about shaving Colossus, since tracker kinda covers that aspect in my list, and try something out that would help the RG Scapeshift matchup. I've found that we're in average faster than us, but they're more consistent. We win if we manage to be the first ones to play Titan and then go fetch a Blue pact or something like that, but if they manage to get to their Titan, once it resolves we have literal 0 ways of dealing with it. I'm trying to think what could help, and so far the best answer I think I have is just playing a second blue pact in the board, so we can increase the chances of being able to counter their threat after resolving our Titan without the need to transmute for that counter. I'd try something like Crumble to Dust, which can be found off Stirrings... But usually when they resolve a Titan they go get 2 Valakuts, and then start killing all our titans (and eventually our face) with subsequent triggers. It's of course great if they just randomly draw a Valakut and then run it out as a land drop earlier, but it doesn't happen that often. Another thing which doesn't help in that matchup (and which really got me earlier today) is that they're running a couple of Mwonvuli Acid Moss in their Board. Even though I believe that tech in INSANE in that deck, it's really really bad for us...
And yes, Clasm seems better overall in most matchups... But in MODO I play 2-4 Affinity players for each Company player I face. And I think K Return is enough better against Affinity than Clasm that I opt to run those. Maybe I should hedge and have a split or something... But overall, until the meta balances out a little bit, I think I'll stick to K Returns. Clasms are always ready to go in my collection, though.
@davious go for the stream! the previus series you did where very helpfull.
Amulet Titan is cool because it has so many 50/50 matchups that is hard to say the match is lost before it starts. Im sticking on it for the tournaments.
For now Im pushing the first match to be hard devoted on combo, I bealive is the better choice.
Anyone is still having Chalice of the Void in their 75??
As I've been mulling over splash options and was considering Red since it seems to support the most sideboard slots (so easiest mana), I got really intrigued by the idea of Molten Vortex.
Has anyone tried that card out? It seems really interesting, sort of reminds me of punishing fire with how easy it is to get extra lands to pitch. it could also work fairly well with Ramunap Excavator (as a one-of tutor target).
Running Kessig seems fine... But I don't if I'd like to cut Sunhome for it... In many spots, you're doing that to play around removal, so you'd go through all the steps you just talked about, and then when you fetch lands off both titan triggers, you get to double strike both titans, so if they path one of them they're still taking 16, which in many spots is lethal or awfully close to it. With Kessig, they just wait for you to fetch, you need to Kessig before going to blockers step, so they can force you to make the move first and Kessig one of the Titans, and then just go ahead and path/terminate that one, taking only 8, which gives them much more breathing room. I agree with the fact that Kessig is the equivalent of Cranial Plating in Affinity, forcing opponents to use removal on plant tokens or Azusas, making it a better plan B card. But Sunhome is hands down a better plan A card (meaning it works way better when comboing off with titan or when targeting your bigger dudes.)
Still on the RG Scapeshift talk, I saw your suggestion of second Ghost Quarter, and I think even better would be to run a Tectonic Edge. It is significantly better against Scapeshift than GQ, even though we might need to do some extra maneuvering in order to leave untapped Tec Edge+1 extra mana for activation... I'll test it a bit this week/weekend and see how I feel. But I'm just a little off Chameleon Colossus, which I never seem to bring in. And when I do it feels like it's doing the same thing Tracker would be doing, but a bit better (against Death's Shadow) or bit worse (against BGx.)
Hey everyone. I think Amulet Titan is such a cool and fun deck and it seems right up my alley with what I like to play. Unfortunately I'm a budget magic player for the time being (I could afford to not be, but at the moment I can't justify the cost to myself).
I don't think this deck translates well to budget at all, but I figured there's no harm in asking. Does anyone here have a 60 card mainboard budget version of this deck? No specific budget, more of a "what are the most monetary concessions you could possibly make while having the deck still be functional with the core in tact".
Hopefully I could get a decent version of this deck for not too much of an investment and upgrade it over time.
I have a question as a person looking for his next deck project. In the simplest terms: is this deck worth learning? I don't mean whether you personally like it and think it is the best thing ever, because I know there are other decks like GDS that are clearly more powerful (or should I say less weak) against other decks in the format. I will put in the time to grind with decks (my main deck is U-Tron a similar underdog deck which requires a lot of thought) and think that this deck, in particular, looks like a good one to learn.
my 2 cents
i love the deck, but i think that you need to practice a lot more with it than with any other modern deck, without being superior (or even equal). For example, you can be a medium titanshift player and win the same (or more) amount of games than an experienced amulet player (blame on summer bloom banning haha)
But, amulet has what i think as a "secret advantage": Very few players knows how to play against this deck, so if you are good with amulet titan, this can improve your winrate by a large margin
on another topic, im foiling the deck, and there are cards that are really difficult to find, it's a little frustrating hahaa
Interesting idea on Gaddock Teeg. I threw the idea at my playtest grp for a casual discussion and we came to this (all in theory though)
- in general: mana cost is somewhat restrictive, since we only play 1 GW bounceland, as compared to RG bounceland for Ruric Thar, which we play 3-of
- against storm: gets bolted. likely they are keeping some amount of bolts post-board since they don't require to over-board against us, and bolt is still relevant in killing azusa/snake. it also doesn't stop chaining rituals into a small grapeshot, killing the Teeg and continue to storm off from there.
- against scapeshift: gets bolted/natural valakut-ed
- against U/W control: i actually like the sound of this, at most it's getting pathed, and we carry on with life from there.
- against ad nauseum: this i like even more, it really stops their combo
overall Teeg only sounds fantastic against ad nauseum. that said, i'm not entirely sure whether it warrants a slot in the SB.
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Because you have to kill the Scion in order for Polymorph to work it will always cost you 5 mana no matter how you slice it. With Summoner's Pact the deck can run an effective 8 copies of primetime plus emrakul if you want which just makes Through the Breach a better choice because of the haste.
I tested a version of Protean Hulk - it's hilarious but worse than Emrakul in my experience. The problem with both decks in my experience is the card quality stinks, worse-so in Protean Hulk version. If they counter the Breach or 'seize your Azusa, you're playing from the top almost immediately, which is rough. I've found the Breach iterations to have terrible match-ups against Jund (basically unwinnable against even the average Jund hand), all decks with the Seize/IoK/Collective Brutality/Lili package in whatever amounts, and U/R Breach. For that reason, I'm back on the stock version until combo is less prevalent in the format, which is bringing hand disruption and control pretty heavily into the meta right now. The stock version also has game against Jund, whereas I feel like I should just scoop with Breach version. I'm currently on a Rec Sage and x3 Swan Song to win counter wars and counter Blood Moons. Curious to hear any other results.
yesterday I got my best result on a tournament with the deck, ended up 11th place, 4-2, 3 mm17 boosters as price =D.
I lost 1 match due to bad luck purely, the other one was against Eldrazi & Taxes, the match was very complex for both, I ended up loosing but I could have won.
The decks I had beat where 1 bye (lol), 1 Burn (2-0), Gideon Zoo(2-1), Titanshift (2-1).
I had tested 2 cards that where not relevant into the matchups I won.
2 Saheeli Rai
2 Sentinel Totem
The sentinel helped a bit with the scry, but the matches I faced I wasn't relevant.
Saheeli Rai never show Up in one game I draw 2 on my initial hand and ended up mulligan due to ir was a 1 lander. I still bealive is a powerfull card, but requires more testing.
If I would change something in the deck I would take away saheeli in place of 2 roast. But I bealive in the combo capacity of the deck and the approach of increasing the combo capacity of the deck is a better idea.
One opponent thoght I had a <card>Sejiri Steppe</card>. I bealive it could fit I we go to the route 29 lands...
Happy Ramping!!
It helps grind through the "Endless removal" scenario mentioned above, and can easily grow large enough to close the game as a backup threat, and can also just come down earlier to ensure we keep drawing and hitting land drops. With Amulet and Bouncelands our land drops also conveniently produce 2 mana, which works out very cleanly with Tracker.
I'm also curious if anyone's looked at another card that might be good (though I'm much more skeptical): Magus of the Candelabra. On it's face it certainly doesn't seem worse than Sakura-Tribe Scout, since they have an identical worse-case scenario (pay 1 mana, dies to removal before you can activate).
Sorry if this has all come up already, I'll admit I didn't ready the previous 140 pages in the thread.
To give a little context, I'm mostly interested in Tireless Tracker outside the context of having a Primeval Titan to go with it, and I agree that cards to improve on Titan are win-more. I'm interested in Tracker as an alternative beater & in its synergy with Azusa and Scout, to continue drawing you cards and ensure you can take full advantage of the additional land drops (whereas without a CA engine I sometimes find I have a ton of extra land drops without enough lands to play).
For Magus, I generally agree on your points; it's essentially a mana dork that taps for mana equal to the number of bounce lands you have in play. For the curve reasons you mentioned I actually think Magus is ideal in a list with Explores, giving you more action on the turn 2 scenario you mentioned (having 2 mana with nothing to spend it on). The most interesting thing about the card though, in my opinion, is the option to double-activate ability lands, and magus could be a lot stronger in a list with some additional lands with tap abilites. Who knows, it might be a reason to test one of Ixalan's legendary flip lands.
Another card I suspect some of the people in this thread may have tested with but I don't see mentioned is Oracle of Mul-Daya, any thoughts?
Lastly, (sorry to diverge into so many directions) can anyone give me a quick high-level overview of this deck's bad matchups? It'd just give me a much better idea of what to try in the flex slots, as I'm not that experienced with the matchups & I imagine they've changed a fair bit since the early days of pre-ban Amulet.
Here's my current list: http://tappedout.net/mtg-decks/23-09-17-mME-amulet-titan/
I've had 3 or 4 5-0s in Comp Leagues, and I tried streaming with the deck a couple of times. Unfortunately, my computer is a crappy laptop, and I realized that when I was streaming I was doing much worse than when I wasn't simply because I was timing out way more than I should.
The main thing I've been testing lately has been messing up with the flex slots. After looking at Daryl Ayers' list from this weekend, I upped the Explore count to 3, and have been moderately happy with it. What has been truly working out for me in the current meta has been a 1 of Tracker and putting 1 Dismember in the main deck. This opens up a couple of slots in the board, and with how popular Lantern is online, the MD tracker has been stellar. The Dismember is mostly because it is sometimes amazing to have game 1 against storm or E Tron. Ballista is just too good in a lot of matchups, and mediocre at worst, so I firmly believe it has earned it's 1-of spot. The cases in which i've liked it the most has been against Affinity (where blocking/killing Etched Champion is extremely relevant) and against control, where usually you manage to swing with Titan once, and they go down to 10 or so life and then stabilize the board. Being able to Transmute for a Ballista and somehow bounce a Cavern to replay naming Construct before dropping an uncounterable Ballista for A TON is one of my favorite feelings with the deck.
In terms of the board, the extra Cavern of Souls has been really, REALLY good. I remember I first saw that tech in the PT Fate Reforged lists, and then it kinda fell off the map. It is the nuts against control and Grixis Shadow, and in my experience it's also bonkers against Storm. A lot of the times it comes down to whether they have the Remand or not (spoiler alert: they always have it.) Having an extra Cavern to draw naturally makes it more likely for you to not care whether they have it or not, and resolve your Titan/Ruric.
Speaking of Ruric, he's been really REALLY good against Storm, Control and Lantern. I've seen people bring it in against Burn, but I haven't liked it in that matchup. Most of the time it prevents you from having enough life to counter their lethal burn spell, and they are usually in a high life total before you win, so they don't mind taking 12 in order to get you dead.
Having the ability to have as much as 3 Trackers post board has been also really great for me, though I do have an unhealthy love for this card. In some matchups it's a slam dunk, but in some others (against aggro, for example) I just like it as an early drop that blocks and gives me increasing advantage if it doesn't die. I don't necessarily want 0 or 3 post board, sometimes it just being a 1 or 2-of is just fine.
In terms of sweepers, I've liked the K Returns more than Pyroclasm or Firespout. I want to hedge against Affinity more than I want to hedge against CoCo decks or Zoo, especially on the MODO metagame.
The only guy that I've been on the fence on is Chameleon Colossus. It can simply be game against Death's Shadow or BGx, but a sideboard slot is worth too much in this deck. Maybe running Relics (of which I'm running none currently) is just better overall, since it's also serviceable against Shadow and BGx, while having the upside of being great against Dredge (which I believe to be a really good matchup) and Storm (which I think is a terrible one...)
One thing that I wanted to mention, that a lot of people haven't agreed with me on, is the fact that I'm pretty ok with siding out 1 or 2 Azusas in some matchups, especially BGx and Control. I have found that even though Tribe Scout is worse than Azusa in most occasions, it is a great tool to play around Fulminator Mage/Ghost Quarter/Spreading Seas, and I value that a lot. Many times having the threat of activating Scout and vial in a bounceland to return the land they target forces the opponent into awkward spots. And sometimes they just don't respect it, and you can really get them. It definitely slows the game down, but it does so for them more than us.
Let me know what are your thoughts about this (especially the last thing I wrote, since I'm very interested in hearing other people's opinions.)
Has anyone tried Fatal Push? It seems like you could get a list together in a similar fashion to the list on the last page featuring maindeck Paths; emphasize Golgari Rot Farms, a few Blooming Marshes, and it makes maindeck Bojuka Bog go up in value. Plus, bounce lands make triggering revolt pretty trivial despite our lack of fetchlands.
It seems like in a lot of cases a single early removal spell could buy us a full turn against those decks. Bolt could also be reasonable and would require stretching our mana less, so there's that as well.
edit: not sure about the Burn matchup, but if that's also rough, Collective Brutality becomes a fantastic sideboard option that's applicable against the other small creature decks
edit edit: this could also be a good excuse to fit a slaughter pact back into the deck, which could help the "slam Titan, watch opponent untap and win" problem.
~27 Lands
4 Amulet of Vigor
4 Ancient Stirrings
3 Azusa, Lost but Seeking
1 Engineered Explosives
4 Primeval Titan
4 Sakura-Tribe Scout
4 Summoner's Pact
So that's 52 cards not counting Pact of Negation, which you may not need if you're running collective brutality or something to that effect. I'm not sure if Fatal Push is the answer, as I think Dismember does the same thing and we have plenty of life to work with against those decks typically, we just need to survive turn 3 or whatever. I think a better benefit of black would be hand disruption - having to race combo decks like Storm, Ad Nauseum and Scapeshift that are just faster and have a more reliable combo than us is not that fun. Or maybe a card like Raven's Crime. If we could get that in the graveyard, we would have something to do with the zillion lands in our hand in the mid game. Kinda scattered, but that's my two cents. Also, Ob Nix (creature with landfall) was discussed as an interesting wincon, and Glissa was another neat card option.
I've been on the take out amulet plan vs BGx, and have been a huge fan (especially against Jund, since K-command kill your dude, destroy your amulet is a huge deal.) Scouts do 2 things better than Azusa in the matchup, in my experience (besides what I already said about playing around LD): eat removal that would otherwise kill our trackers, and if they don't die they free our 3 mana spot in the curve, so we are able to slam tracker and get 2 clues immediately, which is big game.
I'm thinking about shaving Colossus, since tracker kinda covers that aspect in my list, and try something out that would help the RG Scapeshift matchup. I've found that we're in average faster than us, but they're more consistent. We win if we manage to be the first ones to play Titan and then go fetch a Blue pact or something like that, but if they manage to get to their Titan, once it resolves we have literal 0 ways of dealing with it. I'm trying to think what could help, and so far the best answer I think I have is just playing a second blue pact in the board, so we can increase the chances of being able to counter their threat after resolving our Titan without the need to transmute for that counter. I'd try something like Crumble to Dust, which can be found off Stirrings... But usually when they resolve a Titan they go get 2 Valakuts, and then start killing all our titans (and eventually our face) with subsequent triggers. It's of course great if they just randomly draw a Valakut and then run it out as a land drop earlier, but it doesn't happen that often. Another thing which doesn't help in that matchup (and which really got me earlier today) is that they're running a couple of Mwonvuli Acid Moss in their Board. Even though I believe that tech in INSANE in that deck, it's really really bad for us...
And yes, Clasm seems better overall in most matchups... But in MODO I play 2-4 Affinity players for each Company player I face. And I think K Return is enough better against Affinity than Clasm that I opt to run those. Maybe I should hedge and have a split or something... But overall, until the meta balances out a little bit, I think I'll stick to K Returns. Clasms are always ready to go in my collection, though.
Amulet Titan is cool because it has so many 50/50 matchups that is hard to say the match is lost before it starts. Im sticking on it for the tournaments.
For now Im pushing the first match to be hard devoted on combo, I bealive is the better choice.
Anyone is still having Chalice of the Void in their 75??
Has anyone tried that card out? It seems really interesting, sort of reminds me of punishing fire with how easy it is to get extra lands to pitch. it could also work fairly well with Ramunap Excavator (as a one-of tutor target).
Still on the RG Scapeshift talk, I saw your suggestion of second Ghost Quarter, and I think even better would be to run a Tectonic Edge. It is significantly better against Scapeshift than GQ, even though we might need to do some extra maneuvering in order to leave untapped Tec Edge+1 extra mana for activation... I'll test it a bit this week/weekend and see how I feel. But I'm just a little off Chameleon Colossus, which I never seem to bring in. And when I do it feels like it's doing the same thing Tracker would be doing, but a bit better (against Death's Shadow) or bit worse (against BGx.)
I don't think this deck translates well to budget at all, but I figured there's no harm in asking. Does anyone here have a 60 card mainboard budget version of this deck? No specific budget, more of a "what are the most monetary concessions you could possibly make while having the deck still be functional with the core in tact".
Hopefully I could get a decent version of this deck for not too much of an investment and upgrade it over time.
@davius Great idea to have an working budget amulet titan deck.
I bealive the deck is strong, but no match is an auto-win neither loose.
I play BURN and 8 rack and I find Amulet Titan to be my strongest deck.
Hope it helps you.
i love the deck, but i think that you need to practice a lot more with it than with any other modern deck, without being superior (or even equal). For example, you can be a medium titanshift player and win the same (or more) amount of games than an experienced amulet player (blame on summer bloom banning haha)
But, amulet has what i think as a "secret advantage": Very few players knows how to play against this deck, so if you are good with amulet titan, this can improve your winrate by a large margin
on another topic, im foiling the deck, and there are cards that are really difficult to find, it's a little frustrating hahaa
I am now one of you
teach me your ways
- in general: mana cost is somewhat restrictive, since we only play 1 GW bounceland, as compared to RG bounceland for Ruric Thar, which we play 3-of
- against storm: gets bolted. likely they are keeping some amount of bolts post-board since they don't require to over-board against us, and bolt is still relevant in killing azusa/snake. it also doesn't stop chaining rituals into a small grapeshot, killing the Teeg and continue to storm off from there.
- against scapeshift: gets bolted/natural valakut-ed
- against U/W control: i actually like the sound of this, at most it's getting pathed, and we carry on with life from there.
- against ad nauseum: this i like even more, it really stops their combo
overall Teeg only sounds fantastic against ad nauseum. that said, i'm not entirely sure whether it warrants a slot in the SB.