It seems like it speeds you up a turn by making
all your comes-into-play-tapped lands come into
play untapped, but remember- it costs one mana
itself, so your first land of the game still
needs to not come down tapped. Also there's a
few creatures and artifacts that come down
tapped I guess, but even this doesn't make
Scarwood Treefolk playable, and it doesn't
interact with Ninjutsu in a meaningful way, so
it's really just lands. The real selling point
here? If you have two in play, they both
trigger, so you can let one resolve to untap the
land, then tap it for mana in response to the
other untapping and get two uses out of your
Arcane Sanctum the turn it drops!
This card seems a little narrow for most
people's decks. It works with Nevinyrral's Disk,
but really isn't necessary. It doesn't speed up
creatures all that much. It does help you beat a
Kismet/Frozen Aether lock, but it's far from the
only way to do that. Using it to make Temple
Gardens come into play untapped seems a little .
. . underwhelming. But there are over 10,000
cards in Magic, and I have no doubt that one of
them, somewhere, is very happy to see this.
Constructed: This can really turn
all of those come into play tapped man lands
really, really good. At the cost of 1 mana this
little artifact should see alot of play.
Casual & Multiplayer:
This should help those players that do not like
cards that comes into play tapped.
Limited: If you open up some of
the new dual man lands, this can really help
out. I would draft it to get a full set, but
after that I would pass on it unless there is
alot of good stuff that come into play tapped in
Overall this is a great card. Should be hot for
Michael "Maikeruu" Pierno
Today's preview card is Amulet of Vigor which
combines quite well with most of the non-basic
lands printed in recent years, several large
creatures including Leviathans that would work
with yesterday's preview card, and some
artifacts. From the www.wizards.com site comes
this little tidbit: "If you control more than
one Amulet of Vigor, each Amulet's ability
triggers when a permanent enters the battlefield
tapped and under your control. The first ability
that resolves will untap that permanent. If the
permanent somehow becomes tapped again before
the next ability resolves, the next ability will
untap it as well (and so on)."
This is incredible when dealing with lands and
gives added value to additional Amulets that are
For Constructed, Casual, and Multiplayer this
can have some value as part of a combination and
I wouldn't be surprised if some enterprising
designer breaks this card eventually. For now it
costs a turn early to save a turn later if used
with a specific non-land card. That deal isn't
stellar most of the time, but if used in a deck
loaded with tap lands this is can really be
worth some consideration.
With Limited the value hinges entirely on how
many cards you plan on playing that come into
play tapped. Without a few of them this card has
no real value aside from Rare drafting.
Generally the odds of running a large number of
non-basic lands in Limited is small, so it can
be pretty safe to pass this early on in Booster.
It may even come around the table where it can
be grabbed for the rarity alone. In Sealed this
probably won't be playable unless you need a
cheap artifact, filler for your fortieth card,
or happen to have at least three appropriate
comes into play tapped cards.