Four to cast and four to activate means that
this isn't really the best choice for dropping
just any old creature, but for creatures that
cost a lot, like Eldrazi or Darksteel Colossus,
it's perfect. Especially good for yesterday's
Dragon, as it shaves three mana off the cost,
amkes it colorless, and allows you to "respond"
to any damage an opponent may take by dropping
in a 12/12 Dragon. Also effective with any
comes-into-play abilities like Mulldrifter,
Woodfall Primus, or Sphinx of Uthuun, or really
any creature that can complicate the combat
phase. Scout's Warning was a favorite of mine,
and while this lacks a bit of the surprise
value, its repeatability makes it fearsome.
I really had to laugh when I saw this card in
the M12 gallery. Its existence in the current
Standard environment means that every
possible way to get an Eldrazi into play is
covered. It's shone in casual play for years,
and this reprint only serves to introduce it to
a whole new cohort of players, who I expect will
take to it just as well as people did when it
was new. I'd have to say what I like most about
it is that it justifies any number of cards that
are sometimes written off as "too expensive."
Has anyone tried it with Furyborn Hellkite yet?
Today's card of the day is Quicksilver Amulet
which is a four mana artifact that for a cost of
four mana and tapping can place a creature from
your hand into the battlefield. Being able
to play any large creature at a reduced and
colorless cost is a big benefit especially as
this can be used on an opponent's turn.
There are no shortage of interesting choices
work with and considering Elvish Piper and
Polymorph have been used recently there will be
some decks running this. It can be used
multiple times and is not as vulnerable to
removal as a creature would be, which are nice
advantages to have in one card. Overall
this is a fun card, particularly for Casual
players to play otherwise impractical creatures,
and is tournament viable with the biggest
threats of each set.
For Limited the number of creatures you are
likely to have that are high in casting cost
should be fairly low, but this is still useful
for having the option of playing any creature
you want on your opponent's turn. It will
change how an opponent plays if they are
considering an attack against four untapped
lands and a Quicksilver Amulet, which can be
value enough. Also it works around colored
casting costs which can be an issue for
multicolor decks. It is worth including in
your Sealed deck if you are playing several
colors or have a few creatures with an above
average casting cost and can be used for the
improvised Flash effect if neither are needed.
For Booster the value is a bit reduced if you
are drafting a single color, though passing it
is risky and the other uses will still apply.
In addition the potential to play one of the
seven mana creatures well before you even draw
seven lands is almost reason enough to run this
in the format which makes it an unconventional,
but strong first pick.
Welcome to
another card of the day review at Pojo.com. This
time around we quickly look at Quicksilver
Amulet. Quicksilver Amulet is a rare artifact
that costs four generic mana. It has an ability
that lets you pay four mana, tap the amulet, and
put a creature card from your hand onto the
battlefield.
This card requires little explanation. It is just ridiculous.
The ability to pay just four mana to put
anything onto the battlefield is just nuts.
Emrakul for four mana. Tripping off activated
abilities, such as Bloodthirst, for four mana.
The range of options, and the variety of deck
types this card could end up in is just simply
astounding.
But the main fun part of this card I had to go into
lengthy discussing with one of my customers over
the weekend is the timing, and strategy altering
scenarios this card can present. Like I
explained to him, I would never use this card on
my own turn, unless something so great, or
something that would win me the game right there
was readied. Instead, you leave it untapped, and
wait for your opponents turn. If they attack
with something, you can select whatever you may
need to put in front of it. If the do not
attack, you wait for their end step, and drop
out something useful that will then be able to
attack on your turn. The bluff could hold off an
attack so long as the Amulet is untapped and you
have cards in your hand. Cause your opponent
simply does not know what lies behind the
Amulet.
And then I was asked, well if I don’t use it, they could
destroy it. It was then I also had to explain a
stack scenario. Even if targeted by a
Naturalize, you have the opportunity to respond
by tapping it, and using the ability one last
time before it is destroyed, again, no harm in
holding. Even if they have two destruction
spells, the ability still was paid for and made
it to the stack, menaing your creature will come
into play, so why rush things.
It is reasons like this the Quicksilver Amulet is so amazing.