HARDEST Combo in MTG! Amulet Titan | Pretty Deece TCGplayer

Wanna see a turn-two win? Sweet. So do I. Here’s your opening hand. There’s a chance you already know what’s
about to go down, but for completion’s sake, let’s walk through it. First turn: play Forest, cast Amulet of Vigor,
say go. I get that this doesn’t look like much,
but we’re gonna win the game next turn. I promise. Turn two: cast the second Amulet of Vigor. Now play Simic Growth Chamber. Two Amulet of Vigor triggers go on the stack,
as well as the Growth Chamber’s own enters-the-battlefield trigger. The Amulet trigger isn’t a replacement effect,
so since you’ve got two Amulets, their triggers stack. Put the Simic Growth Chamber trigger on the
stack first—targeting itself—followed by the two Amulet triggers. As you can see, thanks to our handy Stack
VisualizerTM, the Amulet triggers will resolve first. So let the first one resolve. Now Simic Growth Chamber’s untapped. There’s still that other Amulet trigger
on the stack though, so before that resolves, tap the Growth Chamber. Now the second Amulet trigger resolves, and
our karoo land untaps. The only trigger left on the stack now is
the one from the Simic Growth Chamber—before that resolves, tap the Growth Chamber for
mana again. Now the last trigger resolves and the Simic
Growth Chamber comes back to hand. Cast Explore. Now play Simic Growth Chamber again, and just
do the same thing we did the first time you played it. Now cast Summoner’s Pact. If you don’t have any experience with the
Pacts from Future Sight, they’re five cards that all do a thing that you don’t have
to pay for until your next upkeep, and if you don’t pay for them, you LOSE THE GAME. That’s not an exaggeration, you just straight-up
lose the game. Says right on the card. One time I watched a Pro Tour Champion, playing
for day two at a Modern Grand Prix against my buddy, forget to pay for his Slaughter
Pact. And… he lost the game. The card’s not kidding, guy! You will lose the game! Says right on it. Despite such a steep drawback, the Pact mechanic
is pretty broken. For example, if you can win the game before
you need to pay the upkeep cost, then you got a free spell! And in this scenario, you are indeed about
to win the game. The card you’re going to get is Primeval
Titan. Prime Time, the scourge of Commander and the
patron saint of Rampant Growth enthusiasts, is the centerpiece of this deck, hence the
name Amulet Titan. Since you have enough mana left over to cast
Prime Time, go ahead and cast it. For its enters-the-battlefield trigger, fetch
Boros Garrison and Slayers’ Stronghold. Five triggers are gonna go on the stack when
they hit the battlefield: two untap triggers for both lands, thanks to the two Amulets,
and Boros Garrison’s bounce trigger. Put the Boros Garrison trigger on the stack
first, and then you can stack the other ones pretty much however you want. For the sake of demonstration, we’ll do
them like this. Let the Boros Garrison and the Slayers’
Stronghold untap once; before they untap a second time, activate the Slayers’ Stronghold
targeting the Primeval Titan. Then both lands untap again; before the Boros
Garrison’s bounce trigger resolves, activate the Stronghold again, targeting the Primeval
Titan. With the Boros Garrison bounce trigger, you
can bounce anything you want except for the Garrison itself. We’ll just bounce the Forest because who
cares. Okay, Primeval Titan is now a 10/6 with haste
and vigilance. Go ahead and attack with it. When it attacks, you get to search up two
more lands. This time we’re grabbing Vesuva and Sunhome,
Fortress of the Legion, and Vesuva’s gonna enter the battlefield as a copy of the Boros
Garrison. Five triggers go on the stack, just like when
the original Boros Garrison and the Slayers’ Stronghold hit the battlefield, so we’ll
stack our triggers similarly. Let Sunhome and the imposter Boros Garrison
untap, but before the second round of untap triggers resolve, tap the Boros Garrison for
mana. Now the Boros Garrison untaps—before the
bounce trigger resolves, you can tap it again and activate the Sunhome, giving Prime Time
double strike. With the bounce trigger, you can bounce…
oh, I don’t know, the Vesuva, I guess? It doesn’t even matter! You’re attacking with a 10/6 double-striker
on the second turn. They’re dead! That’s the basic idea behind Amulet Titan:
Put an Amulet of Vigor in play, stick a Primeval Titan, win the game. That sounds pretty simple, but the thing about
Amulet Titan is that its opening hands aren’t very intuitive and the “combo” isn’t
really on the battlefield—the deck just wins in a flurry of triggered abilities all
on one turn. The counter-intuitiveness extends to the utility
cards, so let’s walk through them real quick. The deck is almost half lands, so the deck
plays two Kamigawa-block cards that got zero recognition while they were Standard-legal:
Sakura-Tribe Scout, and Azusa, Lost but Seeking. In the common instances where you don’t
win on the second turn of the game, these two cards help to mitigate the drawback of
the Karoo lands. (They’re called Karoo lands because of the
old card Karoo). This deck is possible because of how Karoo
lands and Amulet of Vigor interact. This is important to remember because mulligan
decisions are one of the most skill-intensive aspects of playing this deck. Basically, it’s really hard to keep a hand
without one of the green Karoo lands. Boros Garrison doesn’t count—you actually
want Boros Garrison, Slayers’ Stronghold, Sunhome, and Vesuva in your library when you
cast Primeval Titan so that you can fetch them up, untap them, and activate them all
in one turn. You can think of Sakura-Tribe Scout and Azusa
as a hedge against all the times you don’t have access to an Amulet of Vigor. One of those two creatures alongside a Karoo
land can give you access to a surprising amount of mana. In fact, some of you might remember the previous
iteration of this deck: Amulet Bloom. That deck was really good. So good, in fact, that Summer Bloom got banned. Since the Summer Bloom ban, the playerbase
at large has been pretty lukewarm on the whole Amulet of Vigor/Primeval Titan idea. It’s also really difficult to play. That’s definitely a contributing factor. What I’m getting at here is that, while
Azusa, Lost but Seeking was present in the original version, you can think of Sakura-Tribe
Scout as kind of a replacement for Summer Bloom. Obviously Sakura-Tribe Scout isn’t as broken
as Summer Bloom is, but it’s still really powerful contextually. With access to all the mana that Sakura-Tribe
Scout and Azusa can provide, you can transmute Tolaria West. Transmute’s the Dimir mechanic in Ravnica,
and it originally appeared on spells. Tolaria West… is a land, making the transmute
a little weird here. When you transmute Tolaria West, you can only
get something with converted mana cost zero, which is actually fine, because a lot of stuff
in the deck costs zero, and if none of these spells tickle your fancy, the deck’s got
LOADS of utility lands. Ghost Quarter nukes an opposing land. Radiant Fountain combos with Karoos to give
you an edge against burn. Cavern of Souls keeps countermagic off your
Prime Times. Bojuka Bog exiles graveyards, and Khlani Garden
neutralizes an opposing Liliana of the Veil. But for the most part Tolaria West is gonna
transmute for Summoner’s Pact, which will search up a Primeval Titan, and then you’ll
win from there. But! If you don’t have an Amulet of Vigor, fear
not. You can always just search up Hornet Queen,
which, more often than not, will buy you more than enough time to dig to an Amulet of Vigor
to set up the Primeval Titan win. This deck does two things really well: win
with Primeval Titan, and stall long enough to set up a win with Primeval Titan. Ancient Stirrings, a card that people like
to shout about getting banned from time to time, also features in this deck. Sometimes it’ll dig for a Karoo land to
get some mana going, but most often, you’re trying to find an Amulet of Vigor with it. The nice thing about Amulet of Vigor, which
we already demonstrated, is that it’s great in multiples. The deck operates alright without an Amulet
of Vigor, but the difference in the games with an Amulet and the games without one are
night and day. The rest of the cards are pretty straightforward. Engineered Explosives, a card that can be
searched up with the aforementioned Tolaria West, beats Bogles and Humans on the spot. Explore provides card-draw and extra land
drops, two things this deck really wants. Dismember kills a thing, and so does Reclamation
Sage, which can also be searched up by Summoner’s Pact, which can be searched by Tolaria West. You get the idea. Everything in this deck either wins the game,
searches for something that wins the game, or stalls an opponent juuuuust long enough
to seal up the game. The deck’s pretty under-the-radar. By playing Amulet Titan before it gets a ton
of press, you’re going to have a big advantage against the prospective field. Or, y’know, maybe there’s another weirdo
Modern combo deck I missed. We’ve done a bunch so far, but Modern’s
bonkers and there’s always another deck to unpack. So let me know what your favorite Modern deck
is in the comments, and if you enjoyed this video or Pretty Deece in general, please for
the love of GOD like and subscribe because your engagements are basically the reason
we’re allowed to do this stuff. And while you’re at it, I write a newsletter
for TCGplayer every week, and there’s a link in the description if you’re into that. Thanks so much for watching, and we will see
you next time.

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100 thoughts on “HARDEST Combo in MTG! Amulet Titan | Pretty Deece TCGplayer

  1. As a yugioh pLayer, I have never ever played mtg nor was I thinking if playing, until daddy pewds as well as this video popped up. I will check for some vids so I learn about some basics.

  2. hi! I'm loving the Pretty Deece series so far, I'd like to suggest to add some colours onto the deck list you have; sorta especially for new players (like me) to understand wat colour the deck is + general mana distribution a little faster…
    anyways hope to see more and another vid soon! It's been months!!

  3. I don't quite catch that
    Why would the until end of turn be any worth on the next turn?
    What about the Mana you're supposed to play to not losing the game?

  4. I remember playing against this deck a LOT when summer bloom wasnt banned. The deck would be featured in every top8 in my region

  5. I now have interest in modern again. I thought I would never play after KCI got banned, but now there is another skill intensive combo deck I know about. So I’ll play that.

  6. Looks pretty cool, but the hardest combo in magic? Hardly, for one, Spanish Inquisition is probably a lot harder to play than this.

  7. I'm missing something here. What's giving you 2 combat phases? You say to swing with the prime time after slayer's stronghold is out, then you say to swing with it again after sunhome is used. None of the cards used give an extra battle phase, from what I've seen

  8. Wow, this was an enlightening video. I played against this deck at an fnm but the guy playing it had borrowed it and wasn't 100% sure on how to play it. Now that i see it laid out I understand just how lucky I was.

  9. Since all the comments are so nice & supportive, I feel like I stumbled into the Twilight Zone corner of the internet.

    I'll fix this, you and your videos suck! There, now it's a real internet comments section in 2019.

  10. Please-please-please do a video explaining the dynamics behind the EDH infinite-combo revolving around The Gitrog Monster, Dakmor Salvage, and any free discard outlet such as Noose Constrictor. I keep hearing from multiple sources that this combo is not deterministic falling in the same camp as Four-Horsemen making it not tournament viable, while others argue that it will always end in the same outcome regardless. The jargon that gets used when discussing this combo is too much to comprehend all at once and I need a video like this to clearly explain it for me and my play group to better understand how it works from both a card ruling and tournament ruling standpoint. The deck is scary fast and consistent and I think you'd be perfect for covering it!

  11. I clicked on this thinking it would be a video about Memory Jar. Turn one wins, but only if you did everything EXACTLY right.

  12. From playing this deck, I was far too antsy to summoners pact for Azusa, playing some more simic growth chambers, transmuting tolaria west for a second summoners pact, then getting the titan. Still wins like.
    And not that anybody is probably interested, but some lists these days have cut the hornet queen and one cavern to play 2 trinket mage, with a second sideboard explosives, tormod's crypt, and academy ruins. There's also more white based lists that are playing 3 selesnya sanctuary and 1 gruul turf so they get sideboard sigarda host of herons, gaddock teeg, path to exile, and still play your sideboard ruric thar. Apparently this version is better

  13. You're attacking with a 10/6 double striker on the second turn, they're dead!…Unless they played pretty much any 1-mana chump, in which case they live by 1-ish and you have a "lose the game" effect queued up in your next upkeep, likely without the Mana to pay it off.

  14. I am a little confused on the khalni garden neutralizing Liliana of the veil. That flew right over my head. Some explain it to me.

  15. the most bizzare deck I ever tried designing involved essentially trying to find as many combos as possible with overlapping parts in them. All in all it was a reasonably effective deck and almost literally never played even remotely the same as it did in any previous game which kept things interesting.
    on the downside though the damn thing was an absolute NIGHTMARE to play against and even worse to be the person playing it since trying to make any decision was playing the odds on hundreds of win conditions and a couple dozen survival tactics.
    sooo it never made it past the point where you take the cards you already have and then just write the rest on pieces of paper to playtest it. my goal in designing the deck was to make something fun to play/playagainst and I ended up with the single least enjoyable deck I've ever seen, even worse than the one a friend of mine designed to try to get someone to quit magic (a control deck that wouldn't even let the opponent LOOSE the game, let alone win)…I think the big difference is that with my combo deck both players had a good chance of winning at all times, making it so that those impossible decisions it forced always actually mattered.

  16. I made a combo elf deck that draws as much of ur deck as you want and plays it on same turn, and with correct cards it can trigger on turn 3, w the right 9 cards + good first draw. Either way, wins turn 4 most times.

  17. Here's a better T2 win…
    Turn 1: Forest. Glistener Elf.
    Turn 2: Forest. Might of Old Krosa. Berserk.

    Swing for the win.

  18. Wow, Magic has gotten WAAAAAAY too complicated. I wanted to come back to play, but this is nuts. I remember the games back in the day going a lot slower and were a lot more fun. Sigh.

  19. TCG player should have a series on getting how to work around the stigma of playing magic haha it’s hard to get people into cards

  20. Turn 2, Amulet pilot pulls off hardest combo in MTG, explaining it step by step. Finally looks up at opponent 5 minutes later, sees Path to Exile

  21. Ok, is he only considering current combos? Because….. scrambled eggs combo happened. This is nothing compared to piloting that hot mess.

  22. Wait…the old Rav lands can target themselves with the bounce effect? How does that work? I thought bouncing another land was part of the "cost" to play the Rav duel lands? Bleh I've been out of the loop for too long.

  23. I honestly don’t know if this was the hardest combo ever but my teacher told me one of his friends managed to find a combo where the opponent had to kill themselves and if they didn’t their board would reset I have no idea how they pulled it off can anyone help me find the combo

  24. I have no idea why I wasn't already subscribed, so now I did it. Looove this video and the series! Gotta get myself some Karoo lands 🙂

  25. Here's a more difficult combo:
    Magistrate scepter with one charge on it. Vorel with illusionist's bracers puts it up to four. Magistrate scepter gets an extra turn. Reassembling skeleton attacks, probably gets blocked and dies, two Mana to return it, sundial of the infinite to stop healing, end turn and do it again

  26. A funny tech in this deck was Hive Mind. Do the 6 mana combo, play Hive Mind, play a bunch of pacts, pass, and look as the opponent loses because they can't pay 8-12 mana for the pacts.

  27. My current favorite viable deck is a Coin Tribal deck I made, bases off of Krark's Thumb to get insane values out of cards like Stitch in Time, Fiery Gambit, and Mana Clash.

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