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Amareth, the Lustrous

Amareth, the Lustrous

Legendary Creature — Dragon

Amareth wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Dragons or Library Manipulation.

  • Mana cost3 genericgreenwhiteblue
  • White, Blue, Green ()
  • Power / toughness6 / 6
  • RarityRare

Flying

Whenever another permanent you control enters, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.

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Archetypes

Cards That Fit Amareth, the Lustrous

Picked for what they do in Amareth's deck. When two cards do the same job, the one with the lower comes first. All of them fit Amareth's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Amareth, the Lustrous

explain how Amareth works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 10 Nov 2020

Card types that can appear on permanents and cards in a library include artifact, creature, enchantment, land, planeswalker. Instant and sorcery are card types, but they can't appear on permanents. Legendary, basic, and snow are supertypes, not card types; Dragon and Pirate are subtypes, not card types.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Amareth, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUGPlayers write colors as letters: W for white, U for blue, G for green. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageETB PayoffRewards you whenever your permanents enter the battlefield. It either gives you something for each arrival or makes their 'when this enters' abilities happen twice. Impact Tremors, PanharmoniconOpen the ETB Payoff pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page