Whispers in the Well: Amethyst’s New Bag of Tricks and Powerful Control

Hello again, Illumineers! We’ve sorted through the steadfast cards of Amber, and now it’s time to delve into the mystical and mischievous world of Amethyst. If you love powerful spells, clever recursion, and controlling the board with mind-bending effects, then the new cards in Whispers in the Well are going to make you very happy.

Amethyst is getting a treasure trove of tools that reinforce its identity while pushing it in exciting new directions. From challenge-matters payoffs to some of the most powerful board control we’ve ever seen, this ink is poised to be a dominant force. Let’s look at the cards that are going to be making waves.

New Themes: Amethyst Shenanigans & Challenge Payoffs

minnie
horned king

Before we get to the legendary powerhouses, it’s clear Amethyst is developing two key sub-themes this set.

  • The “Champion” Cycle: Like the Mickey in Amber, Amethyst gets its own ink-specific leader in Minnie Mouse, Amethyst Champion. A four-cost 2/3, she lets you draw a card whenever one of your other Amethyst characters is banished in a challenge. This encourages building a board of Amethyst glimmers and rewards you for making favorable trades.
  • Recursion with a Twist: The Horn King, Wicked Ruler is a fantastic example of Amethyst’s classic recursion. As a Shift 2 character, he can come down on turn two and provides immense value. When one of your other characters is banished in a challenge, you can return that card to your hand, but then you must discard a card. This cycling effect lets you save your most important characters while filtering through your deck.

The Meta-Defining Amethyst Cards

Now for the main event. These are the cards that have the raw power to create new archetypes and become format staples.

Demona, Scourge of the Wyvern Clan – The Board Reset

demona whispers

This card is, to put it simply, bonkers. Demona is a six-cost, inkable 5/6 with a game-altering ability: when you play her, you exert all opposing characters. As if that weren’t enough, each player with fewer than three cards in their hand then draws until they have three.

The implications are staggering. You can drop her, tap down your opponent’s entire board, and then use your ready characters with Challenger to pick off their biggest threats. The hand refill clause means you’re almost always getting value, making her one of the most powerful board control cards in the entire game.

Hades, Looking for a Deal – The Perfect Dilemma

hades whispers

Hades presents your opponent with a choice where there is no good answer. This five-cost, inkable 3/4 forces a tough decision: when you play him, you choose an opposing character. Your opponent must then choose to either let you draw two cards or put that chosen character on the bottom of their deck.

This is a brilliant “punisher” effect. Are they going to give up their biggest threat on the board, or will they let the Amethyst player, known for card advantage, draw even more cards? Either way, you come out ahead. He’s a fantastic turn-five play that puts your opponent in an impossible position.

Can’t Hold It Back Anymore – The Ultimate Damage Combo

whispers can't hold it back

Ruby/Amethyst players, rejoice! This four-cost, uninkable song is a finisher in the making. It allows you to exert a chosen opposing character and then move all damage counters from all other characters to that character.

The combo potential is insane. Imagine having a few characters on board with damage. You can then play this song to consolidate all of that damage onto a single, massive threat, banishing it instantly. This card provides a unique form of removal that can deal with the biggest bodies on the board.

Iago, Stomping Mad – The Hyper-Efficient Challenger

whispers iago

Sometimes, simple is best. Iago is a two-cost, inkable character with 0 strength and 2 willpower, but he has Challenger +5. That makes him a 5/2 on your turn for just two ink. That is an incredible rate for clearing early-game threats. He can trade up into almost any character played in the first three turns, making him a premier tool for any Amethyst deck looking to control the board early.

Junior Woodchuck Guidebook – The Versatile Draw Engine

whispers junior

This two-cost item is a fantastic piece of card draw with a built-in sacrifice. For one ink and banishing the item itself, you Draw 2 cards. This is incredibly efficient. In decks that want to cycle through their hand quickly, or those that can abuse items being in play, this provides a cheap and effective way to refill your hand. It’s simple, effective, and will find a home in many Amethyst strategies.

Final Thoughts on Amethyst

Amethyst is being armed to the teeth in Whispers in the Well. With powerful control, efficient removal, unique recursion, and terrifying new win conditions, it has a solution for almost any problem. The combination of board-wide exertion and card draw is going to make Amethyst a top-tier ink for control and combo players alike.

Next up, we’ll see what tricks Emerald has up its sleeve. See you in the next one!