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Thieving AmalgamHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Outlaws of Thunder Junction Commander· April 19, 2024
Carte Magic Thieving Amalgam

Thieving Amalgam is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

At the beginning of each opponent's upkeep, you manifest the top card of that player's library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a creature you control but don't own dies, its owner loses 2 life and you gain 2 life.

Complete guide

Thieving Amalgam is a high-cost Ape Snake that turns your opponents' decks into your personal army. By stealing cards and manifesting them, you force your foes into a lose-lose situation where every casualty on your side drains their life.

Manifesting from the Enemy

At the beginning of each opponent's upkeep, Thieving Amalgam triggers, allowing you to manifest the top card of that player's library. This means you put that card onto the battlefield under your control face down as a 2/2 creature. While it is face down, it has no name, creature types, or mana cost. The owner of the card is not allowed to look at it while it is face down on your battlefield.

Turning Cards Face Up

If the manifested card is a creature card, you can turn it face up at any time you have priority by paying its mana cost. Note that if the card is a noncreature card, it cannot be turned face up this way. In formats like Commander, you may need specific colors of mana outside your identity to flip these cards, which you can do if you have effects that produce mana of any color.

The Death Trigger

Thieving Amalgam's second ability triggers whenever a creature you control but don't own dies. This includes the face-down manifested cards or any other creatures you have stolen. When this happens, the card's owner loses 2 life and you gain 2 life. This is a triggered ability that goes on the stack; if your life total hits 0 at the same time the creature dies, you will lose the game before this trigger can resolve.

Multiplayer Dynamics

In multiplayer games, if a player leaves the game, all cards they own leave with them immediately. If you leave the game, all cards you manifested via Thieving Amalgam are exiled. If a creature you control but don't own dies at the same time its owner leaves the game, the ability still triggers: you will gain 2 life, though the player who left won't lose any life.

Interaction examples

The Upkeep Steal

During your opponent's upkeep, Thieving Amalgam triggers. You take the top card of their library and place it face down as a 2/2. You now control a creature you do not own. If that creature dies later, your opponent will lose 2 life and you will gain 2 life.

Sacrificial Synergy

With both creatures out, at the start of an opponent's upkeep, Thieving Amalgam manifests a card from their deck. Then, Sheoldred, Whispering One forces them to sacrifice a creature. If they choose to kill one of the creatures you previously manifested from them, Thieving Amalgam triggers, draining them for 2 life and healing you for 2.

Total Board Wipe

If you play Massacre Wurm while you control several manifested creatures belonging to your opponent, and a board wipe occurs, the triggers stack. For every creature you control but don't own that dies, Thieving Amalgam drains that owner for 2 life. If your opponent also loses their own creatures they control, Massacre Wurm will drain them for an additional 2 life per creature.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Thieving Amalgam

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Your opponents can't look at the card they own that you manifested.

    Card named in this ruling

  2. #2· Wizards of the Coast

    If a creature you control but don't own dies at the same time that your life total becomes 0 or less, you lose the game before Thieving Amalgam's last ability can save you.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a creature you control but don't own dies at the same time that its owner leaves the game, Thieving Amalgam's last ability triggers. No player loses 2 life, but you gain 2 life.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    In the Commander variant, you can produce mana that isn't of your commander's color identity if an effect lets you produce mana of that color or mana of any color, even though those symbols can't appear on cards in your deck. You may be able to turn a manifested creature card face up this way if it's not the same colors as your commander.

    Card named in this ruling

  5. #5· Wizards of the Coast

    In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, the creatures you manifested with Thieving Amalgam's triggered ability are exiled.

    Card named in this ruling

Related cards and tokens

02

Legal formats

legacyvintagecommanderoathbreakerduel
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