Amber / AmethystSong Control · Disrupt while questing
Amber's lore engine paired with Amethyst's bounce, exert, and hand disruption. You quest for lore on every turn, while Amethyst's tricks make sure your opponent's threats never quite line up. Long games favor you — Amber heals what damage gets through, and Amethyst keeps the opposing board tilted.
What each ink brings
Top cards from each ink
The pieces you'll see in nearly every Amber/Amethyst decklist. Click through for full card details and current prices.
Amber staples
The gameplan
Amber/Amethyst is a song control deck. The plan unfolds across the early, mid, and late game.
- Turns 1–3: HeiHei, Minnie, and Cinderella start questing. Ink your songs and bounce effects so they're ready when needed.
- Turns 4–6: Land Rapunzel for the heal package. Use Amethyst bounce to clear the opposing board's biggest threat. Songs trigger for free off your singers.
- Turn 7+: Drop Elsa, Spirit of Winter for the lockout, or Mickey Musketeer Captain as Bodyguard. Ride lore advantage to 20.
Sample 60-card decklist
A representative tournament-style shell. Quantities are starting points — most lists swap a few flex slots based on the local meta.
Strengths & weaknesses
Strengths
- Two complementary win conditions: lore race or board lockout
- Healing + bounce = exceptionally hard to close out quickly
- Strong song package — free or cheap effects all game
- Elsa, Spirit of Winter as a singular game-ender
Weaknesses
- Slower than pure aggro decks
- Limited hard removal — relies on bounce to deal with persistent threats
- Vulnerable to fast Ruby damage that races your healing
Matchup notes
Rough guide to how Amber/Amethyst performs against the most common archetypes you'll meet at events.
Other ink combos to explore
Each of the 14 other dual-ink combinations has its own personality.