Amber / EmeraldTempo Bounce · Replay characters for repeated value
A trickier deck than it looks. Amber's lore engine combines with Emerald's bounce-and-replay package — return your own cheap questers to hand, replay them for free triggers, and stack Evasive characters opponents can't reach. The deck demands tight sequencing but rewards it with the most value-per-turn of any Amber pairing.
What each ink brings
Top cards from each ink
The pieces you'll see in nearly every Amber/Emerald decklist. Click through for full card details and current prices.
Amber staples
The gameplan
Amber/Emerald is a tempo bounce deck. The plan unfolds across the early, mid, and late game.
- Turns 1–3: Lay HeiHei and cheap Evasive Emerald questers. Bank ink for the bounce-and-replay loops mid-game.
- Turns 4–6: Bounce your own characters back to hand to re-trigger their enter-the-board effects. Rapunzel + bounce is a healing engine.
- Turn 7+: Close with Mickey Musketeer Captain as Bodyguard for your Evasive questers, or out-quest with cheap recurring lore.
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
- High value per turn — bouncing maximizes triggers
- Evasive characters are unblockable lore engines
- Healing protects the long game
- Multiple win conditions (lore, attrition)
Weaknesses
- Tight sequencing — easy to misplay the bounce loops
- Weak to mass exert effects (Amethyst control)
- No hard removal
Matchup notes
Rough guide to how Amber/Emerald 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.