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One of the seasonal new set traditions is the Gatherer search. It starts with the new set and an open Notepad document and ends with a list of a bunch of card names. Half of them I probably won't even play, but at least I thought about them!
Fortunately, my fellow writers have done a good job of covering some of the ones I was more concerned would be solo ventures. Conley Woods finding a good home for Trove of Temptation was one of those small wins. Still, there are plenty more to try out.
The first thing that hits me with Primal Amulet is that I would much rather cast it and immediately cast another spell in the same turn. That implies two-cost interaction that gets reduced by it or one-drop interaction. That basically describes the best red cards in the format, which in turn says that people weren't just defaulting to the Pyromancer's Goggles decks for no reason (or were accidentally right to do so). Black is also an option due to Fatal Push, as showcased in Sam Black's list from a couple of weeks ago.
I do want to point out that Pyromancer's Goggles was played in nonblue decks as well. Primal Amulet is a bit different, as you need to chain off spells first before you start copying stuff, which implies a very spell-heavy deck and not quite the ramp decks incidentally using Pyromancer's Goggles mana I'm referring to. Primal Amulet also doesn't immediately pay off to nonspell mana like Goggles and doesn't force you to play Tormenting Voice-style card draw that is more of a natural fit in ramp decks with lots of conditional blanks. There might be a nonblue Primal Amulet deck at some point, but I want to start by assuming I'll be copying Glimmer of Genius.
I also want to note that Primal Amulet is also useful in multiples as a nonlegendary permanent. I don't know if "good" is the exact word I'm looking for, but transforming the first Primal Wellspring is almost an eventual win without help because the double spells will find the next Primal Amulet, which turns into more double spells, and so on. I'm half-sad that my third Primal Amulet transforms regardless of what I want, so I can't just use the cost reduction and go off, but also half-happy that I eventually get back to two-mana Lightning Strikes so I can use double Wellspring mana for nine damage.
The other half of this point is I'm not even sure you need a win condition besides Primal Amulet. Unlike Todd, I'm not going to worry about Hazoret's Undying Fury or The Locust God. I just want more Glimmer of Genius-style four-drops I can just cast and take over.
That said, I think providing a list at this point would be irresponsible and only promote bad ideas. Like I said last week, I can't imagine control shoving on a plan that isn't Duress-proof, and Primal Amulet certainly isn't that.
Looking at the list of control nightmares, I think you may also have to play U/B to have outs to Carnage Tyrant. Technically a copied Sweltering Suns does that, but let's be real here. Playing U/B does mean you can just play The Scarab God in addition to your Doomfalls or whatever else beats Carnage Tyrant, but at the same time I'm wondering why your The Scarab God deck plays Primal Amulet…
Oh well, not every start comes to a successful finish in the brew process. Next up!
The answer is that it is close. You really need creatures that cost one or zero for this strategy to work, similar to the Shadows over Innistrad Humans decks. You need to be able to cut land and have multiple spell turns, as, if you are matching your opponent on number of spells drawn and cast, you are not going to beat their Glorybringers.