You know a deck is up to something when its "big finish" is literally banish everything that's already hurt. That's this list. It plays a very polite early game, looks for combo pieces, draws a ton of cards, and then turns one good turn into a board wipe.
Here's the quick payoff: you're using chip damage and tempo (bounce, exert, "no quest") to make the opponent's board imperfect, then Prince Phillip closes the door by clearing every damaged character at once.
Amethyst/Emerald | Benjamin "[Glim] BBJokeR" B
- Characters (50)
- 1 Dumbo - Ninth Wonder of the Universe
- 2 Clarabelle - Contented Wallflower
- 2 Demona - Scourge of the Wyvern Clan
- 2 Hades - Looking for a Deal
- 3 Cheshire Cat - Inexplicable
- 3 Flynn Rider - Spectral Scoundrel
- 3 Go Go Tomago - Darting Dynamo
- 3 Prince Phillip - Royal Explorer
- 3 Ursula - Deceiver
- 4 Clarabelle - Clumsy Guest
- 4 Clarabelle - Light on Her Hooves
- 4 Elsa - The Fifth Spirit
- 4 Genie - Wish Fulfilled
- 4 Prince Phillip - Vanquisher of Foes
- 4 Webby Vanderquack - Junior Prospector
- 4 Webby Vanderquack - Mystery Enthusiast
- Songs (10)
- 3 Malicious, Mean, and Scary
- 3 Mother Knows Best
- 4 You're Welcome
This deck won a recent set champs using a somewhat unconventional ink pairing for this meta. Congrats to Benjamin "[Glim] BBJokeR" B. Deck list can be found here.
What is Amethyst Emerald Prince Control?
It's a control deck that wins by:
- Staying even on board without overcommitting
- Trading time for cards (your hand stays full, they balance committing too much / too little to respect the MMM + Prince Phillip board wipe)
- Forcing awkward replays (bounce is secretly "removal" when you do it repeatedly)
- Ending the game with a swing turn where their board disappears and you start questing safely
The "Prince" part matters because your Prince package does two jobs. Early, it gives you safe bodies to sing songs and set up. Late, it gives you the cleanest "punish damaged boards" finisher in Emerald.
The core plan in one sentence
Make their turns inefficient by presenting sticky threats, then cash in that damage with a wipe and start scoring.
Now on the surface, that sounds like any control deck. The difference here is how often you get to say, "Cool, pick that up," while also refilling your hand and keeping ink moving.
What are the real engines?
Webby and Flynn are your early "do stuff" cards
Webby Vanderquack - Mystery Enthusiast is simple, but it turns your early turns into real tempo (a little boost at the right time changes which challenges are profitable).
Flynn Rider - Spectral Scoundrel is one of the sneaky reasons the deck feels unfair. You can "bank" cards under him (Boost 2), and once he has at least one card under him, he gets bigger and quests for more. The important part is that he scales at any point of the game without you spending a real card from hand each time.
Webby Vanderquack - Junior Prospector is the "oops I'm ramping" piece. When she quests, if your opponent has more ink than you, you can put the top card of your deck into your inkwell (facedown and exerted). That's the kind of text that quietly fixes bad control draws and punishes greedy Sapphire decks.
Clarabelle is your midgame glue
You've got three Clarabelles, and they're doing different jobs:
- Clarabelle - Contented Wallflower helps you keep hitting resources by digging the top of your deck for a character when you play her.
- Clarabelle - Clumsy Guest handles items and is a great shift target for the next card.
- Clarabelle - Light on Her Hooves is the big tempo card: Drawing up to your opponent's hand size can be pretty powerful, and punish Amethyst decks. Playing You're Welcome adds additional value and can be sung.
With that, your midgame often becomes: stabilize, bounce their best threats, and keep drawing so you can close the game out with a strong Prince Phillip play.
Elsa and Genie keep the pressure off you
Elsa - The Fifth Spirit is a clean control tool: she has Rush, Evasive, and when you play her you exert a chosen opposing character. A sticky threat that can break boards when deployed.
Genie - Wish Fulfilled is straightforward value: Evasive, and when you play him you draw a card. He's a body that replaces itself, which is exactly what you want when your plan is to trade time for cards.
Your "interaction suite" is mostly bounce (and that's the point)
Here's what you're leaning on:
- Mother Knows Best: return a chosen character to hand (and because it's a Song, you can sing it).
- You're Welcome: shuffle a chosen character, item, or location into the deck, then that player draws 2. This looks symmetrical, but control decks love turning one big threat into "go redraw it" while you already have a full hand.
- Hades - Looking for a Deal: Extremely flavorful, and accomplishes one of two goals of our deck.
- Malicious, Mean, and Scary: puts 1 damage counter on each opposing character. This is the setup button for your finisher (and it also cleans up a bunch of small utility bodies).
However, the real lesson is how you use bounce.
The bounce rule that wins games
If you're bouncing something they spent ink on this turn, you're winning time.
If you're bouncing something they spent cards to protect, you're winning cards.
The closer: Prince Phillip (and why "damaged" is the magic word)
Prince Phillip - Vanquisher of Foes is the finisher: when you play him, he banishes all opposing damaged characters.
So, your whole game shifts into a simple question:
"How do I make their board damaged without dying?"
A few practical ways this list does it:
- Chip challenges with early bodies (you do not need to win every fight, you just need damage to exist)
- Malicious, Mean, and Scary to tag everything at once
- Force bad blocks by threatening bounce lines (people challenge when they feel behind)
Then you land Phillip, clean the board, and suddenly your evasive threats and card advantage turn into a safe quest plan.
Sequencing that actually matters
Early turns: don't "control" too early
Your early game is about presenting annoying bodies and keeping your hand functional.
A very normal line looks like:
- Deploy a cheap character that either trades well or scales (Flynn, Webby).
- Use small boosts and safe challenges to shape the board, not to "win" it.
- Start singing bounce songs as soon as it's efficient.
If you fire off bounce the second you can, you'll run out. If you wait until bounce denies a full turn, you'll feel like you're cheating.
Midgame: the Clarabelle line
Once Clarabelle - Light on Her Hooves is online, your turns get repetitive in the best way:
- Empty your hand as efficiently as possible
- Draw the maximum amount of cards to follow up with excessive control or combo pieces.
Late game: count "damage sources," not "removal spells"
Before you commit to a Phillip turn, check:
- How many opposing characters are already damaged?
- Can you tag the rest (combat, Malicious)?
- Do you have a follow-up quest plan if they rebuild?
If Phillip wipes and you pass the turn with no board, you gave them a reset. If Phillip wipes and you have evasives ready to start scoring, you ended the game.
Matchups and how to play them
Against aggro: bounce is your "heal spell"
Your goal is not to out-fight aggro. Your goal is to make them replay threats until they run out of gas.
Priorities:
- Bounce the thing that enables the biggest quest swing (Mother Knows Best early is totally fine here).
- Use Elsa's exert to force a board break and start challenging.
- Don't get greedy with Malicious unless it's stabilizing immediately.
If you stabilize at a low lore total but with a full hand, you're favored.
Against midrange boards: set the trap
Midrange players want to curve out and sit behind "good stats." That's perfect for you.
You're looking for:
- chip damage across multiple bodies
- a Malicious turn that makes everything damaged
- Phillip to punish the whole board
If they ever present a wide board of medium-sized characters, that's usually your "okay, time to end this" moment.
Against control: you're the tempo deck
This is the funny part. Into slower decks, you often become the one applying pressure with evasive bodies and incremental lore, while keeping bounce to protect your best threats.
You're Welcome can be huge here because shuffling away a key piece forces them to redraw it, and you usually have the better long-game card flow.
What now?
If you're picking this deck up, here are the next steps I'd actually do:
- Goldfish your first 4 turns and write down the hands you'd keep (you'll learn fast what "functional" looks like).
- Play 10 games where your only goal is to land a strong Phillip turn (even if you lose). You're training the deck's main muscle.
- Track one stat: how often you bounce something the same turn it was played. If that number goes up, you're playing the deck right.
If you jam this list this week, what's the first lever you're pulling, more bounce, more draw, or more "set up the Phillip turn" pressure? And if you've got Prince Control stories (perfect plays or total misses), tag me on X at @_EmeraldWeapon_.





