|Type(s)||Action - Duration|
|Now and at the start of your next turn, choose one: +; or trash a card from your hand; or gain a Silver.|
Amulet is an Action-Duration from Adventures. It acts as a sort of Duration Steward, giving you a choice between three options now and later (you may make a different choice each time). It is a trasher, a gainer, and a source of .
 Official FAQ
- You choose something when you play it, and again at the start of your next turn; the choices may be the same or different.
There is no strategy article for Amulet, but the card has been discussed on the forum.
Amulet is a strong and flexible card, that can be bought in the opening and used in a wide variety of decks. In engines, it is most useful as a trasher, and it is often compared to Steward for this ability. The consensus is that Steward is slightly stronger as a trasher; both cards trash two cards for each play, but Amulet misses a lot more shuffles due to being a Duration card. It has been calculated how many cards both Steward and Amulet trash during the second and third shuffle together: Steward has an average of 3.6 cards trashed, while Amulet only manages 2.4 cards. Still, Amulet is a lot quicker than single-card trashers, such as Trade Route and Forager. In order to avoid the problem of missing the shuffle, it can often be a good idea to open with two Amulets.
The fact that Amulet's trashing is more spread out does have some merit if there are no good Chapel - trash two cards, have two Coppers left, pass. Amulet can trash a single card this turn, so you might still have 3 Coppers left, which gets you another Amulet or a Silver or maybe something more exciting like a Village.cards. In these cases, Steward has the unfortunate tendency to be a weaker
In general, it is advised not to fall into the trap of taking +too often. Trashing is most important, especially in engines. The exception may be when there is a very important or higher cost card you absolutely want early - but in that case, you might not want to open Amulet at all. Like always, it depends on the board.
After trashing down, Amulet is often not too useful anymore - in an engine, you generally do not want too many Silvers, so you're often more or less forced to use Amulet for the money, which is not that exciting. Again, the comparison with Steward can be made; at the very least, Steward can provide you with draw if there is an abundance of Villages.
Amulet can also be useful outside of engines. It is a very decent card in Big Money and slogs, due to its ability to gain loads of Silver - at most two with each play. In Big Money, it can play the role of a slightly weaker Jack of all Trades, since it trashes and gains silver, but doesn't spy or draw. On the other hand, unlike Jack, it's able to trash Coppers. In Slogs, you often have a lot of green in your deck, so having something that boosts your money density is always nice. Amulet works well with Gardens and Silk Road, but of course, it shines most when Feodum is on the board. However, as a Feodum enabler, it is outclassed only by the two behemoths of Feodum enabling, Trader and Masterpiece.
 English versions
|Now and at the start of your next turn, choose one: +; or trash a card from your hand; or gain a Silver.||Adventures 1st Edition||April 2015|
|Now and at the start of your next turn, choose one: +; or trash a card from your hand; or gain a Silver.||Adventures 2nd Edition||August 2017|
 Other language versions
|Japanese||魔除け (pron. mayoke)|
|Russian||Амулет (pron. amulyet)|
 Secret History