Emerge Unscathed


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Uncommon

Combos Browse all

Emerge Unscathed


Target creature you control gains protection from the color of your choice until end of turn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

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Emerge Unscathed Discussion

zephyr_chang on Naya Heroic

1 week ago

You're welcome. I really like Heroic as a mechanic back when it was in Standard. However, a deck based on Heroic does run into several problems, like drawing spells when there are no creatures on board, not drawing enough spells to complement the creatures, running out of gas beyond Turn 5, etc. That was why I thought spells that can be cast more than once (Rebound, Flashback), and creatures that generate creatures (Vanguard of Brimaz, Brimaz, King of Oreskos, Monastery Mentor, Young Pyromancer) are key to this type of deck. A go-wide strategy is good because we have ways to pump the whole board, with Phalanx Leader and Anax and Cymede.

Therefore, my own suggested list is this: 4 each of Monastery Swiftspear, Favored Hoplite, Young Pyromancer, Phalanx Leader, 2 Anax and Cymede and 3 split among Brimaz, King of Oreskos and Monastery Mentor (21 creatures); 4 each of Gods Willing, Emerge Unscathed, Blossoming Defense, Pit Fight (I think we do need some mainboard removal), and 3 Warriors' Lesson (19 spells); 10 fetchlands (4 Windswept Heath, 4 Arid Mesa, 2 Wooded Foothills), 4 basics (2 Plains, 1 Forest, 1 Mountain), 5 shocks (2 Temple Garden, 2 Sacred Foundry, 1 Stomping Ground) and a Horizon Canopy (20 lands). I upped the fetch count because I think the maximum number of lands we ever need is about 4 or thereabouts.

This is all theorycrafting though. I have not actually tested a deck like this in Modern before. Do let us know what your testing results are.

Elijia on Naya Heroic

1 week ago

zephyr_chang Those are really great suggestions. The rampant removal is why I have 4xBlossoming Defense and 4xGods Willing. But I really like Travel Preparations and Emerge Unscathed, the latter of which I think I'll give a shot in the Gods Willing slot once I acquire them.

Thank you very much!

zephyr_chang on Naya Heroic

1 week ago

You could consider Travel Preparations, rebound spells like Emerge Unscathed etc. Young Pyromancer is a nice touch, I think you'll need more bodies on board usually in Modern (rampant removal).

RenagadeJedi on Jeskai Delver(Input Appreciated)

1 week ago

Boros Charm, Emerge Unscathed, and possibly Distortion Strike give the deck better aggressive options. I agree with Nimbleturtle, Young Pyromancer is really not that good in a deck like this, a far better choice would be Monastery Swiftspear, it is an aggressive turn 1 threat that just gets better. unfortunately Nimbleturtle's suggestion that you replace the pyromancers with Lingering Souls is just not as feasible as he suggests, as lingering souls requires black mana in it's flashback cost (don't get me wrong, lingering souls is a phenomenal card, just not in your deck).

if you want 4 tokens for 5 mana I'd recommend Secure the Wastes, it's an instant that gives you as many tokens as you have mana-1. I love waiting for my opponent to swing, and then- suprise! 4 tokens for the block.

for another creature, I have to recommend Bedlam Reveler. it comes out generally for 2-4 mana, and immediately gets you 3 new cards in hand with a nice body to boot. in my opinion there is no better card for a tempo deck.

I do hope that you find a decent replacement for Gitaxian Probe maybe you can use one of the cards that someone suggested here to replace it, but it will be very hard to satisfactorily fill the void left by probe's banning.

ShaharRyu on Rise of the Legion

2 weeks ago


-Reduced all Legendaries to 1 per card.

-Thraben Inspector x4 and Dryad Militant x2 come in. Icatian Javelineers x4 and Soldier of the Pantheon x2 out.

-3 Plains replaced for Windbrisk Heights.

-Precinct Captain upped to 4 from 2.

-Ballyrush Banneret x4 replaced for Consul's Lieutenant x4.

-Captain of the Watch reduced to 2 from 3 and added Lavinia of the Tenth x1.

-Cloudshift x3 replaced by Emerge Unscathed x2.

-Added Paragon of New Dawns x2.

Lowenstein on Boros Heroic

2 weeks ago

I recently bought a WG Heroic deck for my brother, and it is pretty decent. I like the WR version too. But how about Emerge Unscathed? The amazing thing here is the rebound, which can come in so much handy.

NayrSlayer on Obligatory "One Punch Man" Joke

1 month ago

I like the Voltron-esque theme of the deck with the many cheap pump spells. The one issue I can see you having is your commander getting hated out with only a few ways to protect him. As such, I would recommend Champion's Helm, and protection cards like Floating Shield or Emerge Unscathed (there's a lot more protection spells to choose from too).

Also, it might be useful to throw in some other cards that work well with instants and sorceries like Bloodwater Entity, Niblis of Frost, Stormchaser Mage, and of course Narset, Enlightened Master. Also, if you have a little money to splurge with, I'd definitely recommend Narset Transcendent if you like Planeswalkers and Rebound.

Oh, and maybe cards like World at War could find a place in your deck for the potential to activate Rogue's Passage or Slip Through Space, play a bunch of pump, and have it all carry over to a second damage step, causing you to have a 1 turn lethal with commander damage.

Regardless, you have inspired me to try and make my own Jeskai deck, potentially with Shu Yun and Narset as interchangeable commanders. Definitely earned an upvote from me!

speedchicken29 on Wanna hear a joke? "It resolves"

1 month ago

I have a similar deck to this, with Medomai the Ageless as its commander. Strategy is counter until you have enough mana to play Medomai + 1 mana (so 7 mana). The 1 mana is used for countering the spell that they use on the next turn to remove Medomai, so it's usually used for Swiftfoot Boots, Stubborn Denial, Emerge Unscathed something like that.

After you get Medomai the Ageless rolling the game's pretty much over because they won't have played any flyers or other spells since they were all countered and you just win by commander damage.

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