Emeria, The Sky Ruin
Emeria, the Sky Ruin enters the battlefield tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add to your mana pool.
|Have (4)||PostContact , Forkbeard , gildan_bladeborn , metalmagic|
Printings View all
|Commander 2014 (C14)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Emeria, The Sky Ruin occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.04%
Emeria, The Sky Ruin Discussion
4 days ago
If you are able you should switch Radiant Fountain for Kabira Crossroads. You need the White mana so badly and the 8 colorless in the deck does hurt this deck's speed much more than the tapped mana on entry.
For a cheaper option you could run one or two Emeria, The Sky Ruin (don't need more than 2 imo). Good for getting your dead back for free. Clinton ran these to great effect on his soldier deck.
1 week ago
And i noticed smth else, why play Terramorphic Expanse and Evolving Wilds they only fetch you plains and thining out a 100 card deck by 2 cards, doesnt seem to be worth it to play a tapped land. There are some usefull utility plains or other such as: Maze of Ith,Mistveil Plains, Hall of Heliod's GenerosityTemple of the False GodEmeria, The Sky Ruin Myriad Landscape for Ramp
1 week ago
So you've chosen mono-white, traditionally seen as a weaker colour in EDH thanks to a lack of ramp and draw. But not does it gain life, and you can work with that! First up, some creatures that care about lifegain (if you're not going full stax you'll need decent bodies to block and close out the game if your win-cons get removed): Ajani's Pridemate; Angel of Vitality; Archangel of Thune; Gideon's Company; Heliod, Sun-Crowned; Serene Steward; Serra Ascendant; Serra Avatar or Twinblade Paladin are all decent at this while Avacyn, Angel of Hope and Sun Titan are staples for a reason. I'm not convinced by the Runes, they're cool but a completely dead draw if your opponents aren't playing that colour. Other options might be Ajani's Welcome, Authority of the Consuls, Blind Obedience, Crackdown; Cradle of Vitality, Dawn of Hope; Path of Bravery; Smothering Tithe and Sunbond. The Reservoir is one of your best ways to win, so being able to search it up with Enlightened Tutor or the more budget Inventors' Fair and Tamiyo's Journal would be good. Other cards that might be good inclusions would be a wrath or two; Tithe/Land Tax; Debt of Loyalty; Lapse of Certainty; Selfless Squire; Rebuff the Wicked; Voidstone Gargoyle; Generous Gift; Emeria Shepherd; Exile and maybe some of the many Ajanis, Elspeths or Gideons. Finally, I reckon that 35 lands may even be a few too many, especially as most of them are basics. Might be worth cutting down to 30 and looking for some utility in cyclers/Emeria, The Sky Ruin/Detection Tower/Evolving Wilds etc. Could probably trade Path of Ancestry away too - it doesn't do much for you but is actually quite valuable!
2 weeks ago
Looks like a really interesting build! The life swap cards seem fun. I'm intrigued by Oriss's grandeur ability. It'd be hard to pull off, but you could make copies of her with Helm of the Host, return the original to hand with Erratic Portal, and discard the original using the clone. You could even lock a player out if you recur Oriss with the likes of Sun Titan/Bishop of Rebirth.
You might like these: Palace Jailer, Lapse of Certainty, Conqueror's Galleon Flip, Throne of the High City, Arch of Orazca, Emeria, The Sky Ruin, Bonder's Ornament, Smothering Tithe, Near-Death Experience, Pariah, Stonehewer Giant, Ravnica at War, Slate of Ancestry, Lightmine Field
3 weeks ago
Debtors' Knell have never been much of a power house. Some of the most direct comparisons would indeed be Sheoldred, Whispering One and Reya Dawnbringer. Reya has long been considered underpowered and too costly at 9 mana for a 4/6 flier who resurrect a creature a turn.
The Debtors' Knell's advantage is the ability to grab creatures from others' graveyards. However we also have Sepulchral Primordial at 7, who grabs a creature from each opponent, and that is not considered very powerful - useful and strong sure, but not directly powerful. You could also consider Tariel, Reckoner of Souls who grabs from opponents' graveyards at random as a tap ability - so you have options to combo with various things that untaps (Reconnaissance comes to mind). Tariel is random and only from opponent's graveyard but he's also considered weak. For Debtors' Knell's advantage to take effect you need an opponent to have strong creatures in the graveyard, whereas it is much easier to simply secure that there are strong creatures in YOUR graveyard. As such, I don't think we should attribute too much strength to the ability to grab from others' graveyards.
If you just want a direct creature version of Debtors' Knell then I suppose a for a 5/6 flier is fine.
Personally I would go for a much stronger version but with a condition on the trigger.
Angel of Dominion variants Show
Angel of Dominion
Creature - Angel Spirit
At the beginning of your upkeep, you may exile a creature card from your graveyard. If you do, return target creature card from a graveyard to the battlefield under your control.
Angel of Dominion
Creature - Angel
At the beginning of your upkeep, if you control 7 or more lands, or if you control 5 or more Plains and/or Swamps, you may return target creature card from a graveyard to the battlefield under your control.
A tie-in with lands and types to be reminiscent of Emeria, The Sky Ruin. Also a trigger that is depending on land count makes it worse to cheat out and better for hard casting. This variant is not very limited-friendly (it would dominate) and would be better suited for a designed product or in a limited environment where non-basic lands without subtypes are aplenty and useful for mana fixing, like under Zendikar, so you're less likely to have 5 Plains/Swamps by the time you cast the Angel. Getting the 7 land condition met in limited is much harder in general and shouldn't be much of a problem in terms of balancing.
Just a bit of math on that. If we assume a limited deck of 40 cards has 17 land slots, that's 1 land slot per 2,35 cards or 3 lands per 7 cards. To reach 7 lands you need to have gone through 15,35 cards on average or 8 turns discounting mulligans and extra draws. By this point I would assume the opponent has also had a chance to play a bomb of their own, pressure the board or have proper removal for a 4 toughness guy.
Ilea, Angel of Dominion
Legendary creature - angel
Flying, first strike
At the beginning of your upkeep, you may put a -1/-1 counter on Ilea and return target creature card from a graveyard to the battlefield under your control.
This variant is finally a legendary - I avoided it for the others to disable use as Commander. You get resurrections at the price of making her weaker, more susceptible to removal and eventually she exhausts her powers completely. You can obviously counter it with Solemnity or Cathars' Crusade or similar. Works great in tandem with Together Forever.
1 month ago
A white Ramp card! based on Balance:
Each player searches their library for X basic land cards, where X is the difference between the the number of land cards they have and the number the player who controls the most controls. Each player puts all cards searched for this was onto the battlefield tapped. Each player who searched their library this way, shuffles their library.
It doesn't give you mana advantage, but does prevent you from falling behind, and can be used before your land drop, to give you an advantage. Teferi's Protection would make it so you'd search for all lands, and have yours phase in next turn, creating real mana advantage. Skybind, Flickerwisp, Ghostly Flicker, or Ruin Ghost all work well. Also, as you know you're running this, you can use Zuran Orb and Planar Birth, which already work well with Armageddon, which you run if you hate humanity, like I do >:)
1 month ago
Woah just noticed you're not running Valakut, the Molten Pinnacle. Valakut is rad if you have Dryad of the Ilysian Grove out (or if you ran similar cards like Joiner Adept or Prismatic Omen, which would also open the door for stuff like Emeria, The Sky Ruin). Valakut can straight up end the game if you have Dryad and something that poops out tons of lands like Scapeshift, Worldshaper, Splendid Reclaimation, etc.
1 month ago
Oh snap. Thanks for your ideas!! You're right about Animate Dead. I thought that was in here. That's fixed. And I like Nezumi Graverobber-it's a mana sink and the flip would work pretty well in my meta. (The graveyard shenanigans are intense). I love Emeria, The Sky Ruin but I've played it in a bunch of decks and never been able to hit that Plains sweet spot so I ended up taking it out. After play testing I'll probably fool around with the mana base again.
For recurring Lurrus there's Apprentice Necromancer, Eternal Taskmaster the Nezumi Graverobber (if he's flipped and thank you! he's doing double duty already), Phyrexian Reclamation and then I added in Omen of the Dead and Unburial Rites. I like those over some of the other reanimate spells because Omen of the Dead is recurrable and Unburial Rites you can cast twice. But I do have an Unearth floating around I can work in after some play testing.