Emrakul, the Aeons Torn

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Mythic Rare
Rise of the Eldrazi (ROE) Mythic Rare
Promo Set (000) Mythic Rare
Promo set for Gatherer (PSG) Mythic Rare

Combos Browse all

Emrakul, the Aeons Torn

Legendary Creature — Eldrazi

Emrakul, the Aeons Torn can't be countered.

When you cast Emrakul, take an extra turn after this one.

Flying, protection from colored spells, annihilator 6

When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.

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Recent Decks

Emrakul, the Aeons Torn Discussion

DTMsandwich on Modern Sarkhan Reanimate Prison COMBO - NEW! M19!!

18 hours ago

Feltrix - When Emrakul, the Aeons Torn hits you hold priority and cast Goryo's Vengeance targeting the Emrakul, the Aeons Torn.

Magic_Aids - Did you ever think of cutting Bloodghast for Griselbrand? Also after watching your video for like 12th time, is there anyway to fit another Swamp in or just always fetch for it first? Seemed like that was keeping you back some games. I plan on running this at an upcoming PPTQ because I like spicy stuff, and you got the goods sir!

Feltrix on Modern Sarkhan Reanimate Prison COMBO - NEW! M19!!

2 days ago

When you discard Emrakul, the Aeons Torn, it gets shuffled into your library. Am I missing some combo, besides Squee, Goblin Nabob value?

SynergyBuild on Omnipotence Comes With An Iron Grip

2 days ago

Well, I mean Bolas is one of the most power-hungry and powerful planeswalkers in the game, if that doesn't say cEDH I don't know what does, also RNG doesn't exist in Gemstone Caverns, IE no rolling dice or flipping coins, but if you just mean randomness, I could say the same thing for every card that you only want openning hand and is a bad draw later on, like Sol Ring, or the two leylines, or Mana Crypt.

The essence of Bolas is 'Everything to Win', so the cards like Mana Crypt, Mana Vault, Tarnished Citadel, Ad Nauseam, Imperial Seal, Mana Confluence, Shivan Reef, Underground River, Ancient Tomb, and City of Brass are more flavorful than cards like Izzet Boilerworks, and also are just good cards.

Jank is generally the opposite of competitive, so why every turn 4 win is supposedly jank, and Laboratory Maniac is supposedly jank too is beyond me.

Also, discard is a mechanic of stax, a key mechanic of that too, if you have ever seen a cEDH mono-black stax deck not running discard, be my guest. It is too powerful an effect not to use if your goal is to stop your opponents from casting spells.


Also, have you seen Nicol Bolas, Planeswalker? He ends games fast, not slow. I turn one any land and Lotus Petal to Flash+Arena Rector him out and it is over, no buts about it, that one player who might have an answer? +3 and their only land is gone, next turn do the same, next turn ultimate him, rinse repeat on the other two players who are still in the game, protecting him from Chain of Vapors and Into the Roils with the Counterspells in my hand, until they are all out of lands, cards, and permanents, and eventually life too, GG.

Also, the original Nicol Bolas, yeah I run him in modern, who else am I gonna turn one out with two Simian Spirit Guides, a Faithless Looting and Goryo's Vengeance, Emrakul, the Aeons Torn? Nah, he blows up their permanents, what permanents are they going to have turn one? Not much, discarding their hand is much better, but obviously I run both.


Point is, I don't think the essence of Nicol Bolas is to be a slow, grindy controlling deck, it is a deck that wins every time, for now and forever, sure, I'd probably argue grixis twin should be the deck for Nicol Bolas, but he'd only be used for the commander, and wouldn't serve a purpose in the deck other than for colors.

You also asked me for advice, so take it or not, but I got the deck to be more competitive and down to 100 cards, like you wanted.

vomitpile on Sai, Master Thopterist combo

3 days ago

Maybe cut Mishra, Artificer Prodigy and Jhoira, Weatherlight Captain for cantrip artifacts like Chromatic Star and Chromatic Sphere and a playset of Ancient Stirrings? They just don't seem fast enough and are the most color-intensive cards in the deck. Pia Nalaar doesn't seem like it would be better than 4 copies of Sai, Master Thopterist either since you're trying to swarm. Walking Ballista as maybe a 2-of seems powerful as a way of interacting with creatures since you have none otherwise, and maybe even a copy of Emrakul, the Aeons Torn as an instant-ish win condition. This is similar to the more eggs-style KCI decks but isn't focused on the graveyard at all which can be a good way to try and trick the opponent into sideboarding Rest in Peace and Leyline of the Void which won't hurt you at all. On that note, you could add Scrap Trawler and play into the regular KCI gameplan a little more without needing to use Pyrite Spellbomb over and over to win. For the sideboard, I would say counterspells like Metallic Rebuke and Dispel would be a priority, maybe The Antiquities War against slower decks, Ghirapur AEther Grid would help against other creature decks, as well as point removal like Galvanic Blast or Dispatch. Tempered Steel could be sweet but maybe too gimmicky and difficult to play. Graveyard hate like Rest in Peace and Relic of Progenitus would be fine if you don't add the graveyard angle in at all. Basically, all of the sideboard options that other artifact decks use are open to this one! Overall, I think building in a real, solid turn-you-play-it win condition like Emrakul, the Aeons Torn is the first thing to do since this deck looks like it's just planning on swarming with thopters, which is a solid plan and it can go infinite with multiple Myr Retrievers on the board and a Krark-Clan Ironworks, but without backup could fall short with the amount of board wipes in modern that can kill everything in the deck before you can actually attack. Good luck, I'm currently turning my Affinity deck into something similar to this and got a few ideas from your list!

cdkime on Wait, Mill What Now?

4 days ago

Before getting into suggestions, I have some general feedback. A lot of the cards you currently have are fantastic, but don't really belong in mill. Mill is a bit of a strange archetype--because it is Blue, lots of players think "control" when they play mill. In my experience, this is not a great way to think about it. Mill is far closer to mono-Red burn than it is to other blue decks--your goal is to "burn" the opponent as quickly as possible. The difficulty with mill is that your opponent has 60 health, as opposed to 20, meaning you have much further to go than with a traditional burn deck.

To that end, the following cards do not help you very much:

  • Any of your Planeswalkers: Jace, the Mind Sculptor is arguably the best planeswalker ever printed, but doesn't add much to your overall game plan. Further, the earliest he comes out is turn 4--that's the turn where you want to go for the kill, having played your Fraying Sanity on turn 3. Jace Beleren comes out when you want to play other cards, without adding to your victory. Jace, Memory Adept comes out too late to really make a difference--you're better off blitzing them with your remaining mill spells on turn 5.

  • Syncopate - you have better things to do with your open mana. Turn 1, this card is useless. Turn 2, you ideally want to hit with a mill spell or drop another Hedron Crab, making this card again useless. Turn 3 is Fraying Sanity. Turn 4 is burn. There's not really a good time to play this card.

  • Patient Rebuilding is a pretty fun, flavourful card, but also comes out too late to really make a difference.

  • Psychic Corrosion does too little to really make a big difference. Sphinx's Tutelage is a better card--which I would still not run.

  • Jace's Archivist is another card taking up your valuable three-drop slot, and doesn't really do much. By turn 4, when you can first activate the ability, your opponent is likely down to 2-4 cards, making the additional mill insignificant. Further, Archivist does nothing the turn you drop it--not ideal in such a fast-paced gameplan.

  • Jace's Phantasm can be helpful as a blocker, but in my experience, there's always something better to play. This might be worth keeping depending on the other decks in your meta.

Here are some cards to add (as well as a few few more cards to cut directly followed by their upgraded version):

  • Surgical Extraction is a must in any mill sideboard - Emrakul, the Aeons Torn is a common enough card that you need a way to deal with her being placed into the graveyard. Because it uses Phyrexian mana, there’s no need to run any lands that produce Black.

  • That said, it is worth considering running Black with mill. Glimpse the Unthinkable is a fantastic card, with Mind Funeral being a decent budget option.

  • Opt is a fantastic card, but you’re better off running Visions of Beyond in mill. While the loss of scry is a shame, you’ll often be able to cast Visions as Ancestral Recall.

  • Even if you stick to mono blue, you should add fetch lands (lands like Polluted Delta). These will enable your Hedron Crab to be triggered an extra time each turn.

  • Mind Sculpt is better than Startled Awake  Flip. While it mills less, it comes out faster and can be played alongside other cards.

  • I'm going to second PhoenixNest's Archive Trap and Ghost Quarter suggestion. This is just a wonderful combo, and enough players are running fetches that you can usually Archive Trap without Ghost Quarter (or, at the very least, slow down their mana as they'll be scared to fetch).

  • I'm going to disagree with Sassya on Grindclock. It is far too slow to make a difference.

StumpyIB on Ghalta, primal commander

6 days ago

I like it! Reminds me of my Omnath, Locus of Creature Ramp deck. Big fatties coming at ya! One recommendation I would give is to put Worldspine Wurm in there. He is biggest creature there is outside of the Un-Sets and ties with Emrakul, the Aeons Torn.

+1 from me!

Kaleb_H99 on Phenax, God of Milling

1 week ago

Joe9 You brought up a lot of really good ideas. I will agree that tutors are lacking a bit in this deck and I tried to even it out with card draw instead. I really like Final Parting because a card I am working on putting into the deck is Emrakul, the Aeons Torn. This card probably won't see much play in the deck itself, but the extra ability to shuffle my graveyard into my library when it is played can help when I mill myself by milling others or if they get control of my creatures and mill me. It also will partner well with Ulamog, the Ceaseless Hunger which I'm going to incorporate into my deck because of how well it works with the mill strategy. For untapping my creatures, I actually have Paradox Engine. This let's me untap all nonland permanents when I play a spell. Intruder Alarm is one I'm starting to lean towards putting in as well. This was a card I turned down when making this deck but now that I've played it more I can see how this would help immensely where my creatures can mill opponents. Whenever a creature is played, I can use the ability while the spell is on the stack, then untap my creatures right away. I'll have to be weary about this because it untaps my opponents creatures, but they are focused on combat when I am not. Another card that I am considering putting into the deck is Laboratory Maniac. This will be my backup card depending on the decks that my opponents are running. If they have too many responses to my mill effects, then I can instead mill myself to win the game. I do like the idea of using Nightveil Specter too. There are cards similar to this one, but many of them require you to play the exiled cards in the same turn which can be a waste. I also run Chromatic Lantern so cards with different colors won't be a problem for it either. I was also wanting to add more cards as punishment and protection type of cards so I think that Memory Erosion will be a good addition for this category. Thanks for your opinions! You gave me a lot of good ideas, and I'll have to change the deck around with the different ideas I've received but I think it will make it a lot better!

RingweMakil on Make Mill Great Again

1 week ago

HillyerGames The point of a mill deck is not to try and control the game, the point is to try and dump all the opponent's cards in the graveyard as soon as possible. Cards like Emrakul, the Aeons Torn stop this plan because of their trigger, which means you need ways to exile him in order to stop this from happening. Extirpate and Surgical Extraction are two ways to do this, Tormod's Crypt and Relic of Progenitus are others. However, none of these are very maindeckable, as against a lot of decks, these cards will not do anything; nor will they buy you the time you need as a mill deck to finish milling the opponent. By contrast, Crypt Incursion will almost always gain you 10-20 life, which will buy at least one turn; and in a deck with powerful mill spells, that one turn is often the difference between a loss and a win.

I would also like to point out that I do not enjoy calling others stupid, but when that person is rude, arrogant and advocates a fragile 4 part combo involving Profane Memento that does not even win the game and that does not work against decks which do not have as many creatures, I really do not understand their motivations unless they either lack an understanding of what they are proposing, or unless they are deliberately trolling.

Re: Ensnaring Bridge - the idea is you will have zero cards in hand when you cast Bridge, so they cannot get through. If you can empty your hand as fast as possible - which I think you will often be able to do - then Bridge is a hard lock (after all, no decks plays zero power and pumps from zero to twenty, although I suppose it is possible in an infect deck with Noble Hierarch). Darkness is only temporary, Bridge is permanent; I think I would rather have Bridge in general, and sideboard in Darkness against decks with these massive pump effects. If the opponent goes Become Immense, Vines of Vastwood and tries to kill you, and you play Darkness then you've traded his two pump spells for your one mana instant, which is a very good trade. By contrast, if he has Thalia's Lieutenant and Champion of the Parish and Mantis Rider in play, then Darkness will mean you are still faced with the same situation next turn, which does not get you very far. Bloodghast, Goblin Bushwhacker, Gurmag Angler, Tarmogoyf and indeed I could go on, but the point is, far fewer decks try to pump in one shot and win rather than getting a bunch of creatures in play and hitting them with you repeatedly. So Bridge is a better answer against creatures in general, since mill usually is empty handed by turns 3-4.

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