Emrakul, the Promised End

Emrakul, the Promised End

Legendary Creature — Eldrazi

Emrakul, the Promised End costs less to cast for each card type among cards in your graveyard.

When you cast Emrakul, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.

Flying, trample, protection from instants.

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Trade

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Printings View all

Set Rarity
Eldritch Moon (EMN) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Emrakul, the Promised End occurrence in decks from the last year

Modern:

All decks: 0.03%

Commander / EDH:

All decks: 0.03%

Emrakul, the Promised End Discussion

LunoStarlyght on Pramikon, Beyond Time

1 week ago

I wanted to make an EDH deck with Pramikon, Sky Rampart that uses the idea of extra turns, stealing turns from other players, and left/right only combat style. I have the idea for the big part of my deck but cannot seem to fill in the rest...

I will use [Pramikon, Sky Rampart]] as the commander and choose one direction and Mystic Barrier to choose the other so it shuts down combat. I then will use cards with effects like Part the Waterveil, the Ultimate of Ral Zarek, Emrakul, the Promised End, and Mindslaver to take advantage of full on turns. My original endgame move would be Approach of the Second Sun by using draw spells to achieve it through extra turns.

MadCatMax on Yuriko Reality and Consultants - cEDH

3 weeks ago

I choose Emrakul, the Promised End over Blinkmoth Infusion because emrakul is actually castable and the steal opponents turn is a cast effect meaning it mostly uncounterable.

The two benefits of blinkmoth is

9-lives on Pioneer No Mana Cost

3 weeks ago

Omniscience is only good for something like Emrakul, the Promised End when I want to pay 10 instead of 13. Aetherworks Marvel is also extremely delayed due to the fact that I don't want to sacrifice that many cards to win a 6-8 mana drop.

itsbuzzi on Jund Em In Pioneer

3 weeks ago

Hello, I'll try my luck in cutting the list down. I would suggest to add Emrakul, the Promised End to the maybeboard just because. IT seems there are a lot of 2 drops and 1 ofs. I would throw Dreadbore into the side. Abrupt Decay and Assassin's Trophy do the same thing at instant speed. Speaking of which maybe put those cards at a 2:2 split. I like Assassin's Trophy but the extra land may hurt plus Abrupt Decay pretty much does the same thing, can't be countered, and it has yet to be seen if the converted mana cost restriction hurts the card.

Down to 67. Some cards are pretty costly you can restrict yourself to whatever you can get at the time being so for now cut expensive cards until you get them and by the time you can get them you probably playtested enough to see if you need that card or not.

Kroxa, Titan of Death's Hunger is just discarding a card and doing damage. Good card but doesn't really feel like the value you are looking for. You are digging and finding removal spells. I would put this card in the side.

Down to 65, Scavenging Ooze would be good against an aggro deck to gain life and such otherwise do you exile cards in your graveyard? Doesn't seem too good with the plan of having things in the graveyard to Grim Flayer and getting it back with Tasigur, the Golden Fang. Speaking of which the 6 drop slots have 2 1 ofs. I would go with a 2 of of Tasigur, the Golden Fang and put the other card in side for now.

Tireless Tracker and Sin Prodder kind of do the same thing. Might be a flex slot but you could pick one and test the other or something?

You might also get away with cutting 1 land as long as you're the only one playing the deck. Not sure how many cards we are at but I really like the deck

sonnet666 on How does Massacre Girl interact ...

1 month ago

You actually asked a really complicated question and, based on your response, I don't think you totally got the answer from what was posted. Furthermore, Rhadamanthus's answer is correct in terms of how the rules work, but doesn't do a good job of explaining what happens in this situation.

I'm going to go over it in more detail.

Short answer:

Massacre Girl's Enters the Battlefield ability is a triggered ability. When it resolves it does two things: give every other creature currently on the board -1/-1, AND create a delayed triggered effect for the rest of the turn, that triggers when a creature dies, and will also give every other creature on the board -1/-1 when that delayed trigger resolves.

In the situation you describe, Puppeteer Clique and Falkenrath Noble WILL still die and you WON'T end up with them, or the creature that PC brought back, on the battlefield when the dust settles (probably).

Detailed Example:

The board is as follows: Puppeteer Clique on your side, and Falkenrath Noble enchanted with your Unholy Indenture under your opponent's control. I'm also going to assume there are some other creatures on the board and that at least one of them is a 1/1, because otherwise nothing would die to Massacre Girl's ability. To make this example run smoothly, I'm going to say this is a multiplayer game, and that your second opponent controls five 1/1 elf warrior tokens.

It's your turn. You play Massacre Girl. This happens, step by step:

  1. Nobody counters Massacre Girl. It resolves, then its ETB resolves, giving everything -1/-1.

  2. The five 1/1 Elf Warriors die as a State-Based Action. Before the next player gets priority, five of Massacre Girl's delayed triggers get put on the stack. Abilities on the stack resolve in First-In-Last-Out order, so I'm going to name these triggers M1 though M5, with M1 being the first on the stack. M5 will be the first to resolve.

  3. Falkenrath Noble's ability also triggers five times (F1 through F5). Your opponent controls these triggers. Because you are the active player (its your turn) your abilities went on the stack first. Your opponent chooses a target player to lose life for each trigger.

  4. F5 through F1 resolve. Your opponent gains 1 life and the targeted player loses 1 life, five times.

  5. M5 resolves, Puppeteer Clique and Falkenrath Noble get an additional -1/-1.

  6. Puppeteer Clique and Falkenrath Noble die as a SBA. Six abilities trigger from this: Unholy Indenture's ability, Puppeteer Clique's persist, two new Massacre Girl delayed triggers (M6&7), and two new Falkenrath Noble triggers that your opponent controls (F6&7).

  7. Again, your triggers go on the stack before your opponents, but you get to choose the order you want your triggers to resolve in. Lets say you stack them like this: Puppeteer, Unholy, M6 and M7 (M7 will resolve first), then your opponent's F6 and F7 go on after. (Your opponent's chooses targets now.)

  8. F7 and F6 resolve. Same as step 4.

  9. M7 and M6 resolve. There's no creatures left except Massacre Girl, so nothing happens.

  10. Unholy Indenture's trigger resolves and gives you Falkenrath Noble.

  11. Puppeteer Clique's Persist resolves and it comes back with a -1/-1 counter. It's ETB triggers and goes on the stack on top of everything else. You choose which creature you're targeting now.

  12. Let's say there's a Jin-Gitaxias, Core Augur in your opponent's graveyard. Puppeteer Clique steals until the end step, so you figure you'll be able to get 7 cards off of it. PC's ETB resolves and put in into play under your control.

  13. The first four Massacre Girl triggers are still on the stack. M4 resolves, giving PC, FN, and Jin -1/-1.

  14. PC dies as a SBA. Your Falkenrath Noble triggers from this (Fa). Choose a player to target. Fa resolves, you drain them for 1.

  15. M3 resolves, giving FN and Jin -1/-1.

  16. FN dies as a SBA. It triggers itself (Fb). Repeat step 14.

  17. M2 and M1 resolve, giving Jin -1/-1 twice.

  18. Jin-Gitaxias, Core Augur is a 5/4 and has been given -4/-4. It dies as a SBA. It goes back to your opponent's graveyard because PC only exiles at the end step.

  19. Massacre Girl triggers one last time (M8), but the ability does nothing like in step 9.

And that's everything. As you can see, even though Massacre Girl's triggered ability only effects the creatures that are on the battlefield when the trigger resolves, the triggers resolve individually, and everything that comes into play in the middle of it will probably die too. Even stacking the triggers as well as possible back in step 7 wasn't enough to save a 5/4 in this example, and things will probably be even more hectic in a game with a clogged board full of creatures. (Maybe if you pulled someone's Emrakul, the Promised End, and there weren't too many creatures on the field, that might survive the massacre.)

Your friends were explaining it rather simply when they said the delayed triggers "built up" but in this instance that's a good way to look at it.

(Note: Any time I said "__ resolves," there was a chance for players to cast instants and activate abilities just before that happened. I left that out because this was complicated enough already.)

Hope this helps :)

Arcum_Dagsson on Om nom Trample

1 month ago

Thanks so much for the reply!

You don't think other large creatures like Blightsteel Colossus for infect would be worth adding since it's easy to swing due to being indestructible?

Just the three Eldrazi? Not Ulamog, the ceaseless hunger or Emrakul, the Promised End being massive beaters and offering forms of removal?

Also, what cards do you think you would remove to add Triumph of the Hordes and the other three you mentioned?

Again, I appreciate the replies and appreciate the effort you put forth in constructing this deck.

Melkor93 on Sidisi Whip (pioneer)

1 month ago

I've built this deck in pioneer, and, while it is not showing top tier results, it is a blast to play. I would consider adding Emrakul, the Promised End. It works really well with the self mill plan (delirium and all). It also is a wonderful thing to whip back for a quick 13 flying-trample in the air to close out a game. I would also consider cutting back to 2-3 Sidisi, Brood Tyrant due to it being a legendary. Drawing too many could cause problems. Also, I play one copy of The Cauldron of Eternity It returns things to the battlefield for good, and this can be a positive with hornet queen. It does, however, make it so you can't just sac something to return it. I would also really suggest adding Satyr Wayfinder to the deck. It helps with mana, and it really helps to stock the graveyard. If you can afford it, Uro, Titan of Nature's Wrath

rdean14 on Card creation challenge

1 month ago

Tamiyo's Memorial

Legendary Artifact

At the beginning of each upkeep, that player draws a card.

If you would draw a card, you may scry 1, and put an inquiry counter on Tamiyo's Memorial.

At the beginning of your endstep, if Tamiyo's Memorial has at least 10


Darrowyn, Sire of Griselbrand

Legendary Creature - Demon God

Flying, Trample, Lifelink

Pay 2 life: Draw a card.

At the beginning of your upkeep, you may search your library for an Eldrazi card, reveal it, and put it into your hand. If you do not put an Eldrazi card into your hand this way, exile Darrowyn, Sire of Griselbrand.

6/6


I wanted a card which connected to both Emrakul, the Promised End & Imprisoned in the Moon, as well as the original trilogy. I love how this works like the Helvault, flavorfully.


Green & Black left. I think the Black one shouldn't make a black demon god, so that one should be something different.

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