Platinum Emperion

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
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Mythic Rare

Combos Browse all

Platinum Emperion

Artifact Creature — Golem

Your life total can't change. (You can't gain or lose life. You can't pay any amount of life except 0.)

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Platinum Emperion Discussion

Oloro_Magic on Virtus and Gorm

4 days ago

I believe you will have serious mana problems with this deck, 20 lands just doesn't cut it in commander, even in a deck like elves it is much too low, so here where your average CMC is 3.68 the problem will be further accentuated. I would aim for 35/36 lands here so you need to find things to cut. Most of the equipment in my opinion can be cut, the ones that make Virtus unblockable being the keepable ones but even then juts barely, also I must compliment you, Tawnos's Wand is an incredible find. Additionally, I have personally always found auras to be sorely inefficient in commander unless they have a built in return mechanic or the commander is voltron which this isn't. I would remove these along with Mana Bloom which I don't think belongs in this deck. Other cards that can be cut include Platinum Emperion, I don't see the reason to run it its just taking space unless there is some combo I'm missing as well as Blood Tribute the kicker is never relevant and the effect, while on theme is by no means necessary here. I would also say you are a bit heavy on the board wipes in this deck, two or three would be the sweet spot in my opinion, those 3 being left to preference.Gauntlet of Power is another card I would cut.

jpermar on The Downward Spiral

4 days ago

More changes. The summary of the changes is to 1) increase the payoff of mana discount from Rakdos, Lord of Riots and 2) add more colorless creatures that I can windmill slam for no cost.

Oloro_Magic on Esper Control

5 days ago

DankStompy The argument for Path to Exile here is anything but silly as the deck we are evaluating runs both we are not comparing them here but rather evaluating a decklist with access to Path to Exile and what that means for the deck, and my list is not of cards that Push can hit, the list is of the most played creatures in the modern format based off of metashare, the list is entirely relevant seeing how your argument boils down to "push can't hit some stuff" and yes push can't hit some things, but when evaluating the modern meta 47 of the top 50 most played creatures are hit by push. I'm not saying Cast Down cannot hit these cards but rather it is the strictly worse option as the two cost versus the one cost, there is a reason things like Doom Blade are not played (and before you say it yes the restriction on this card is far worse than Cast Down however it is a solid example of black removal). There is also a reason that Fatal Push is the 8th most played card in modern with a 13.74% dominance, it is just the most efficient piece of black removal in a format that emphasizes being mana efficient. This in no way means that Cast Down is unplayable but if deciding between running one of either Push or Cast Down the decision should always be push bar a meta that is entirely focused on big mana strategies or Madcap Experiment type decks as you mention earlier. It could potentially be a viable option in a role similar to Terminate in other decks as hard removal seeing how this list cannot play Terminate, but only in that capacity.

I also feel you are not giving burn the respect it deserves, Goblin Guide sure has the downside, but it can get out of hand quick, I'm glad to hear you have never struggled against it but that doesn't mean that it isn't a threat, imagine the line of this deck when they turn one guide, you push in response to the trigger if you like and buy yourself some damage on turn one and can immediately play Search for Azcanta turn two without having to hold up Cast Down.

I'm curious how much control you play? The fetchland argument is one of the reasons that Fatal Push is so good in modern, it's very easy to trigger revolt with them, sure this doesn't predicate a revolt trigger every turn but modern is not a format where everything is over 2 mana anyway, again this is an efficient format with many low cost creatures, enough fetchlands allows for smart play with push, they are an incredibly good way to trigger revolt, an easy way to trigger revolt and that has been a known fact since push took modern by storm.

And speaking of storm, as the player behind this deck has indicated Storm is a deck that is a part of their meta and with that in mind Cast Down already is worse as it cannot hit Baral, Chief of Compliance, push allows a one mana option to beat Baral which can be relied on even on the draw whereas even in a hypothetical where Cast Down could hit Baral you would need to take your turn two off to remove him mainphase or risk just losing on the spot. Additionally Cast Down cannot hit Thalia, Guardian of Thraben seen in the humans decks this author has again indicated they face, a deck like humans can easily win turn 4 so having Cryptic Command readily available is a big deal, and having access to removal is even bigger, on that turn 4 with Cast Down you would only be able to remove one creature, with Fatal Push as many as three in a perfect scenario, though assuming thalia stays then at the very least potentially two, removing Thalia, and unlocking additional pushes or paths. Cast Down limits your options against modern's best deck in this scenario, a deck that one will actually face on a regular basis on the competitive scene. Honestly, your entire argument is a bit ludicrous as to why the less efficient removal spell is better, Cast Down is great in standard but its too slow for modern as primary removal and outclassed by Fatal Push except in very niche situations where, if you find yourself facing down a Platinum Emperion something has already gone wrong for you to allow that to happen as the control player.

I know its impossible for me to get through to you however please be open to argument as I will be with yours, Push has established itself as the premier piece of removal in the modern format and that wont change because of a less efficient card from a new set, in a format like modern 1-mana is always better than 2 when it comes to removal. The only truly threatening card that push can't hit that is commonly played (a high metashare) is Hollow One, which needs to be prepared for, but given the explosiveness of that deck is better dealt with by sweepers.

DankStompy on Esper Control

6 days ago

Oloro_Magic there are more creatures with cmc 5 or higher than there are legendaries in modern. and thats before taking into account that Fatal Push requires its revolt trigger before it can blow up anything with cmc 3 or 4. so i would actually say its Cast Down thats strictly better than Fatal Push. Fatal Push can't take out a Platinum Emperion, but a Cast Down can.

Icbrgr on Poly'M'rakrul

3 weeks ago

the concept of this brew has potential... its pretty awesome...kinda reminds me of the Madcap Experiment into a Platinum Emperion or a Through the Breach into Emrakul, the Aeons Torn combos that Blue moon is doing these days.... any thought on having Blood Moon in here? +1 from me

elgosu1337 on Raff Capashen EDH

1 month ago

You might want Lightning Greaves and maybe Hammer of Nazahn to protect Raff. I think you listed Talisman of Dominance instead of Talisman of Progress. Grand Arbiter Augustin IV seems helpful. Phyrexian Revoker and Pithing Needle could be good to respond to some threats. Summoner's Egg can help cheat stuff in response to boardwipes. Michiko Konda, Truth Seeker is really painful to flash in. Rune-Tail, Kitsune Ascendant, Eight-and-a-Half-Tails, Batterskull, Wurmcoil Engine, and Platinum Emperion could be good combat tricks. Lavinia of the Tenth can be a useful delay in these colors. Ephara, God of the Polis could be nice for card draw if you're flashing in creatures. Nezahal, Primal Tide could be a good replacement for Venser's Journal.

Torekai92 on Daretti combos mono red/ colorless

1 month ago

Here are some suggestions from my experience with getting beat in the face with this style of deck in my play group. Hopefully something here will help:

chadsansing on Griselbrand + Death's Shadow = (Strange) Combo

1 month ago

What seems most important here is to cheat a Griselbrand, Kokusho, or Crawler into play as soon as possible without playing a straight reanimator deck. We know Legacy reanimator decks can go off on turn 1 or 2, so how do we do that on a budget? I'm not sure, but here's an idea:

Start with 0-drop creatures; say 4 Ornithopter and 4 Memnite or, even better, 4 Phyrexian Walker and 4 Shield Sphere. Add some targeted discard spells that you can use on yourself, including Raven's Crime. Aim for a turn 1 that goes something like this:

  • Play a swamp.
  • Play a 0-drop creature.
  • Play a dark ritual.
  • Play a 1-drop discard spell, targeting yourself, and pitch a big critter.
  • Use the other 2 B mana to play something like Animate Dead or Soul Exchange, sacrificing the 0-drop to return the big creature into play.

You try to jam this on the play and wait a turn or two until your opponent taps out on the draw, knowing that competitive blue match-ups will suck.

What do you think? I think you could re-tool your sorceries and some of your creatures to get the 0-drops and a few 1-of big critters in (like Platinum Emperion or Massacre Wurm or Grave Titan) that help you buy time and eat removal. A Gurmag Angler would be dope here, as well. I wouldn't sweat the Ghast mana/extort if you go for budget reanimator. Ghast and Artist are the creatures I'd cut.

Potential/recommended spells:

I kind of like the idea of an unknown reanimator list. If you want to stick the current game plan, I'd play Disfigure and Dismember over Go for the Throat. Maybe sideboard it along with Doom Blade for big-mana match-ups and Darkblast which you could use on your upkeep and again after dredge/draw to snipe a Delver or Deathrite Shaman.

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