The greatest horrors are those that lurk within our souls...


"The wilderness of Innistrad is forever corrupted. Emrakul may be gone, but her influence can still be seen in every deformity, every raving maniac, and all the horrors loosed upon this world."

The wilds of Innistrad are filled with unknown horrors, once proud Gryff have been twisted into Wretched Gryff s, flying above the writhing landscapes as Elder Deep-Fiend s lash out from the waters... This is a true Mockery of Nature , as every living thing can hold a secret horror within...
Normal creatures of Innistrad can all harbor the twisted madness of Emrakul... from the once peaceful Gnarlwood Dryad to the utterly lost Ulvenwald Captive  Flip ... the madness has attracted the foolishly curious denizens of other planes, including Rashmi, Eternities Crafter, who seems strangely obsessed with filling her Lifecrafter's Bestiary with a fresh catalog of horrors...
Emrakul's Influence is boundless, you may Grapple with the Past , but the future holds only horrors...

This deck is designed to set up a defensive wall of smaller creatures early, then emerge into an array of horrors. gnarlwoood dryad, Consulate Skygate , and Ulvenwald Captive  Flip provide the early game defenses. These are your T1-T2 drops, with Ulvenwald Captive being preferred for the most aggressive approach.

T3-T4 you want Foul Emissary , and Rashmi, Eternities Crafter if you didn't get many Emerge creatures in your opening hand. This deck can draw and cycle very quickly, and is actually capable of decking itself in a normal game, but you'll get to see a lot of your deck!

An example of an ideal play:
T1-Forest, Gnarlwood Dryad.
T2-Island, Ulvenwald Captive  Flip .
T3-Botanical Sanctum (or any untapped land), tap Ulvenwald Captive  Flip for , then sacrifice to cast Wretched Gryff .
From there, keep emerging, using emerge creatures to keep making more emerge creatures, and become more and more aggressive.

WC1: Emerge or hard-cast Elder Deep-Fiend to tap all the threatening blockers during your opponent's turn, then swing for lethal in your turn.
WC2: Emerge or hard-cast Decimator of the Provinces to give +2/+2 and trample to all your creatures, then swing for the fences.

Blossoming Defense is a great mainboard card for the threats presented by Fatal Push and Grasp of Darkness, but when your opponent isn't targeting your creatures:
Imprisoned in the Moon is the only real answer to Planeswalkers (looking at you, Gideon, Ally of Zendikar...) and helpful against big nasties like Herald of Anguish and other bruisers.
Natural State is for cracking Aethersphere Harvesters, Dynavolt Towers, and other artifact threats.
Negate a couple more of these to answer less interactive decks.
Thank you for taking a look at my Standard Emerging Threat Deck. This deck is still being developed, so I'm happy to get any feedback! If you like my deck, please don't hesitate to
to give it a +1

Look upon the horrors of your own soul...


Updates Add

Mockery of Nature has proven to be too big and too slow for what I get out of the deal. If I really need to break an artifact or enchantment, Natural State is in the sideboard, and I can bounce it with Lashweed Lurker, which I can emerge for one less.

Instead, I've included Negate in the main board. It pairs really well with the Lashweed Lurker's bounce ability, and hits some of the biggest threats I've faced. (Gideon, Ally of Zendikar, Dynavolt Tower, and Saheeli Rai.)

Additionally, I've dropped my Grapple with the Past to 2, and increased my Decimator of the Provinces to 2, to help stop Transgress the Mind from taking my beloved piggy.


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Revision 13 See all

1 year ago)

+1 Nissa, Steward of Elements maybe
-1 Thing in the Ice  Flip maybe