Emry, Lurker of the Loch
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Emry, Lurker of the Loch

Legendary Creature — Merfolk Wizard

This spell casts less to cast for each artifact you control.

When Emry, Lurker of the Loch enters the battlefield, mill four cards. (Put the top four cards of your library into your graveyard.)

: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)

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wallisface on Sultai Lantern Control

1 week ago

As a long-time lantern player myself, I have some thoughts:

  • your only on-board interaction at the moment is the two copies of Drown in the Loch… this feels severely inadequate for cleaning up the board once your lock is in-place. I would be expecting stuff like Prismatic Ending or Abrupt Decay so you could hit a wider variety of answers, or Fatal Push so you could be more proactive. In any case having only 2 on-board interaction pieces feels too low. Added to that, Lantern never needs countermagic because you’re able to soo easily strip the opponents hand and then control their topdeck.

  • Emry, Lurker of the Loch validates your opponents cards too much imo (i.e it means their killspells aren’t dead-draws, so there’s less garbage they can topdeck). I’d ditch it.

  • In a format as fast as modern, there will be lots of instances where you need to get Ensnaring Bridge online asap. I don’t think Ashiok, Dream Render, being a 3-mana cards, helps with that. It’s a sideboard option at-best.

  • Ego Drain feels incredibly dangerous to yourself as far as limiting your own limited resources. You really need Thoughtseize

  • Scheming Symmetry only feels useful if you’re already ahead/winning. Though there’s possibly a few niche situations where it’s helpful, so maybe its fine.

  • you really need a copy of The Underworld Cookbook to deal with aggro and burn, while also ensuring nothing gets under Ensnaring Bridge.

MrSilk on TIME PRISON - Infinite turns control

5 months ago

CptnHndsm Thanks for the upvote and comment!

Truth be told I dont need a whole lot of colored mana in this deck, there's really only three cards that would need a single colored mana. Everything else is purely colorless.. So I kinda figured I could keep in other good colorless land like Karn's Bastion, Darksteel Citadel and Glimmervoid

This deck doesnt have much in the way of counterspells or protecting the combo, but once you get the combo off once, you've basically already won the game so the deck works as fast as it can to get enough charge counters and digging down into the deck with Ancient Stirrings and Emry, Lurker of the Loch

You can reliably get your opponent stuck in the Time Prison by turn 4 or 5 with this list.

Thanks again for the comment! I spent tons of time building and testing this deck!

jacobpmesser on Self Mill Goyf

6 months ago

4 Stitcher's Supplier 4 Hedron Crab 3 Satyr Wayfinder 4 Urborg Lhurgoyf 4 Cruel Somnophage 4 Souls of the Lost 2 Nighthowler 3 Grist, the Hunger Tide 2 Wonder 4 Unearth 3 Brazen Borrower 1 Sidisi, Brood Tyrant 1 Glasspool Mimic  Flip 1 Kazandu Mammoth  Flip

1 Svogthos, the Restless Tomb

That's a good base. Take what works and replace what you don't like.

Exp. I've been playing iterations of this for years now and eight one drops are important. You need to start filling your gy ASAP. These are the two best. If you don't want to go into blue, there are cards like Gnawing Vermin but for me, m2 isn't enough. The -1/-1 is helpful so there is some leeway based on META. If I dabble in other colors, Shriekhorn is my go-to.

Satyr's spot can be removed but I play a low land count due to the two modal lands (Glasspool/Mammoth). Mire Triton is another favorite because Deathtouch and gainlfie. It's also a META call. I don't like others like Skull Prophet. If I were playing The Mycotyrant I'd consider it because it 'mills over time' (MOT) but once your opp sees what youre on theyd kill it before you get a chance to use it.

So, in this list I'm 12 goyfs. Eight can self-mill (SM) and the other is useful (Souls) in getting Wonder out of your hand. You can also sac Stitcher to it if you're a T1 Stitcher T2 Souls. Every card in this deck is a permanent besides Unearth so if you fetched at all, you could have a T2 6/6-8/8 Souls of the Lost and that aint to shabby.

I have always played at least 1-2 Nighthowler. It makes those Stitchers, Crabs, and Satyrs a threat and more often than not, takes two spells to kill it (when it's bestowed).

I view this deck as a sort of aggro deck and keeping with 99% creature theme, Grist and Brazen Borrower are my interaction. You can bring in whatever you want (obviously) but it's also provides fliers for Nighthowler, Grist has a built in win-con and protects itself. I always play a Boseiju, Who Endures and if I play more, -1 Unearth for Life from the Loam and if I'm really frisky, I'll add a few more legends, play more of the Channel Lands and another Life/Loam. I've got a oops all Channel lands were all the other lands are Modal and I play Amulet of Vigor with Shriekhorn and use Emry, Lurker of the Loch as a self-mill recur piece. It's fun.

Sidisi is a MOT that can help you go wide. Every time you mill, you get a zombie. I use this in near every build when I'm in color. I've tested Blossoming Tortoise but save that for a Mosswort Bridge version I play and if I can't get that going I want to be able to cast the top end. Shigeki, Jukai Visionary, Molderhulk, Aether Vial + Dryad Arbor help get me there. But just playing the new Squirming Emergence is so much easier than playing all those other cards.

You can find a way to bring in draw, life, other interaction, etc.. it's on you. There are times were I play Jace, the Perfected Mind or Visions of Beyond for draw. Spellstutter Sprite and a few spots for other faeries like Likeness Looter (flying faerie goyfs!).

But that's the base. Do what you want.. because you can literally do anything. I've got a junk list focused on recur with Unearth, Renegade Rallier, Necropanther, Athreos, God of Passage... a jund/grixis list that uses Ob Nixilis, the Adversary and Orcish Bowmasters (sac goyf to etb Ob Nix, Token Ob forces opp to draw 7 for -7 life. Bowmasters deals another 6 plus you get a 6/6 orc token (+2 more for paper Ob +1 if they can't discard). That's a 15 point swing, not including attacks. Another Grixis list that plays Kroxa, Flamewake Phoenix, Seasoned Pyromancer and Ox.

My favorite - game 1, I'm a mill deck that sideboard converts into self-mill game 2. It still deals with the gy but game 1 youre spell heavy and game 2 youre creature heavy.

Anyway, have fun.

Crow_Umbra on Favorite mtg art

10 months ago

So many cards have "pet card" status for their art, but I'm always glad to see them in my binders. I'd say I'm definitely a sucker for foil versions of Red cards; I just love how the flames pop. A few favorites off the top of my head in no particular order:

Niko9 on The One Ring

10 months ago

I mean, from just a flavor perspective the fact that the one ring incentivizes decks to cycle through multiple copies is such a sigh. Although it might be an even bigger flavor flop if they do have to ban it and then players are left with a lord of the rings set except you can't use the one ring. It's all kind of a mess. The one ring is not only proving to be very powerful but leads to stale stalling boardstates and the whole design really seems like a commander card that was put into multiple formats.

My big worry is that it will get things like Emry, Lurker of the Loch banned instead of hitting the ring. Actually, maybe my big worry is that Wizards will say, hey we printed a really powerful one ring and it tempted players to use it, it's perfect!

I don't know, I'm just having trouble with the lotr set. I love the world, I really want to like the cards, but I'm definitely having trouble with it.

wallisface on Thopters!

1 year ago

Also just something else i’ve noticed, Sword of the Meek won’t work with Tempered Steel or Chief of the Foundry, as the buffs will mean the creature is no longer a 1/1.

Keeping that in mind, here’s an example list incorporating my suggestions:

wallisface on Thopters!

1 year ago

Some thoughts:

  • i think you might want another playset of 1-mana cards. At the moment you have very little to do turn 1, and effectively starting a full turn behind your opponent is a really dangerous place to be.

  • instead of Sparring Construct i’d suggest Arcbound Worker and/or Arcbound Javelineer.

  • Chief of the Foundry and Etherium Sculptor are both kindof “meh” because neither particularly helps your board state in any meaningful way. Better options could include Welding Jar (protects the stuff that matters), Throne of Geth (lets you sac the Walker to make thopters, importantly lets you sacrifice to avoid your creature being exiled), and Emry, Lurker of the Loch (helps you assemble your combo a lot more reliably).

  • i think your list can get away with only 22 lands.

  • personally i’d only run 3 copies of Sword of the Meek, particularly if you end up playing Emry. Drawing one is great but the second one is almost never helpful.

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