Court of Embereth

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Tokens

Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Vintage Legal

Court of Embereth

Enchantment

When Court of Embereth enters the battlefield, you become the monarch.

At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you're the monarch, Court of Embereth deals X damage to each opponent, where X is the number of creatures you control.

Last_Laugh on This is the Rhythm of the Knight

3 months ago

I have to agree with Crow_Umbra that the deck feels very light on draw power.

Bident of Thassa can draw a lot of cards. Consider Court of Vantress here too. Tocasia's Welcome is only once per turn but it's well worth a slot. Tenuous Truce is political but you can almost always find someone to draw with... for awhile at least.

Hybrow on Purphoros, God of Tokens

5 months ago

I recently made a couple changes to my Purphy.. added Song of Totentanz and Court of Embereth. Not sure if they are going to work, the Court might just generate hate.

I held off on adding Redcap (was also going to remove Beetleback).. I'm nervous about not having chumps to block with.

But I am looking forward to Ojer Axonil, Deepest Might  Flip ... Figure its a straight upgrade from Panharmonicon or Solphim, Mayhem Dominus. And there are ways to pump Ojer's Power with extra mana and Purphoros

Optimator on Anarchy Burger

6 months ago

Return the Past - expensive, but a huge value engine

City on Fire - might not be worth it since you could rarely get the mana discount, but the power is there

Ensnared by the Mara - some damage and value

Spikefield Hazard  Flip - could take a land slot

Court of Embereth - draws a card and starts to make blockers

Virtue of Courage - a bit of burn, then HUGE card advantage. Could be a must-include!

Realm-Scorcher Hellkite - there are a bunch of dragons with repeatable damage abilities--perhaps those would be great mana sinks?

Hearth Elemental - could be decent card draw, then a blocker. Not amazing, but there it is

Flick a Coin - kinda funny

Ravaging Blaze - not amazing removal, but you'll usually have Spell Mastery

Insurrection - a bit anticlimactic, but if you're whittling down life totals this could very often win the game. The red creatures would do bonus damage too. Sorcery synergy I guess

Disrupt Decorum - could get the heat off of you for a turn or two

Abrade - creature removal or artifact removal--the option is nice

Fires of Mount Doom - expensive but repeatable card-draw. A bit of removal and damage too. Perhaps a must-include?

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