Emergence Zone

Combos Browse all Suggest

Legality

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

Emergence Zone

Land

: Gain .

, , Sacrifice Emergence Zone: You may cast spells this turn as though they had flash.

SueMe on Hogaak: My Favorite (Infinite) Combo Deck

1 month ago

@ killer_eye

Not at all! These are all super solid suggestions; the more the merrier!

Most likely the colorlessness won't hurt us too hard. Do let me know if Emergence Zone is worse in testing, though.

Have you seen my Budget List? I haven't updated it in forever, but it could give some ideas.

killer_eye on Hogaak: My Favorite (Infinite) Combo Deck

1 month ago

Hi another suggestion here: Emergence Zone, execute the combo at instant speed, uses:

  • Execute the combo at end step of the player before our turn and re-try again on our turn if it fizzles.
  • As a response from disruption while executing the combo.

Disadvantage: It's colorless, Not yet sold with it and still in testing stage.

Sorry if I've been noisy here recently, I'm just enjoying my time with Hogaak and tuning my budget version ($200). Here's my list: https://www.moxfield.com/decks/Xt7pCisdvEOYDhO4jE_MeQ your list is one of my references in building the deck.

Yesterday on Worldgorger Combo + ETBs?

1 month ago

Oh jeez, I just realised that I completely misunderstood what you were trying to do.

Yes, if you are constantly flickering your own The Beamtown Bullies as part of a Worldgorger Dragon combo, you can respond to the Woldgorger exile trigger to tap Beamtown Bullies to reanimate a Bronze Bombshell under you opponent's control. Your opponent will be made to sacrifice the Bombshell before your Worldgorger flickers everything again, and then you can rinse and repeat this.

In-colour for Beamtown Bullies as a commander, you could do this with Emergence Zone, Necromancy, Vedalken Orrery, or Vernal Equinox.

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

1 month ago
The first major update to the deck has been completed, the major theme being more draw. All of my initial testing showed that this deck goldfishes very quickly, but is hungry for resources, and that just drawing one extra card per turn, which it was consistently able to do, wasn't enough to feel like we had options and could easily rebuild after a blow out. Burst card draw pieces like Well of Lost Dreams and Thorough Investigation (which builds up tokens to be used as burst draw later) have been the powerhouse pieces. As such, the idea with this update is to add either more of those, or more one card per turn pieces so that it is likely we can have two of them out most games. Below are the lists of cuts and adds with justification.

1) Burnished Hart OUT Pearl Medallion IN

Hart is a great card, and research suggests it's one of the winningest cards in EDH, so naturally in a monowhite deck that a land ramp piece like this would seem to be great. I think the issue for it here is it just isn't fast enough for the deck. Giada doesn't need to ramp a lot to be relevant, and in testing I've found that we often have something more urgent to do cast it initially or sac it to get the lands. It's still a great card, but likely better suited to more controlling decks. What is amazing in this deck, however, are cards that discount creature spells like Herald's Horn, as we can use them to more easily put out multiple pieces in a turn at discount. Making your four drops three drops is incredible acceleration that suits our gameplan just fine. And Medallion does this not just for our creature spells, but any spell in white. It's fabulous!

2) Cosmos Elixir OUT Vanquisher's Banner IN

Elixir is theoretically a good card in this deck as it can draw cards off life-gain or gain life. The problem is it never does both, it draws one extra card per turn at most, and costs 4 mana for the privilege. It's equivalent card would be Sigarda's Splendor, but that always gains us life, and is simply based on not having lost life from the last noted turn, which is more reliable. Banner costs more, but its floor is replacing every angel we cast with a card, and its ceiling is drawing several cards in a turn, so it's better all around. The anthem is just gravy.

3) Welcoming Vampire OUT Mask of Memory IN

While a fabulous card, Giada's ability ensures that we won't draw cards with angels off of vampire. It will definitely find a home in a new deck. Mask of Memory, however, is great. It costs two and equips for one, meaning an easy early line of play would be to cast it turn three, attack it to Giada, and get an engine going. We get to draw two cards and then discard the one in our hand we need least, which allows us to be up a card while moving through the deck to what we need. Sometimes we might even discard a good card only to recur it with another later, so there are lots of nice little possibilities with this one.

4) Mirror Entity OUT Sanctuary Warden IN

So far we've replaced subpar draw with better draw, but no we are upping our count. I've never like entity, but I thought it might be better here since Giada gives it counters that make it more resilient when not being pumped. Still though, like all changelings, its an angel that doesn't fly, which is wicked annoying. Moreover, while its ability is a powerhouse with 1/1 tokens which can be turned to 4 power with 4 mana, it's not so great when the average power of an angel is already 3/3 or 4/4. It will weaken some of your angels, and where it improve them it takes a monstrous amount of mana to do so. Finally, while one might be tempted to add Reveillark to complete the combo with entity and Karmic Guide, we have to remember that Giada shuts entity off from killing the board, effectively shutting down the combo. It's just bad, trust me. This is where a lot of online deck tech's fail. They just throw it in because its an "angel" and a generically good card without thinking through the consequences! Meanwhile, while costly Sanctuary Warden is an absolute powerhouse. It immediately replaces itself, and can draw cards more cards this way for free by being blinked with Sword of Hearth and Home. It's an engine that draws us cards every turn, and we can use our plentiful supply of +1/+1 counters to power it, leaving the shield counters to protect it from most removal and board wipes. It's an all-star card.

5) Plains OUT Tome of Legends IN

I'm hoping I don't regret going down to 35 lands, but I think the deck can sustain it, especially when we are upping the draw. Tome is an amazingly good and underrated card. It can net us an extra card the turn we cast it, and can draw one every turn as long as we attack with out commmander, something that isn't too hard to do here. Keep in mind, Giada has vigilance, so even if we want to tap her to cast an angel we can always do so on our second main phase! The best part of this card is that it costs only two mana, allowing us often to ramp it out turn three with another angel or put it out early with another two drop. It's been great in other decks and I expect no less here!

6) Archaeomancer's Map OUT Eye of Vecna IN

This might be a more controversial cut, but I don't think I need the ramp map theoretically provides, and it can be a tricky card to play here. Ideally you'd want to get this down turn three, in order to ramp lands based upon your opponent's turns, but you'll have to discard if you do unless you played a one drop turn one. It's not as great late game, and the ramp is conditional based on having the extra land in hand and not missing a land drop, which can happen without enough draw. Eye immediately replaces itself and draws one card every turn for the low cost of 2 life, which we aren't worried about at all here. The only downside is that Angel of Jubilation shuts it down, but that is a narrow enough case that it isn't worth not playing a 2cmc draw spell over.

7) Disenchant OUT Together Forever IN

We have plenty of removal and I think we can afford to cut our least relevant piece. Together Forever is amazing, cheap, efficient protection for our entire board, including Giada. It can save our stuff from being destroyed by removal or damage, and has value as repeatable single-target protection and board wipe protection. I expect this to be an all-star piece.

8) Desert of the True and Drifting Meadow OUT War Room and Bonders' Enclave IN

I hated these cycling lands in early testing because they are just not worth having the lands come into play tapped. War Room and Enclave actually draw us cards, and come into play untapped. Sure, 4 mana is a lot for a single card, but there are times we will be happy for it, and in a monocolored deck the colorless nature isn't too much of a drawback.

9) 2x Plains OUT Emergence Zone and Seraph Sanctuary IN

Why not attack lifegain to a land? Sanctuary is just an obvious card for this build that I somehow missed the first time around. Zone is a deeply underrated card that allows you once in a game to get the jump on your opponents by becoming a one turn Vedalken Orrery. The element of surprise is what often wins you games in aggressive decks, and this card allows for that!

So that's the first update! I'll have updates to the primer coming later today or tomorrow. Hope this helps all of you as you build and play the deck!

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

1 month ago

I've ordered some cards and pulled a few from my binder which I may add to the deck, but while they are enroute I thought I'd telegraph my thoughts on them so that some of you can weigh in with your thoughts.

1) Draw Lands- War Room and Bonders' Enclave While I don't like using four mana (including the land itself) to draw a card, I'll be happy to in a pinch or when the mana is free. These are not primary draw, but they will add options and I think get use, and since they don't come into play tapped that's good.

2) Seraph Sanctuary Missed this one in my first build, but it's obviously great here.

3) Emergence Zone This is a hidden gem most people forget about. A huge piece of aggro is the element of surprise, and this allows us to make bigger plays and functionally double mana by playing on our opponent's end step before our turn. It's great.

4) Sanctuary Warden This is another painfully obvious choice that I missed on the first round (I should have read the card more closely). It's an angel draw engine in Giada that leverages our Giada counters rather than the helpful shield counters it comes with. Nice.

5) Tome of Legends This is a favorite draw piece for me in two of my other decks, so I was thankful that someone reminded me of it. It also fits our low curve nicely.

6) Vanquisher's Banner This card does not fit our draw curve as nicely, but is broken and probably the second best draw engine for this deck.

7) Eye of Vecna I saw this in a few other lists and it seems great. Why not pay a small amount of the life we are gratuitously gaining for a card each turn? For 2 mana, and we get a card immediately when we play it! The only downside is that Angel of Jubilation shuts it down, but that is a narrow case.

8) Mask of Memory I saw this on other lists as well and it seems like a good choice. We get to look at two cards, end up one, and discard what we need least. There could also be lines of play where we discard a good card like Gisela, the Broken Blade  Meld and return her with Bruna, the Fading Light  Meld, so there's that too.

9) Together Forever Premium protection from both board wipes and targeted removal. And for an efficient cost. What's not to like?

comradeclemency on Azusa, Bureau of Land Management

2 months ago

Profet93

Thanks for the new recommendations. That is a good call on Regal Force's wording. Maybe I could switch him out for Greenwarden and see about pulling off this combo you speak of! I will definitely swap out Rampant Growth for Nature's Lore. I will think about cutting one of the non-basic lands you mentioned and replacing it with High Market for a sac outlet. Ghost Town has a fun interaction with land ETB triggers, like Horn of Greed. Emergence Zone hasn't paid off as much as I would like. I recently added eldrazi and want to test out Shrine of the Foretaken Gods in hopes that it helps me cast them faster.

I think the way I have been looking at this deck recently is to prioritize "do something now" cards.

Hi_diddly_ho_neighbor on Avacyn Voltron Angel

2 months ago

Neat deck!

If you are finding yourself getting beat down right before/after you cast Avacyn then you could consider some ways to play her at instant speed. I use Scout's Warning and Emergence Zone in my Rograkh+Arkoma deck to be able to flash in Akroma (granting psuedo-haste) and not go shields down. If you have the budget Vedalken Orrery and Winding Canyons are great as well.

jaymc1130 on What kind of EDH deck …

3 months ago

Cloudstone Curio or other bounce archetypes are the most likely decks to want to include the Orrery. Even then there are sometimes better alternatives (perhaps all you need is an Emergence Zone to fill that role for example). But in general the decks that like to do the bounce house thing will enjoy the flexibility afforded by an Orrery to play all those lovely enchantments and creatures at instant speed as their primary means of interaction.

Load more