
Emergent Ultimatum
Sorcery
Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum.
Trade
Have (1) | jecder |
Want (0) |
Combos Browse all
Legality
Format | Legality |
Pre-release | Legal |
Historic | Legal |
Canadian Highlander | Legal |
Limited | Legal |
Duel Commander | Legal |
Tiny Leaders | Legal |
Commander / EDH | Legal |
Block Constructed | Legal |
Vintage | Legal |
Brawl | Legal |
Casual | Legal |
Leviathan | Legal |
Modern | Legal |
Standard | Legal |
Pioneer | Legal |
Highlander | Legal |
Oathbreaker | Legal |
Legacy | Legal |
Arena | Legal |
1v1 Commander | Legal |
Unformat | Legal |
Gladiator | Legal |
Custom | Legal |
Emergent Ultimatum occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Emergent Ultimatum Discussion
RUST-O on
X's and O's
4 days ago
Phyrexian Metamorph, Spark Double and Clever Impersonator would both be good additions here. I don’t know what you would cut for either but they’re awesome. Especially clever since it could hit one of your enchantments to double those effects. Spark double is sick because it hits your commander.
I have been really enjoying Kiora, Behemoth Beckoner her passive ability is great and she comes in with 7 loyalty for 3 mana.
Emergent Ultimatum is a cool one but I don’t know what you could cast for free off that with so many X cards...
Thats all I have. This is a very solid list.
KaraZorEl on
Melira's Infinite Gifts
1 month ago
Oh, I see! Converted mana cost, not power. Then it would have to be Kitchen Finks or Safehold Elite instead.
Saffi might easily take the place of Archfiend's Vessel, who I'm not 100% sold on or stuck to.
I also took a look at Emergent Ultimatum, but it seems a pain to hard cast.
1empyrean on
Scion Storm
2 months ago
I honestly appreciate the people who build decks around older commanders with newer cards, especially with Emergent Ultimatum. There are tons of ways to use it, but I don't think a lot of people are. Interesting build, and I like the reanimator focus of the deck.
Titus7007 on
Ultimate Adept (Standard hidden Gems#3)
4 months ago
I love the tricky use of Emergent Ultimatum
SynergyBuild on shadow63
7 months ago
Also, Emergent Ultimatum is a new Tooth and Nail, and Warp World is also super legal xD
It's a weird banlist, also Shaman of Forgotten Ways is a better Biorhythm pretty much always xD
smackjack on What are the best cards …
7 months ago
Tooth and Nail with Avenger of Zendikar and Craterhoof Behemoth is nice. Im trying out Emergent Ultimatum fetching Thassa's Oracle, Demonic Consultation and Rune-Scarred Demon. It seems nice.. Doomsday is always fun.
slashdotdash on
5 color no theme deck
7 months ago
Dear Kronhamilton
Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.
(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)
Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.
I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.
We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.
Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!
While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;
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Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.
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Basic Golos: a modified version of the Template that suites most Golos decks.
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Control: a version tailored for a slower game with many Sweepers.
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Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.
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Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.
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Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.
Template Show
Basic Golos Show
Control Show
Aggro Show
Big Mana Show
Mega Mana Show
Good luck :)
Ratio Fixing
The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;
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Lands – 36 --> You have 40 Lands (Cut 4 Lands)
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Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)
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Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)
Ramp & Draw Additions Show
What I counted in your deck Show
Mutate
Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).
With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).
Cut or Include?
At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.
Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)
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Reconnaissance Mission (Draw, especially if you plan on attacking constantly)
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Ruinous Ultimatum (Sweeper)
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Mythos of Illuna (Other, sometimes Removal)
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Kroxa, Titan of Death's Hunger (Threat)
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Klothys, God of Destiny (Support)
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Dryad of the Ilysian Grove (Support)
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Drakuseth, Maw of Flames (Threat)
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Extinction Event (Sweeper)
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Titanoth Rex (Threat)
In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.
I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.
Lands
Just as a recommendation, I would suggest the following spread of Basic Lands;
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8 Basic Forests
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3 of each other Basic Land
The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).
As a reminder:
Basic Golos Show
The Shell
Ramp – 12
Draw – 13
Removal – 7
Sweepers – 2
Threats – 12
Support – 7
Land – 36
Good Luck :)
-Slashdotdash