Emeria Shepherd

Emeria Shepherd

Creature — Angel


Landfall — Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.

Latest Decks as Commander

Emeria Shepherd Discussion

multimedia on Wrath of Kaalia

12 hours ago

Hey, good first attempt and decent budget version of Kaalia.

You have a few Angels/Demon/Dragons who are impactful when you cheat them onto the battlefield with Kaalia, but many could be improved to get more repeatable effects.

Some budget Angels/Demons/Dragons to consider adding:

  • Angel of Despair: destroy any permanent.
  • Emeria Shepherd: repeatable reanimate with Plains or recursion of nonland permanents with other lands.
  • Liesa, Forgotten Archangel: repeatable recursion of nontoken creatures you control that die and lifelink.
  • Sephara, Sky's Blade: protect Kaalia and all other flying creatures you control and lifelink. Pairs well with Aegis Angel to give Sephara indestructible to then have all flying creatures you control have this protection.
  • Bloodgift Demon: repeatable draw at your upkeep for the cost of only 1 life.
  • Steel Hellkite: repeatable destroy opponents nonland permanents.

On a low budget lands are last to think about, but there's a few more that are $2 or less to consider for some improvements:

Some changes to consider:

If interested I offer more advice. Good luck with your deck.

pretendingtoalright on Harvest - tips?

2 weeks ago


The changes i saw seemed pretty good. With the change in commander (although it would have been a good idea with maja too) u might want to add a landfall package with cards that work like Makindi Ox.

Sporemound, Zendikar's Roil, Rampaging Baloths, Emeria Shepherd, Felidar Retreat all generate lots of values from playing lands.

There's a lifegain subtheme in ur deck with no real pay out, tho I see u have Felidar Sovereign in the maybeboard.

multimedia on Vast of Vanity

2 weeks ago

Hey, good first version, nice Avacyn, Angel of Hope.

Having some backup plans to cheat big creatures onto the battlefield can be helpful because you will not always control Kaalia. Reanimation and ramp are two straight forward backup plans to consider expanding on.

  • Rakdos, Lord of Riots: Demon who can reduce the colorless cost of creatures you cast.
  • Emeria Shepherd: repeatable reanimate any nonland permanent in your graveyard if you play a Plains or if you play any land then put that permanent into your hand instead.
  • Karmic Guide: Angel who can reanimate any creature in your graveyard.
  • Nahiri, the Harbinger: all her loyalty abilities are good, her -8 can tutor for any creature and put it on the battlefield.
  • Wayfarer's Bauble: land ramp that has interaction with Emeria Shepherd since it can get a basic Plains, repeatable with Shepherd for two mana.

Some changes to consider:

Some other upgrades to consider:

Some lands to consider adding to improve the manabase in place of some basic lands, the three Bounce lands, Wreckage and the two Scry lands.

If you choose to add Emeria Shepherd then some Fetch lands that can get a basic Plains are helpful because they give you two triggers of landfall.

Good luck with your deck.

Deathstroke2791 on YEET! [[Primer]]

1 month ago

Hi_diddly_ho_neighbor, Emeria Shepherd is too slow. If I don't have a Plains to play the turn it comes in, I lose SO much tempo. If it were to revive something upon entry, it might have earned a spot, but it used to be in the deck, and I was always underwhelmed when I played it. Flameshadow Conjuring has been in this list before, but I always found that extra mana to be a little lacking. However, since the deck has become more mana efficient, then it might qualify for a spot again. What would you suggest to take out? Now Rionya, Fire Dancer looks like some straight GAS. I am going to find a spot for this and hope that it's worth it. Although I will say, her and Flameshadow Conjuring might be competing for the same spot since they have similar effects.

Hi_diddly_ho_neighbor on YEET! [[Primer]]

1 month ago

Have you considered Emeria Shepherd? It's great recursion and not a bad fling target itself. Also, Flameshadow Conjuring or Rionya, Fire Dancer could be fun. They let you get an attack in and then you can fling the token before the end of turn/combat.

GoblinsBeatElves on Need help with Black/White landfall …

1 month ago

Other than the 1-of Eternity Vessel, I don't really see what the lifegain part of this deck is meant to be doing. There's no other payoffs other than that, and it seems like it's just hurting the deck, since it's playing bad cards that happen to have lifegain. If you're not too attached to that part, I think I would try to just cut that section out and go more fully in on the landfall theme, since that's the more supported half, so the deck isn't getting pulled in too many directions.

That said, trying to be a more midrange-ish deck with the landfall theme to be able to close out the game seems like it might be alright in more casual settings. If that's the direction this deck is going to go in, you definitely need more interaction to be able to answer the opponent's plays.

Tomb Hex just seems like a bad card. Yes, it fits with the landfall theme, but even if you've triggered landfall, it's still worse than many other removal spells. I'd definitely think about switching that out. Doom Blade/Go for the Throat/Oblivion Ring are okay, but there are definitely better options. Fatal Push, Path to Exile, and Vindicate/Kaya's Guile/Damn as 1-2 ofs could be decent, as more versatile removal spells for a bit later in the game. The discard spells that Caerwyn mentioned are also great, and I'd definitely try to fit some Inquisitions in.

Soul Stair Expedition, Guul Draz Overseer, and Emeria Shepherd all seem like they might not be impactful enough in the deck, seeing as you don't have that high of an amount of creatures, and high creature counts in the deck is what all of those benefit from, Emeria/Stair to recur them, and Guul Draz to buff them, as well as the latter two being very expensive cmc-wise. As much as they do fit with the landfall theme, I think those are probably potential cuts. Felidar Retreat seems like it would be higher impact, and gives you some more cards to fit the landfall theme, you could maybe try that one? Fearless Fledgling might also be decent, and is pretty low cmc.

Also, I know you had a budget for the deck, but there's still some cheapr dual lands you could play that would fit in it. Stuff like Shineshadow Snarl or Caves of Koilos is relatively cheap, and could probably help your mana a bit.

Definitely take this with a grain of salt, as there is some subjectively in building stuff like this, and no 'correct' deck, but I think I would try going with something like this:

4x Bloodghast

4x Caves of Koilos

3x Mind Stone

3x Emeria Angel

3x Night's Whisper

4x Evolving Wilds

3x Fatal Push

3x Fearless Fledgling

3x Felidar Retreat

4x Inquisition of Kozilek

2x Ob Nixilis, the Fallen

4x Path to Exile

6x Plains

1x Retreat to Hagra

4x Shineshadow Snarl

7x Swamp

2x Vindicate

jakeyuki12 on Hardcore Rasta

1 month ago


The very large issue I see is that your deck is slow and will run out of gas veeeery fast.

1) Let's talk about speed first. The YouTube channel known as the command zone ran a study on hundreds of commander games to find some stats. One of the stats they found if the average length of a game: around 10 turns, with a 3 turn standard deviation. So around turn 7 for quick games and turn 13 for long games. Another stat they found is that most players only play on average 1-2 7+ mana value cards in a game, no time for any more. Thus, we start to see the issue of speed in your deck. Your deck is glacially slow with sooooo many cards at 5, 6, or 7 mana. This could be circumvented if you had more ways to cheat mana cost, but you don't.

2) The other big issue I see is that your deck will run out of resources fast. Because EDH is a multiplayer game, every deck needs to have ways to generate more resources than your one land drop per turn and your one card drawn for turn, otherwise you won't be able to keep up with 3 opponents. Thus, it's pretty standard to play around 10-12 ways to ramp (have more mana available than just 1 land drop per turn, think Sol Ring) and around 10 ways to generate card advantage (have access to more cards than just your one draw per turn, think Divination).

It's totally reasonable to want to run a deck with really big creatures, you just have to build the deck a certain way so that it doesn't lose to itself. You'll want to run even more ramp than the standard 10-12 if you want to play more big things. Alternatively, you could find a way to cheat the big things into play. Stuff like reanimation effects (Late to Dinner, Emeria Shepherd), effects like Sneak Attack, effects like Transmogrify, etc.

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