Emeria, The Sky Ruin

Emeria, The Sky Ruin

Land

Emeria, the Sky Ruin enters the battlefield tapped.

At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.

: Add to your mana pool.

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Trade

Have (2) Forkbeard , metalmagic
Want (3) sedhyran72 , ugli , Streyken

Printings View all

Set Rarity
Commander 2014 (C14) Rare
Zendikar (ZEN) Rare

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Emeria, The Sky Ruin Discussion

SynergyBuild on Fixing White in EDH

4 weeks ago

enpc And with newer colorless card draw becoming much better, modern playable Mazemind Tome, EDH specific Endless Atlas, and older Sensei's Divining Top/Scroll Rack always being powerful options!

Things that synergize with white's effects like counters with Mindless Automaton, lifegain with Well of Lost Dreams, and tokens or small dudes with Skullclamp, that or Sword of Fire and Ice for equipment strategies, Smuggler's Copter and Bonders' Enclave for other strategies.

And in white, after looking it up for Omniscience_is_life, here is my new, semi-educated package:

Land Tax, Mangara, the Diplomat, Alms Collector, Weathered Wayfarer, Mesa Enchantress, Kor Spiritdancer, Sram, Senior Edificer, Stonehewer Giant, Dawn of Hope, Puresteel Paladin, Mentor of the Meek, Bygone Bishop, Luminarch Ascension, Emeria, The Sky Ruin, Sun Titan, Sevinne's Reclamation, Ranger of Eos, and Castle Ardenvale

Not to mention tutors being Weathered Wayfarer/Ranger of Eos being tutors, alongside Steelshaper's Gift, Open the Armory, Recruiter of the Guard, Ranger-Captain of Eos, Academy Rector, Arena Rector, Call the Gatewatch, Idyllic Tutor, Enlightened Tutor, Heliod's Pilgrim, Quest for the Holy Relic, Three Dreams, Boonweaver Giant, Auratouched Mage, Djeru, With Eyes Open, Taj-Nar Swordsmith, Thalia's Lancers, Totem-Guide Hartebeest, Relic Seeker, Priest of the Wakening Sun, Forerunner of the Legion, Ignite the Beacon, Plea for Guidance, Kithkin Harbinger, etc.

Oh, and there is more, just look!

lil_cheez on Tyrolean Iroas

4 weeks ago

Monomanamaniac Thanks for the upvote and the kind words! I'll comment your suggestions.

Boros Charm: Is a great card and I used it before but I've cut it for more permanents. This deck can have so much interaction because it needs creatures to attack and enchantments to make them better
Mangara, the Diplomat: I'm eager to test it, but I don't own one (I'm not spending in MtG for awhile)
Sunforger: I can't praise this card enought but unfortunately this is not the deck for it. Iroas needs devotion, so I can run only so many artifacts. And Sunforger is not a slot in a deck - it is a dozen. You'll need targets, tutors to find it, maybe a creature or two that can cheat equip costs...
Arcane Signet: Good, could replace Cluestone or Locket for it (but I run those because of the option to draw)
Odric, Lunarch Marshal: Is good, I don't own one so never tested. I'm just concerned that it would be a dead topdeck in some situation, but surely worth a shot.
Odric, Master Tactician: Used it before, actually it underperformed. Iroas is usually good enought
Winota, Joiner of Forces: Same as Mangara
Sword of the Animist: Used it before, it is a good card and works, but I decided to cut it for Burnished and Lannery Storm as they can attack and block. I'm still interested in bringing it back but still have to figure something out.
Shadowspear: Same problem as Sunforger, I can run only many artifacts, also Hexproof and Indestructible are things that could be resolved with "player removal" xD
Chaos Warp: Considering this one, I love removal that hits more than one kind of permanents, but I am satisfied with the removal package on this deck already. Maybe I can squeeze in the place of something.
Flawless Maneuver: Same as Boros Charm
Brimaz, King of Oreskos: Used it before, underperformed.
Knight of the White Orchid: Same as Brimaz
Myriad Landscape: Is good and I might squeeze one in. I have one problem that I think this deck is running too few basics, sometimes I Land Tax all of them out of the deck, and I intend to use Emeria, The Sky Ruin (wich would demand more plains) but it is on my sight!
Swiftfoot Boots and Lightning Greaves: Same as Shadowspear
Vandalblast: Same as Chaos Warp
Combat Celebrant: Just neat, maybe someday I find a place for it in the deck!

ellie-is on Ellie's Soul Sisters

1 month ago

@Peoni: Thank you very much for the comment!

Emeria, The Sky Ruin sees a lot of play in Martyr Proc, which stalls out games by looping Martyr of Sands as its main strategy, but since this deck has a bigger focus on fast aggro, it's very unlikely a game will last enough for me to play 8 lands. So the fact it comes into play tapped is too big a drawback to run it.

Path to Exile is definitely good and I'm trying to figure out how to make room for it currently. Chalice of Life  Flip is fun and I used to run it in an older lifegain deck, but by the time I have enough life to trigger it, I could be triggering Serra Ascendant instead, which costs just one less mana and synergizes better with the rest of the deck.

Heliod, Sun-Crowned on the other hand is super strong! A lot of recent Soul Sister decks are using it because it goes infinite with Walking Ballista, and turns your other creatures into Pridemates too. My only issues with that combo is that I'd need to afford playsets of both cards and they are both very expensive, and also that Walking Ballista doesn't really do much in this deck without Heliod being around. But mostly this combo is out of my price range, haha.

Peoni on Ellie's Soul Sisters

1 month ago

I don't know much about modern, but I wish I did. :^) As far as I know you can't go wrong with Path to Exile though. There's also Chalice of Life  Flip and Emeria, The Sky Ruin, though I'm pretty sure the former was mostly used in some of the earlier takes on the archetype. The newer Heliod might be a fun pick but I don't know how he'd fare in modern. He was nasty in standard lifegain tho.

I like your deck. Seems fun, fair, and affordable. Hope I was of some use. :^)

Blitzak on Kytheon, Hero of Akros - It Ain't 120

1 month ago

Hello! Love the deck. Edh needs more honest aggro decks. Why not Emeria, The Sky Ruin though? Don't think you'll get that many plains with only 28 lands?

NoSoyYucateco on Mono-White Chulane

1 month ago

If you are pushing to get Emeria, The Sky Ruin to go active, doesn't it make more sense to play cards that get you extra lands instead of ramping with artifacts that have no other synergy with your deck? All of the cards I suggested can help you get extra Plains on the battlefield. Azorius Signet, Selesnya Signet, Talisman of Progress and Talisman of Unity don't. They are also not creatures, and you want to cast as many creatures as possible with Oketra.

I get that you're trying to use as little green as possible, but these are just ramp cards that are supporting your core strategy. Why limit yourself when you have access to the best color for ramp?

SynergyBuild on POLL - Top 10 budget …

1 month ago

For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!

(Nonbudget versions would be like Volrath's Stronghold)

Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.

Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.

Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.

Bababad on Ayli, Frooty Loops (Primer)

2 months ago

The curve is pretty darn low and our wheelhouse is resource denial via exiling (our commander isn't a combo in the zone and isn't a formidable threat in play either). Ramping out with no targets doesn't help us terribly much and rocks mid-late game are just poor topdecks and not abusable via recursion

Chromatic Lantern fixes our mana to a tremendous degree, but honestly its not even essential anymore

Commander's Sphere can be repeatedly sacced for cards and looped with Sun Titan

Thaumatic Compass  Flip gets multiple lands and then becomes a Maze of Ith which can be utilized when our landbase is tight. ideal for setting up Emeria, The Sky Ruin

more rocks in the deck will smooth things out but limit resource slots. Ultimately dealer's choice :)

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