Emrakul, the Aeons Torn
Legendary Creature — Eldrazi
This spell can't be countered.
When you cast this spell, take an extra turn after this one.
Flying, protection from colored spells, annihilator 6
When Emrakul, the Aeons Torn is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
|Have (3)||, gildan_bladeborn , Beware|
Combos Browse all
|Commander: Rule 0||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Emrakul, the Aeons Torn Discussion
3 weeks ago
@lalalalala: The issue with the scion card is that it is too slow. If you want to avoid using Tron lands (which again, I HIGHLY RECOMMEND) at least consider running Overgrown Battlement, Axebane Guardian, Sylvan Caryatid, or other mana walls. I use them in my U/G Tron list to keep it more consistent and I run Emrakul, the Aeons Torn and can get it out relatively easily around turn 6-8. Modern is a rather fast paced format and you have to ramp fast to keep up with the aggro and midrange decks. The power of the smaller Eldrazi is in getting them out early and fast, the big ones: the earlier the better but they generally have enough shenanigans in them to make playing any of them and getting them to stick devastating.
4 weeks ago
Maybe someone already pointed that out but Emrakul, the Aeons Torn is banned in EDH (both as commander and as card).
1 month ago
There is also an existing green creature fetch that puts said creature straight into play, in Fiend Artisan.
And there are a ton of green planeswalkers that can go digging for creatures, the most recent being Ellywick Tumblestrum, but also from memory Vivien Reid (i'm not going to search these all out here, but I'm sure there's more).
So, given enough time Wotc will probably print something which aligns more closely with what you're wanting... but it feels like there is already plenty-enough tools to get the effects you're after, and plenty enough cards that already do the thing you're wanting.
2 months ago
I am a believer in Cavalier of Dawn if you're looking for interactions to put in the sideboard; I know it's 5cmc but sometimes a game goes long and they have a nonland permanent that NEEDS to go away like Ensnaring Bridge or Kiora Bests the Sea God , not to mention it's ability to remove the format's dominant planeswalkers. I don't like Student of Warfare and Radiant Destiny could be replaced with Sanctuary Lockdown if you got rid of the Kithkin, giving you a soft answer to Emrakul, the Aeons Torn
3 months ago
3 months ago
(10) the general plan is to slow your opponent down with the enchantments, in the past the lack of Solitary Confinement made this difficult if you didn't draw Ghostly Prison , Sphere of Safety and Leyline of Sanctity . if you want more win cons you can increase the number Sigil of the Empty Throne and add Luminarch Ascension additionally with Sanctum Weaver enough mana could be produced to cast Emrakul, the Aeons Torn
(11) I did some testing with Calix, Destiny's Hand and feel in this deck it does everything you want but does not win the game so I ended up cutting it for more win conditions
(12) depending on the current meta you can adjust the numbers of the stax enchantments to compensate for the usual meta game shifts. This deck does do best in a meta filed with aggro and midrange, control is difficult due to counterspells. for the most part I see this deck being solid tier 2 for the future the upgrades from MH2 bring it out of its tier 3 state of the past.
@TKDbeast I hope that answers your question if you have more feel free to ask!
4 months ago
The following below is a list I used to run a while back for mono-green stompy. It’s obviously not tribe-orientated, but may give you some ideas of the direction to head.
- 16x Forest
- 3x Elvish Mystic
- 3x Arbor Elf
- 4x Pelt Collector
- 4x Experiment One
- 4x Avatar of the Resolute
- 4x Strangleroot Geist
- 4x Kalonian Tusker
- 3x Leatherback Baloth
- 3x Steel Leaf Champion
- 3x Khalni Hydra
- 1x Ghalta, Primal Hunger
- 4x Rancor
- 4x Aspect of Hydra
Note the above list is a bit old and can defo do with some improvements, but its a good baseline of what green does well - being hyper-aggressive.
In general for mono-green you want to either build your deck around being very fast & aggressive, OR build it around ramping to some massive auto-win threat. You appear to be trying to do a strange mix of the two, being sudo-aggressive while ramping to semi-big threats. I would suggest picking a defined path and building around that. If you want to be aggressive, don’t ramp so much, and field lower costing creatures. If you are wanting to ramp-big, get something like Tooth and Nail in there to cheat out Emrakul, the Aeons Torn (or some other busted payoff)
The other thing to evaluate is how much sticking to your tribe is actually getting you. Whether you’re getting actual value out of confining yourself to this creature-type, or whether its just a self-imposed restriction without much upside.
4 months ago
That depends on how close to its current iteration you’d like to keep your deck. Honestly, Modern is such a fast paced format that if you wish to stay viable you have to streamline as much as possible.
If your path to victory looks something like Elvish Piper / Quicksilver Amulet —> Emrakul, the Aeons Torn , then you’re going to want to ramp as early and steeply as you can to get either of the first two in play ASAP. I’d drop Knight of the Reliquary , Noble Hierarch and Nest Invader for mana dorks like Arbor Elf , Mystic elf and Llanowar Elves . You’ll be able to play the Piper or the Amulet turn(s) earlier than you otherwise could, and proceed straight into dropping Emrakul after that.
That’s one possible direction to take your deck. There’s a handful of others. Ultimately the choice is yours. As long as it’s fun for you and your playgroup, there really isn’t a right or wrong way.