Emrakul, the Aeons Torn
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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 coloured spells, annihilator 6 ((Remember the acronym debt.) This can't be damaged, enchanted, equipped, blocked or targeted by any coloured spells.)

When Emrakul, the Aeons Torn is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

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AstroAA on Official missing/incorrect card/token thread

1 week ago

Femme_Fatale, that I am unsure of. I did some random cherry-picking and looked up some other cards on the banlist and they all seemed to be banned on the website - looks like it's just Emrakul, the Aeons Torn.

AstroAA on Official missing/incorrect card/token thread

1 week ago

Emrakul, the Aeons Torn is showing up as being legal in Commander / EDH on TappedOut, and is showing up as legal in decklists in the format.

fluffyeel on 50 Shades of Eldrazi

1 month ago

At least formally, Emrakul, the Aeons Torn is not legal for EDH, so it's a strange decision. I would prefer Ulamog, the Defiler, Ulamog, the Ceaseless Hunger, or Zhulodok, Void Gorger as the commander, given legality issues.

Some other small thoughts:

wallisface on Help improve my deck pls

2 months ago

Two things that might help people better evaluate this:

1) what format is this for? I assume Modern??

2) make this as a deck on the site and put the link to it here. It’s a bit hard reading the list as a wall-of-text.

Just from looking at what’s there at the moment, a bunch of cards don’t seem very good/helpful - namely Nylea's Disciple (doesn’t advance your boardstate therefore doesn’t do anything), Nissa, Genesis Mage (and excessively high mana cost and basically only provides even more mana), Gelatinous Genesis (there’s just better things to be doing than this).

I’m worried you’re investing a lot of energy to maybe be cheating out some kindof-ok (but a bit meh) creatures, when you could instead just be Tooth and Nailing out an Emrakul, the Aeons Torn and Xenagos, God of Revels to win the game on the spot.

wallisface on Colorless Competitive - 2024

5 months ago

Some thoughts:

wallisface on INFINITE MANA COMBO AND CREATURE COMBO

5 months ago

Contrary to IXALAN_Crazys thoughts, having 12 pieces of interaction seems good to me, as your deck needs to assemble a lot of pieces, and as part of that you need to buy yourself a lot of time.

I also don’t think Collected Company is ideal here, your creature density is too low even if you add in a few more, and it’s more important to get the right creature to complete the combo, rather than a random smattering.

I think Eladamri's Call could be good here for finding you the pieces you need to get the combo rolling. Duskwatch Recruiter  Flip could also be very strong for both finding the combo pieces and also digging for a wincon once you have infinite mana (it can only grab creatures, so you’d want to swap out Gelatinous Genesis in place if auto-win creatures like Walking Ballista or Emrakul, the Aeons Torn).

Gidgetimer on Card name precision

6 months ago

The rules on card identification are in the Tournament Rules and as such outside of Competitive and Pro REL events the standards can be different, though the tournament rules are pretty lenient on this matter. You simply have to make clear which card you are talking about and the process of "naming" doesn't have to include the full or even partial name. As long as all participants understand what card is being referenced. For instance you could call Emrakul, the Aeons Torn "Flying Spaghetti Monster 1.0" or call Dark Confidant "Bob" and the cards will count as "named".

3.6 Card Identification and Interpretation

A card is considered named in game when a player has provided a description (which may include the name or partial name) that could only apply to one card. Any player or judge realizing a description is still ambiguous must seek further clarification.

Players have the right to request access to the official wording of a card they can describe. That request will be honored if logistically possible. The official text of any card is the Oracle text corresponding to the name of the card. Players may not use errors or omissions in Oracle to abuse the rules. The Head Judge is the final authority for card interpretations, and they may overrule Oracle if an error is discovered.

Some cards with a Universes Beyond treatment have different names for the Universes Beyond and Universes Within versions. These cards are considered to be the same card. Other special treatments of cards may alter the name in ways that are clear references to the original card (e.g. Swords2Plowshares); these are also considered to be the same card.

Some nontraditional cards (i.e., attractions) may share a name across multiple versions of the card. The name is considered to refer to all versions and does not need further disambiguation, including during deck registration.

nuperokaso on Help me Man the Lux Cannons!

8 months ago

Back when Scars of Mirrodin was in Standard, I had very similar deck: UG Proliferate . I will explain how my deck worked:

  • The central card of my deck was the Everflowing Chalice. Without it I simply don't have enough mana to play the cards and abilities. As such, I played 4 Trinket Mage, 4 Ancient Stirrings to find them (literally the reason why I played those two cards) and 3 Voltaic Key to untap them for more mana. For me, it was absolutely imperative to find the Chalice, so I believe you should be playing more Trinket Mage.
  • In my original build, I tried Semblance Anvil and Throne of Geth, but removed them as they cause card disadvantage. I had lot of mana, so I preferred expensive artifacts such as Contagion Engine that stay on board rather than cheap one-shot effects such as Ichor Wellspring.
  • Tezzeret's Gambit was phenomenal - it both provides another Proliferate I was missing, and it draws cards, so you won't run out of steam later in the game. The phyrexian mana worked great - at the start of the game, I am willing to pay life, because I need speed. At the end of the game, you have little life but extra mana is good. It's million times better than the Trigon of Thought you are playing.
  • I also played Prototype Portal, but it's actually a weak card. I started with 4, then went down until I played 1. It's slow - basically any game where you have mana and time to activate it three times to get to +1 card out of it was won anyway... However, there's a reason I play one - it enables you to go to stars should the game be locked. Imprinting Voltaic Key enables you to make a copy of Key, which will then untap the Portal. Withing five turns, you have thousands of mana and Keys, which enable repeated activation of all your artifacts.
  • Sphere of the Suns is not best, but a reasonable play. I may have made a mistake to play 0. You don't want to draw multiple, but 1-2 may be a good call. It speeds you up and we both know the deck is slow. Mox Opal would be better if it weren't expensive.
  • Voltaic Key is another really powerful card - it doubles your Everflowing Chalice mana, enables multiple activations of Contagion Clasp, Contagion Engine, Lux Cannon and Tumble Magnet. You can use the Key to untap Elixir of Immortality in response to it's activation to activate it multiple times and gain more life.
  • Tumble Magnet was the "removal" in my deck. Not very good, but made the opponent's equipment useless.
  • Golem Foundry was the win-condition of my deck, but it was simply horrible. I didn't want to play Emrakul, the Aeons Torn and the like, because it I get to 15 mana, I win anyway. If I don't get to that mana, Emrakul is a dead card.
  • Finally I played Necropede, with 2-3 probably a better choice than 1. They provide early blocking against aggro decks, capable of destroying two creatures for just 2 mana. Just proliferate. However, unlike other removal spells, this won't be dead if opponent has nothing on board. If you ever score a hit, you can proliferate your opponent to death.

I had a lot of fun with the deck. It was cheap (Contagion Engine cost 50 cents back then), unique, and you had permanently things to do - placing counters was 50% of the game time. It had problems if the opponent played Planeswalkers such as Elspeth Tirel, burn spells or +1/+1 counters (since they cancel the -1/-1 counters and then you can't proliferate to kill enemy creatures).

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