Foul Emissary

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Foul Emissary

Creature — Human Horror

When Foul Emissary enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

When you sacrifice Foul Emissary while casting a spell with emerge, put a 3/2 colorless Eldrazi Horror creature token onto the battlefield.

Hardhitta7 on Temur Emerge

2 years ago

I would cut Hydroid Krasis and Courser of Kruphix and get some Brazen Borrower s and possibly more Bonecrusher Giant in there. You could also cut Chandra and Teferi.

Fierce Empath and Foul Emissary are nice creatures to emerge with.

I would also run more Sanctum of Ugin so you can chain Deep Fiends together and keep tapping stuff.

plakjekaas on Fun Commander

2 years ago

Shall we complete the pie then? This is not an old one, but it's a versatile and powerful mono green commander that could be budget friendly, it's Kogla, the Titan Ape !

This card just does so much. It removes creatures by etb, artifacts and enchantments by attacking, it has the convenient 7 power for 3 hits to be lethal commander damage, if you put enough humans in your deck, he's not easy to kill, and those humans can provide lots of synergy by being replayed after you bounced them. Notably Eternal Witness , or Hyrax Tower Scout + Karametra's Acolyte will work great, but also Champion of Lambholt , Foul Emissary , Mwonvuli Beast Tracker , Setessan Petitioner and Slippery Bogbonder can be incredibly useful to reuse over and over again.

Goblin_Guide on Goblin_Guide

3 years ago

Cards with emerge: Abundant Maw, Decimator of the Provinces, Distended Mindbender, Drownyard Behemoth, Elder Deep-Fiend, It of the Horrid Swarm, Lashweed Lurker, Mockery of Nature, Vexing Scuttler, and the best, Wretched Gryff.

Cards to go with emerge: Foul Emissary (expensive but useful for creating blockers), Desperate Sentry (same issues but can be big and also gives a creature when it dies), and all travelers/creatures that create value by dying (Voice of Resurgence anyone?).

5dollarMTG on Emerge Eldrazi v1

3 years ago

Hey ConstantVigilance. Cool deck! I've never built around the emerge mechanic before, but it looks like fun. Here are a few initial thoughts.

First, if you want to keep this as budget as possible, I'd recommend sticking to just two colors. Otherwise, all the tap lands can really slow things down. In this case, I that would probably mean dropping black - this would mean giving up Abundant Maw and Mindbender, but that doesn't seem like much of a loss. That would also allow you to run something like Sanctum of Ugin which would help you chain together multiple copies of Elder Deep-Fiend - probably the best thing you can do.

Second, I think you need some interaction early in the game to help you get to your big creatures. If you stick with black, Doom Blade is a super cheap option. If you drop black, you could run a playset of something like Unsummon - which you could also use later in the game to replay your Elder Deep-Fiend. It also wouldn't hurt to have a couple copies of Negate around for early game interaction and late game protection.

Third, for your big creatures, I would try to play a full playset of the very best options - Elder Deep-Fiend, Wretched Gryff, and maybe two copies of Conduit of Ruin. Cards like Vexing Scuttler and It of the Horrid Swarm don't seem nearly as good to me.

Last up: I can see what you're trying to do with the Stichwings, but that's such a high price to pay to get then back! I would probably drop all of them, along with the Bloodbriar, and focus on cards that give you immediate value when they enter or leave the battlefield - Blisterpod, Nest Invader, Foul Emissary, etc. (Or, if you don't care about sticking to eldrazi, you could run card draw pieces like Elvish Visionary, Feral Prowler or Floating-Dream Zubera.) In general, I would try to focus on ramp and card draw, rather than recursion. That's my thought anyway.

Best of luck!

SaberTech on Ancestral Animar

5 years ago

I'd keep Phyrexian Metamorph in the deck. Although the Imperial Recruiter + Shrieking Drake + Phyrexian Metamorph combo is more for 1v1, there have been a lot of times where I've used it to pump out a quick eldrazi that was in my hand. Because the Metamorph will get to bounce the eldrazi back to your hand once, that's still drawing 8 cards or exiling 4 permanents. The metamorph has also been really helpful for netting more mana or cards for free while trying to storm off by copying a Mulldrifter or Peregrine Drake. I've used the card for so many different plays that I have a hard time picturing the deck without the versatility it offers.

If Torpor Orb isn't a worry for you then I think it's fine to cut the Ainok Survivalist. I've always considered it a meta pick.

Between Dream Stalker and Man-o'-War, I would be more inclined to cut the Stalker first. For this deck's purposes, its mostly just a slightly worse extra copy of Shrieking Drake. Man-O'-War has extra utility in that it can bounce a blocker, Recover Animar if someone stole it with Gilded Drake, and in my playtesting it is one more way to delay a Hermit Druid deck by a turn by bouncing the druid.

Regarding the card-draw creature options that you listed, It's hard for me to ignore that Whirlpool Warrior and Champion of Wits only let you filter cards. They don't net you any additional cards in hand, they don't even replace themselves as a card in hand. However, I like that the Warrior can mess with opponent's hands. The downside to it in comparison to the Champion is that the Warrior is useless if you already have one combo piece in hand and are trying to dig for another piece.

Slithermuse used to be an Animar staple years ago when the first competitive versions of the deck were floating around. I used to run it, but the fact that it isn't guaranteed to draw you cards and that its triggered ability is when it leaves play were hassles. The double blue mana to keep it on board was awkward, especially since you weren't getting immediate value out of it, and casting it for the Evoke cost meant that it wasn't going to stick around long enough for you to use bounce shenanigans to net a ton of value out of it. The card always seems to hover on that borderline of being playable, and I guess it would be worth it if your meta has a lot of control decks that like to keep their hands stocked with cards.

I was mulling over the pros and cons of Slithermuse vs Sandstone Oracle as replacements for Kozilek in low budget Animar builds last night but I didn't really put in enough thought about it to come to a conclusion.

Foul Emissary comes with the chance that it won't find a creature in the top four cards, but considering how many creatures are in the deck I think that the statistical chance of that happening is low enough that it is worth consideration anyway. If it doesn't hit anything that means that it probably filtered away a bunch of non-essential ramp and land cards, although there's a good chance that tutor spells will also get swept away by it's ability. I'll admit, I'd probably want to smack my head against the table if I was in a pinch and the Emissary filtered away a tutor that was on the top of my deck without netting me a creature.

So of the options you've listed, my priority choices for cards to take out would be:

1) Ainok Survivalist. 2) Dream Stalker. 3) Man-o'-war. 4) Phyrexian Metamorph.

And my priority list for card-draw creatures to put in would be:

1) Slithermuse (meta dependent). 2) Champion of Wits. 3) Whirlpool Warrior. 4) Foul Emissary.

SaberTech on Ancestral Animar

5 years ago

I've only been running Primordial Sage and Glimpse of Nature as my "enchantress" effects. I find that I frequently use Fierce Empath to tutor for the Sage, so that kind of counts as having two in the deck, and Spellseeker can tutor Glimpse of Nature. My deck runs Phantasmal Image, and I've often used it to clone the Sage to get some extra card draw power.

I had forgotten that Foul Emissary existed. It's an interesting option and might be worth testing. It's better than some of the other options that come to mind.

I've seen some Animar lists that opt to run Windfall for card draw, and considering that Animar is easily capable of burning through its hand I don't think that Windfall a horrible inclusion. It's not an ideal one, but it's workable.

EldritchEvil on Chestburster 2.0

6 years ago

Thanks for the advice Austin_Smith_of_Cards and Kjartan. Austin, I took a lot of your advice and cut what you suggested(it made a lot of sense once I looked at it). The Ancient Stirrings look helpful, but I'm leaving them out for now because the Foul Emissary playset gives me some time to find a way to incorporate the Ancient Stirrings without entirely sacrificing the function. Kjartan, Thragtusk looks good for the deck, but I'm leaving it out for now while I look for a way I can incorporate it, similar to the Ancient Stirrings.

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