David Fanany
Player since
1995 |
Emrakul, the Promised End
In the Magic universe, Emrakul has basically
taken on the role that Azathoth plays in the
Cthulhu Mythos; or perhaps, she always was that
way and we only now discovered it. I'm not sure
and I'm not sure anyone can be sure! Gameplay-wise,
I actually found it a little eyebrow-raising
that the turn-affecting mechanic basically tries
to cancel itself out, but I suspect you can find
plenty of ways to hurt your opponent more than
they can recover on the extra turn where they
have control. And even once they get to that
turn, they're still facing a hard-to-destroy Azathoth
variant on the other side of the table - that's
almost as demoralizing as just skipping a turn.
Constructed: 4/5
Casual: 4/5
Limited: 5/5
Multiplayer: 4/5
EDH/Commander: 4/5 |
James H. |
Emrakul, the Promised End (7/13)
First of all, Emrakul is almost never going to
cast 13 mana; her effect can potentially lower
her down to an absurd 5 mana for a 13/13 (the
card types are instant, sorcery, planeswalker,
land, creature, artifact, enchantment, and
tribal), but you’re likely paying 8 to 9 mana
for her in all. Her body is suitably massive,
and she’s protected from most means of dealing
with her thanks to protection from instants…
…and while she’s vulnerable to sorcery spells,
you can make sure your opponent doesn’t have any
of those, thanks to her Mindslaver-like effect
on cast. You can make sure they make the most
ruinous decisions possible, and giving them an
extra turn (while a downside) might be giving
them a turn with nothing to play with (while you
still have a 13/13 flying mass of tentacles).
She combos well with Ugin’s Nexus and
Stranglehold as a means to circumvent her
drawback, so there are ways to make her effect
favor only you. Very abusable and very nasty,
and hilariously synergizes well with Nahiri, the
Harbinger (from
Shadows
Over Innistrad).
Constructed: 4
Casual: 5
Limited: 5
Multiplayer: 4.5
Commander [EDH]: 4.5
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