Emrakul, the Promised End – MTG Proxy Eldritch Moon

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Emrakul, the Promised End

13 generic mana

Mana value: 13 · Color identity: Colorless

Legendary Creature — Eldrazi

This spell costs 1 generic mana less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants

Power / toughness: 13 / 13

An enigma as vexing as life itself.

Flavor text may vary by printing.

Card format legality
Commander
Legal
Modern
Legal
Pioneer
Legal
Standard
Not legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 18
  1. The card types that could appear in your graveyard are artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery. Supertypes (such as legendary and basic) and subtypes (such as Human and Equipment) are not counted. The maximum discount that Emrakul’s own ability can provide is 9 generic mana.
  2. Protection from instants means that Emrakul can’t be the target of instant spells or activated or triggered abilities from instant cards, and damage that would be dealt to it by instant spells or cards is prevented. Instant spells may still affect it in other ways; for example, it would still receive the bonus from Rally the Peasants.
  3. Protection abilities only apply while the object with the ability is on the battlefield. Notably, Emrakul may be the target of a spell that targets it while on the stack, such as Syncopate.
  4. An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
  5. The player you’re controlling is still the active player during that turn.
  6. You only control the player. You don’t control any of that player’s permanents, spells, or abilities.
  7. While controlling another player, you also continue to make your own choices and decisions.
  8. While controlling another player, you make all choices and decisions that player is allowed to make or is told to make during that turn. This includes choices about what spells to cast or what abilities to activate, as well as any decisions called for by triggered abilities or for any other reason.
  9. You can’t make the affected player concede. That player may choose to concede at any time, even while you’re controlling that player.
  10. You can’t make any illegal decisions or illegal choices—you can’t do anything that player couldn’t do. You can’t make choices or decisions for that player that aren’t called for by the game rules or by any cards, permanents, spells, abilities, and so on. If an effect causes another player to make decisions that the affected player would normally make (such as Master Warcraft does), that effect takes precedence. In other words, if the affected player wouldn’t make a decision, you wouldn’t make that decision on that player’s behalf.
  11. You also can’t make any choices or decisions for the player that would be called for by the tournament rules (such as whether to take an intentional draw or whether to call a judge).
  12. While controlling another player, you can see all cards in the game that player can see. This includes cards in that player’s hand, face-down cards that player controls, and any cards in that player’s library the player may look at.
  13. Controlling a player doesn’t allow you to look at that player’s sideboard. If an effect instructs that player to choose a card from outside the game, you can’t have that player choose any card.
  14. You can use only the affected player’s resources (cards, mana, and so on) to pay costs for that player; you can’t use your own. Similarly, you can use the affected player’s resources only to pay that player’s costs; you can’t spend them on your costs.
  15. Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works. If multiple players have cast Emrakul and targeted the same player, each ability’s effect will create an extra turn.
  16. In a Two-Headed Giant game, gaining control of a player causes you to gain control of each player on that team.
  17. If the targeted player skips their next turn, you’ll control the next turn the affected player actually takes, and the extra turn the player takes will be after that turn.
  18. If the targeted player loses the game while you control their turn during a multiplayer game, the extra turn never begins.

Updated

Emrakul, the Promised End rewards a graveyard containing different card types. Each type among cards in your graveyard reduces the thirteen-mana cost by one, allowing a deck with lands, creatures, artifacts, enchantments, and spells in the graveyard to cast it well ahead of the printed total. A single card can contribute more than one type.

The cast trigger lets you control a targeted opponent during their next turn, after which they receive an extra turn. That gives you access to their decisions and resources for one turn, potentially disrupting their board or using interaction against another threat. The extra turn afterward is part of the same arrangement, so plan for what that opponent will still have when control returns to them.

Self-mill and varied card types support the cost reduction naturally. Artifact creatures and enchantment creatures help cover multiple types, while fetch lands can place lands in the graveyard. Reanimation skips the cast trigger, so a deck seeking the turn-control effect wants to cast Emrakul rather than merely put it onto the battlefield.

The creature itself provides flying, trample, and protection from instants. That protection does not stop every sweeper or permanent-based answer, and it does not make the spell impossible to counter while on the stack. Treat the body and cast trigger as complementary payoffs. A carefully prepared graveyard lowers the cost, and a thoughtful controlled turn can improve the board enough for the large evasive creature to finish the job.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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