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Emiel the Blessed

Emiel the Blessed

Legendary Creature — Unicorn

Emiel the Blessed wants a deck that removes its creatures and brings them right back to reuse them. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost2 genericwhitewhite
  • White, Green ()
  • Power / toughness4 / 4
  • RarityMythic

3 generic: Exile another target creature you control, then return it to the battlefield under its owner's control.

Whenever another creature you control enters, you may pay green or white. If you do, put a +1/+1 counter on it. If it's a Unicorn, put two +1/+1 counters on it instead. (green or white can be paid with either green or white.)

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Themes

Cards That Fit Emiel the Blessed

Picked for what they do in Emiel the Blessed's deck. When two cards do the same job, the one with the lower comes first. All of them fit Emiel the Blessed's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for Emiel the Blessed

explain how Emiel the Blessed works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 23 Jun 2020

Emiel's second ability triggers whenever any creature other than itself enters the battlefield under your control, including those returned by its first ability.

Wizards of the Coast 23 Jun 2020

If a token is exiled this way, it will cease to exist and won't return to the battlefield.

Wizards of the Coast 23 Jun 2020

If the entering creature is a Unicorn, you still have to pay {G/W} to put two +1/+1 counters on it.

Wizards of the Coast 23 Jun 2020

When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.

Wizards of the Coast 23 Jun 2020

While resolving Emiel's triggered ability, you can't pay {G/W} more than once to put more counters on the creature.

Wizards of the Coast 23 Jun 2020

You choose whether to pay for Emiel's triggered ability while it's resolving. If you do, no player may take other actions between the time you pay and the time the creature has one or two +1/+1 counters on it.

6 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Emiel the Blessed, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWGPlayers write colors as letters: W for white, G for green.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageFlicker/SaveBriefly exiles a permanent you control and immediately returns it. That saves it from a kill spell like Swords to Plowshares, and it re-triggers any enter the battlefield ability: Mulldrifter flickered is two more cards. Ephemerate, Teferi's ProtectionOpen the Flicker/Save pageETB PayoffRewards you whenever your permanents enter the battlefield. It either gives you something for each arrival or makes their 'when this enters' abilities happen twice. Impact Tremors, PanharmoniconOpen the ETB Payoff pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageUnicornsUnicorns are almost all white creatures, and some of them gain you life.Open the Unicorns page