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Emrakul, the Aeons Torn

Emrakul, the Aeons Torn

Legendary Creature — Eldrazi

Emrakul, the Aeons Torn wants a deck that piles armor and magic onto one creature and attacks with it. It also suits a deck that takes extra turns to pull ahead.

  • Mana cost15 generic
  • Colorless
  • Power / toughness15 / 15
  • RarityMythic

This spell can't be countered.

When you cast this spell, take an extra turn after this one.

Flying, protection from spells that are one or more colors, annihilator 6

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

Build a deck with Emrakul Find it in the app

Themes

Cards That Fit Emrakul, the Aeons Torn

Picked for what they do in Emrakul's deck. When two cards do the same job, the one with the lower comes first. All of them fit Emrakul'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

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Emrakul, the Aeons Torn

explain how Emrakul 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 15 Jun 2010

Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.

Wizards of the Coast 15 Jun 2010

If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.

Wizards of the Coast 7 Dec 2018

"Colored spells" is not synonymous with "colored cards." For example, even though creatures are spells when they're cast, they're not spells when they're on the battlefield and can block Emrakul; and triggered abilities of permanents entering the battlefield (such as that of Banishing Light) can target it.

Wizards of the Coast 7 Dec 2018

Emrakul can be targeted by spells that try to counter it (such as Ionize). Those spells will resolve, but the part of their effect that would counter Emrakul won't do anything. Any other effects those spells have will work as normal.

Wizards of the Coast 7 Dec 2018

Emrakul can't be the target of colored Aura spells, but colored Auras can be put onto the battlefield enchanting it.

Wizards of the Coast 7 Dec 2018

Emrakul's second ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if that spell is somehow removed from the stack.

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

Similar Commanders

Commanders that share the most with Emrakul, 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 glossaryVoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageExtra TurnsExtra Turns decks cast spells that give them another turn right after this one, and try to take several in a row. Taking them back to back is hard to play against, so Commander's three most casual brackets ask players not to.Open the Extra Turns pageExtra TurnsTakes an additional turn once this one ends. Time Warp, Final Fortune. Casting them one after another so opponents never get a turn back is what Brackets 2 and 3 specifically ask you not to do.Open the Extra Turns pageVoltron CommanderA legendary creature that can carry the whole game plan by itself. It protects itself, grows with what is attached to it, or rewards attacking alone. The deck piles Auras and Equipment onto it and wins with commander damage, since 21 or more combat damage from one commander knocks a player out. Named for the toy robot built from smaller pieces. Zurgo Helmsmasher, Uril, the Miststalker, Sigarda, Host of HeronsOpen the Voltron Commander pageUncounterableThis card cannot be countered. Countering a spell stops it from resolving and puts it straight into the graveyard, so a spell that cannot be countered is going to happen no matter what an opponent is holding. This tag is about the card itself. A card that grants that protection to your OTHER spells is tagged Counter Protection instead. Allosaurus Shepherd, CounterfluxOpen the Uncounterable pageSacrificeSacrifice decks give up their own creatures, Treasures and other cards on purpose and get something back each time. A sacrifice outlet, a card that lets you sacrifice whenever you want, is the heart of the deck.Open the Sacrifice pageForced SacrificeMakes opponents sacrifice their own permanents. Because they choose what to lose, it gets around protection and hexproof that ordinary removal cannot touch. Braids, Arisen Nightmare, Living DeathOpen the Forced Sacrifice pageGraveyard HateEmpties graveyards or stops cards from coming back out of them, shutting down decks built on reusing their graveyard. Bojuka Bog, Scavenger Grounds. It answers a whole plan rather than one card: without it, something like Eternal Witness keeps returning the same card all game.Open the Graveyard Hate pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion page