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Emrakul, the Promised End

Emrakul, the Promised End

Legendary Creature — Eldrazi

Emrakul, the Promised End 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 cost13 generic
  • Colorless
  • Power / toughness13 / 13
  • RarityMythic

This spell costs 1 generic 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

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Themes

Cards That Fit Emrakul, the Promised End

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

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The 5 Cards

plan6

The 6 Cards

Rulings for Emrakul, the Promised End

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 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

If the targeted player loses the game while you control their turn during a multiplayer game, the extra turn never begins.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

In a Two-Headed Giant game, gaining control of a player causes you to gain control of each player on that team.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

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}.

Wizards of the Coast 24 Jan 2025

The player you’re controlling is still the active player during that turn.

Wizards of the Coast 24 Jan 2025

While controlling another player, you also continue to make your own choices and decisions.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

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).

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

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.

Wizards of the Coast 24 Jan 2025

You can’t make the affected player concede. That player may choose to concede at any time, even while you’re controlling that player.

Wizards of the Coast 24 Jan 2025

You only control the player. You don’t control any of that player’s permanents, spells, or abilities.

18 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 pageTheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft page