"Emrakul Is Back—and Apparently She Has a Job to Do."
by:
Virgilio F. De leon Jr. MD
When the current Reality Fracture lore videos featured a conversation between Emrakul, appearing in human form, and Tam, Jace's creation, many MTG fans immediately began speculating that Emrakul would be making an appearance in the upcoming set.
That speculation became even more interesting when the conversation revealed something about the role of the Eldrazi—specifically, our favorite spaghetti monster.
Apparently, the Eldrazi's purpose is to consume certain existences before they can fully become reality.
So when this card was finally revealed, it essentially confirmed what many of us had already suspected:
A new version of Emrakul!
Behold:
Emrakul, the Exigent Doom!
Costing a whopping 10 colorless mana for a 12/12 creature with flying and trample, Emrakul has apparently lost her old powers of annihilation.
But she has gained something else.
A lot of something else.
When you cast her, you get to untap all your lands.
That ability is absolutely ridiculous in a dedicated Eldrazi deck.
If you have enough mana to cast Emrakul, suddenly all those lands are available again. This means you could potentially cast another Eldrazi Titan on the same turn—or simply have enough mana left over to deploy whatever you need to end the game.
It's the kind of ability that makes you look at your mana and say, Wait… I'm not done yet?
Her ward ability, requiring you to sacrifice three permanents, isn't exactly a bad deal either.
Sure, sacrificing three permanents is painful.
But if your opponent wants to get rid of a 12/12 flying, trampling Emrakul, they're going to have to make you pay for it.
And considering what Emrakul has been through, she does seem surprisingly squishy compared to some of her previous incarnations.
Maybe spending all those years trapped inside that moon above Innistrad weakened her.
Maybe she just needed to stretch her tentacles.
Who knows?
Then we get to one of the most interesting parts of the card.
For three mana, you can exile Emrakul from your hand and have a target land gain the ability to tap for two colorless mana.
In other words, the land basically becomes an Ancient Tomb without the pain.
And here's the really interesting part:
You can still cast Emrakul while she remains exiled.
So instead of simply sitting in your hand as a gigantic 10-mana creature, she can actually contribute to your game plan much earlier.
You can exile her, turn one of your lands into a two-mana-producing monster, and use that extra mana to accelerate your board.
Maybe you cast a two-mana mana rock.
Maybe you ramp into your bigger Eldrazi.
Or maybe you simply start preparing for the turn when Emrakul finally decides that reality has become sufficiently annoying for her to intervene personally.
Either way, she gives you something to do with her before you can actually afford to cast her.
And that's what makes this version of Emrakul particularly interesting to me.
She isn't simply a gigantic creature waiting at the top of your mana curve.
She's part of your ramp plan.
She's part of your late-game payoff.
And once you finally cast her, she gives you all your mana back so you can potentially do something even more absurd.
All in all, Emrakul emerging from the moon was a very pleasant surprise.
The bigger question is what she actually intends to do once she's here.
She might end up consuming the Echoverse, serving as an unexpected instrument in thwarting Jace's plans.
Or she might very well become the thing that brings the multiverse to an end.
Again…
Who knows?
She might be in a mood.
And honestly, who could blame her?
She's been cooped up inside a tiny moon for years.
Maybe after all that time, Emrakul just wants to stretch her tentacles, eat a little reality, and remind everyone exactly why we were afraid of her in the first place.






