leptontraveler
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Commander
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{"ops":[{"insert":"There has been a box of Eldritch Moon on the shelf of my LGS for a few weeks now, calling my name like the Green Goblin mask. Innistraid is my favorite plane - SOI-EMN is my favorite block set on the plane - and I knew that it was only a matter of time until I bought a pack to crack, despite preferring to purchase singles. But, imagine my surprise when I open the pack and find a foil "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" at the back.\n\nIt wasn't the box calling my name, it was Emrakul. Choose me'mrakul. Take me'mrakul. I'amrakul.\n\nSorry, sorry, almost lost myself to her corruption there for a second. Anyway, naturally, my first instinct upon realizing what I had opened was to ask \"how can I use this to become my pod's whole problem?\" And this, my friends, is the answer I have come to.\n\nLooking online, most of the people who have made the... mad decision to build Emrakul in commander went with Eldrazi Kindred. That is certainly an appropriate direction to take the deck, and it is probably fun, but I decided against it for two reasons: 1) two of the players in my pod almost quit Magic during Eldrazi Winter and I don't want to subject them to that again, 2) I didn't think it felt as good mechanically as it sounded lorewise. So, I kept digging and eventually came across a combo that specifically leverages Emrakul's unique assets to win the game. My love for this game's lore is closely followed by my love for doing weird stuff in this game, and I started plotting.\n\nAs I understand it, The Promised End combo is as follows: we need a way to grant Emrakul Flash across multiple turns (in this deck, I am using "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":", "},{"insert":{"card-link":"Skittering Cicada"}},{"insert":" and "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":"), a way to bounce Emrakul back to our hands at Instant speed (for which I have "},{"insert":{"card-link":"Erratic Portal"}},{"insert":" and "},{"insert":{"card-link":"Cloudstone Curio"}},{"insert":"/"},{"insert":{"card-link":"Endless One"}},{"insert":"/"},{"insert":{"card-link":"Ugin's Conjurant"}},{"insert":"), "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" and enough artifact mana/card types in our graveyard to bounce and recast Emrakul every time we untap. From there, we simply cast Emrakul at some point during the opponent's turn we are controlling, take control of the extra turn that Emrakul gave them, bounce her back to hand, repeat until that specific opponent loses the game and then do the same to our other two opponents one at a time. Technically, I think we can literally just have them draw and pass to themselves until they deck out... but that's not fun for anyone. As such, I included "},{"insert":{"card-link":"Gerrard's Hourglass Pendant"}},{"insert":" which - in addition to being a good value piece for Emrakul even if we are not comboing - allows us to basically take control of all of our opponents one at a time in turn order and force them to ignore us while fighting each other to death. We will probably have to draw pass mill the last one just to be safe, but I think that letting them finish the game - with some back seat driving from me - is better than it just ending on the spot.\n\nThat being said, we are a colorless combo deck that is already running Cloudstone Curio... more game ending combos were never more than one extra card away. In this case, either "},{"insert":{"card-link":"Glaring Fleshraker"}},{"insert":" or "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" turn a Curio loop - most likely with Endless One and Conjurant - into infinite burn damage to all our opponents. From there, well running Fleshraker and Reservoir just means we might as well run some "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" combos as well. After all, Emrakul costs \"13\" mana, so cost reducers like "},{"insert":{"card-link":"Helm of Awakening"}},{"insert":", "},{"insert":{"card-link":"Jhoira's Familiar"}},{"insert":", "},{"insert":{"card-link":"The Immortal Sun"}},{"insert":" and "},{"insert":{"card-link":"Ugin, the Ineffable"}},{"insert":" just help us cast her quicker. Plus, we are a colorless deck, so "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" is our best piece of card draw, and where else am I going to run "},{"insert":{"card-link":"Echoes of Eternity"}},{"insert":"? It is all just so... free. All of these cards are good outside of the combo lines, and if we just so happen to get the right mix of them on the field we just win the game, on the spot,\n\nI told you I was going to be the entire problem, didn't I'amrakul?\n\nBefore I dive into the rest of the deck, I do just want to go over one more combination of cards really quickly. This is less of a combo and more of a tutor chain, but colorless decks gotta do what colorless decks gotta do. In this case, we have a land/artifact tutor chain involving "},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":"/"},{"insert":{"card-link":"Urza's Saga"}},{"insert":", "},{"insert":{"card-link":"Expedition Map"}},{"insert":"/"},{"insert":{"card-link":"World Map"}},{"insert":"/"},{"insert":{"card-link":"Urza's Cave"}},{"insert":", "},{"insert":{"card-link":"Inventors' Fair"}},{"insert":" and "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":". Basically, if we find any part of this chain, it eventually leads us to Crucible of Worlds, which will let us loop Inventors' Fair to find any artifact from our deck (including Curio, Portal or Top). We also have "},{"insert":{"card-link":"Buried Ruin"}},{"insert":", "},{"insert":{"card-link":"Myr Retriever"}},{"insert":", "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" and a dedicated land cloning package ("},{"insert":{"card-link":"Echoing Deeps"}},{"insert":", "},{"insert":{"card-link":"The Mycosynth Gardens"}},{"insert":", "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":", "},{"insert":{"card-link":"Vesuva"}},{"insert":" and "},{"insert":{"card-link":"Mirage Mirror"}},{"insert":") to give us extra redundancy in this tutor chain.\n\nSo, we win by comboing off with some kind of Eldrazi shaped Rube Golderberg Machine. That is all well and good, but how do we get there? Well, my friends, it is all in the vegetables - the draw, ramp and removal.\n\nNot counting Sensei's Divining Top, we run 15 pieces of card draw to help churn through the deck and find our win cons. My predilections towards land based draw are well known, and well represented here with "},{"insert":{"card-link":"Arch of Orazca"}},{"insert":", "},{"insert":{"card-link":"Fomori Vault"}},{"insert":", "},{"insert":{"card-link":"Fountainport"}},{"insert":", "},{"insert":{"card-link":"Geier Reach Sanitarium"}},{"insert":", "},{"insert":{"card-link":"Sea Gate Wreckage"}},{"insert":" and "},{"insert":{"card-link":"War Room"}},{"insert":". Furthermore, we have "},{"insert":{"card-link":"Matzalantli, the Great Door // The Core"}},{"insert":", "},{"insert":{"card-link":"Palantír of Orthanc"}},{"insert":" and "},{"insert":{"card-link":"Trading Post"}},{"insert":" to draw cards while also getting things into the graveyard for Emrakul. Then there is the aforementioned Mystic Forge, Immortal Sun and Ugin, the Effable. Finally, we have some incidental card draw on "},{"insert":{"card-link":"Mind Stone"}},{"insert":", Kozilek's Command and Summon: Bahamut.\n\nWhen I was building the ramp package for this deck, I thought of it in terms of two groups: regular ramp and then ways for Emrakul to reduce her own cost.\n\nIn terms of regular ramp, we have 31 pieces, ranging from the UrzaTron lands, to Eldrazi sol lands, to tons of artifacts for use with Unwinding Clock. The only ones I really want to shout out are "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":" (it can get Wastes guys, it doesn't need the Basic it gets to have a type), and "},{"insert":{"card-link":"Forsaken Monument"}},{"insert":" (the fact that it doubles our mana is only the beginning... but the rest of the book is kind of short considering we only have 17 creatures in the deck).\n\nWhere it gets really interesting - at least to my brain, which has succumbed to the influence of Emrakul just like Bruna did - is how I built the deck to reduce Emrakul's cost as much as possible by her own effect. There are currently nine card types in the game - artifact, battle, creature, enchantment, instant, kindred, land, planeswalker and sorcery - and thankfully colorless has access to all of them. As such, I plumed the depths of Scryfall looking for as many "},{"attributes":{"italic":true},"insert":"acceptable "},{"insert":"cards of each type as I could find. \nIt should already be obvious that we have plenty of artifacts (42, to be exact), and the lone colorless battle - "},{"insert":{"card-link":"Invasion of Ravnica // Guildpact Paragon"}},{"insert":" - is a removal spell that I would be happy to play without wanting access to its type. The deck has 16 creatures (not counting Emrakul or Guildpact Paragon), 4 enchantments (a card type which I am actively cheating to get more of, Echoes of Eternity is the only traditional enchantment in the deck, but "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", Urza's Saga and "},{"insert":{"card-link":"Valgavoth's Lair"}},{"insert":" pick up some of the slack), 8 instants, 7 kindred cards, 38 lands, 3 planeswalkers (Tezzeret, Ugin and "},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":") and 3 sorceries. I promise you, this is the best I can do without making the deck absolute trash.\nBut just having these various card types isn't enough, Emrakul demands that we must cast them aside to accelerate her arrival. As such, we run a small discard and mill package to stock our graveyard with card types. For discard, we have the aforementioned Fomori Vault, Geier Reach Sanitarium, Matzalantli and Trading Post. For mill, we have my boys(?) "},{"insert":{"card-link":"Millikin"}},{"insert":" and "},{"insert":{"card-link":"The Warring Triad"}},{"insert":" to mill us over time as we tap them for mana, "},{"insert":{"card-link":"Tocasia's Dig Site"}},{"insert":" for repeatable card selection, "},{"insert":{"card-link":"Eden, Seat of the Sanctum"}},{"insert":", "},{"insert":{"card-link":"Sequestered Stash"}},{"insert":", "},{"insert":{"card-link":"Codex Shredder"}},{"insert":" and "},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" to mill and get important things back if needed, Palantir of Orthanc if one of our opponents is drunk and the be all end all itself - "},{"insert":{"card-link":"Mesmeric Orb"}},{"insert":". Together, this should allow us to cast Emrakul for 6 or 7 mana as opposed to 9 or 10 mana - which makes comboing a lot easier. Just be sure to never have Mesmeric Orb and the Hourglass Pendant on the field at the same time if you are going for The Promised End combo - that will kill you.\n\nAs for removal, we have 18 pieces. The deck is very creature light (which is also why we run "},{"insert":{"card-link":"Field of the Dead"}},{"insert":"), and people will either be afraid of the face-up cosmic horror we have in the command zone or know what we are capable of, so we need ways to protect ourselves until we can let Emmy do her thing. To that end, we have four boardwipes in the form of "},{"insert":{"card-link":"Blast Zone"}},{"insert":", "},{"insert":{"card-link":"Selective Obliteration"}},{"insert":", "},{"insert":{"card-link":"All Is Dust"}},{"insert":" and Ugin, the Spirit Airlines Dragon. All of these but Blast Zone are one sided, and honestly even if we lose stuff to Blast Zone we should be able to buy enough time to get that stuff back. From there, we have "},{"insert":{"card-link":"Null Elemental Blast"}},{"insert":", "},{"insert":{"card-link":"Spatial Contortion"}},{"insert":" and "},{"insert":{"card-link":"Warping Wail"}},{"insert":" simply because they are cheap pieces of interaction, "},{"insert":{"card-link":"Kozilek's Command"}},{"insert":" because it is a versatile kindred card, "},{"insert":{"card-link":"Eldrazi Confluence"}},{"insert":" to blink Invasion of Ravnica, and some 5 mana lessons because I couldn't find much else.\n\nAn Eldritch Moon is approaching Innistrad, and this time I'amrakul think she will find that the soil is receptive.\n"}]}
Commander
Emrakul, the Promised End
This spell costs 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
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
Legendary Creature - Eldrazi

Commander
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Blink
Eldrazi Confluence
Choose three. You may choose the same mode more than once.
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
Instant

Blink
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Bounce
Bounce
(CTRL to add secondary)
Copy
Echoes of Eternity
If a triggered ability of a colorless spell you control or another colorless permanent you control triggers, that ability triggers an additional time.
Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Enchantment Kindred - Eldrazi

Copy
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Counters
Counters
(CTRL to add secondary)
Draw
Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact

Draw
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Flash
Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter

Flash
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Mill
Mill
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Protection
Protection
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Ramp
Ugin, the Ineffable
Colorless spells you cast cost less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
Legendary Planeswalker - Ugin

Ramp
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Recursion
Recursion
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Removal
Kozilek's Command
Choose two —
• Target player creates X 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add ."
• Target player scries X, then draws a card.
• Exile target creature with mana value X or less.
• Exile up to X target cards from graveyards.
• Target player creates X 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add ."
• Target player scries X, then draws a card.
• Exile target creature with mana value X or less.
• Exile up to X target cards from graveyards.
Instant Kindred - Eldrazi

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Ugin, the Spirit Dragon
+2: Ugin deals 3 damage to any target.
−X: Exile each permanent with mana value X or less that's one or more colors.
−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
−X: Exile each permanent with mana value X or less that's one or more colors.
−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
Legendary Planeswalker - Ugin

Removal
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Stax
Gerrard's Hourglass Pendant
Flash
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
Legendary Artifact

Stax
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Tokens
Idol of False Gods
, : Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Whenever another Eldrazi you control dies, put a +1/+1 counter on this artifact.
As long as this artifact has eight or more +1/+1 counters on it, it's a 0/0 creature in addition to its other types and it has annihilator 2.
Whenever another Eldrazi you control dies, put a +1/+1 counter on this artifact.
As long as this artifact has eight or more +1/+1 counters on it, it's a 0/0 creature in addition to its other types and it has annihilator 2.
Artifact Kindred - Eldrazi

Tokens
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Tutor
Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Tutor
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Maybeboard
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact

Emrakul, the Exigent Doom
When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Legendary Creature - Eldrazi

Gallifrey Council Chamber
When Gallifrey Council Chamber enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
: Add .
: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
: Add .
: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
Legendary Land

Page, Loose Leaf
: Add .
Grandeur — Discard another card named Page, Loose Leaf: Reveal cards from the top of your library until you reveal an instant or sorcery card. Put that card into your hand and the rest on the bottom of your library in a random order.
Grandeur — Discard another card named Page, Loose Leaf: Reveal cards from the top of your library until you reveal an instant or sorcery card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature Artifact - Construct

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"There has been a box of Eldritch Moon on the shelf of my LGS for a few weeks now, calling my name like the Green Goblin mask. Innistraid is my favorite plane - SOI-EMN is my favorite block set on the plane - and I knew that it was only a matter of time until I bought a pack to crack, despite preferring to purchase singles. But, imagine my surprise when I open the pack and find a foil "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" at the back.\n\nIt wasn't the box calling my name, it was Emrakul. Choose me'mrakul. Take me'mrakul. I'amrakul.\n\nSorry, sorry, almost lost myself to her corruption there for a second. Anyway, naturally, my first instinct upon realizing what I had opened was to ask \"how can I use this to become my pod's whole problem?\" And this, my friends, is the answer I have come to.\n\nLooking online, most of the people who have made the... mad decision to build Emrakul in commander went with Eldrazi Kindred. That is certainly an appropriate direction to take the deck, and it is probably fun, but I decided against it for two reasons: 1) two of the players in my pod almost quit Magic during Eldrazi Winter and I don't want to subject them to that again, 2) I didn't think it felt as good mechanically as it sounded lorewise. So, I kept digging and eventually came across a combo that specifically leverages Emrakul's unique assets to win the game. My love for this game's lore is closely followed by my love for doing weird stuff in this game, and I started plotting.\n\nAs I understand it, The Promised End combo is as follows: we need a way to grant Emrakul Flash across multiple turns (in this deck, I am using "},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":", "},{"insert":{"card-link":"Skittering Cicada"}},{"insert":" and "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":"), a way to bounce Emrakul back to our hands at Instant speed (for which I have "},{"insert":{"card-link":"Erratic Portal"}},{"insert":" and "},{"insert":{"card-link":"Cloudstone Curio"}},{"insert":"/"},{"insert":{"card-link":"Endless One"}},{"insert":"/"},{"insert":{"card-link":"Ugin's Conjurant"}},{"insert":"), "},{"insert":{"card-link":"Unwinding Clock"}},{"insert":" and enough artifact mana/card types in our graveyard to bounce and recast Emrakul every time we untap. From there, we simply cast Emrakul at some point during the opponent's turn we are controlling, take control of the extra turn that Emrakul gave them, bounce her back to hand, repeat until that specific opponent loses the game and then do the same to our other two opponents one at a time. Technically, I think we can literally just have them draw and pass to themselves until they deck out... but that's not fun for anyone. As such, I included "},{"insert":{"card-link":"Gerrard's Hourglass Pendant"}},{"insert":" which - in addition to being a good value piece for Emrakul even if we are not comboing - allows us to basically take control of all of our opponents one at a time in turn order and force them to ignore us while fighting each other to death. We will probably have to draw pass mill the last one just to be safe, but I think that letting them finish the game - with some back seat driving from me - is better than it just ending on the spot.\n\nThat being said, we are a colorless combo deck that is already running Cloudstone Curio... more game ending combos were never more than one extra card away. In this case, either "},{"insert":{"card-link":"Glaring Fleshraker"}},{"insert":" or "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" turn a Curio loop - most likely with Endless One and Conjurant - into infinite burn damage to all our opponents. From there, well running Fleshraker and Reservoir just means we might as well run some "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" combos as well. After all, Emrakul costs \"13\" mana, so cost reducers like "},{"insert":{"card-link":"Helm of Awakening"}},{"insert":", "},{"insert":{"card-link":"Jhoira's Familiar"}},{"insert":", "},{"insert":{"card-link":"The Immortal Sun"}},{"insert":" and "},{"insert":{"card-link":"Ugin, the Ineffable"}},{"insert":" just help us cast her quicker. Plus, we are a colorless deck, so "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" is our best piece of card draw, and where else am I going to run "},{"insert":{"card-link":"Echoes of Eternity"}},{"insert":"? It is all just so... free. All of these cards are good outside of the combo lines, and if we just so happen to get the right mix of them on the field we just win the game, on the spot,\n\nI told you I was going to be the entire problem, didn't I'amrakul?\n\nBefore I dive into the rest of the deck, I do just want to go over one more combination of cards really quickly. This is less of a combo and more of a tutor chain, but colorless decks gotta do what colorless decks gotta do. In this case, we have a land/artifact tutor chain involving "},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":"/"},{"insert":{"card-link":"Urza's Saga"}},{"insert":", "},{"insert":{"card-link":"Expedition Map"}},{"insert":"/"},{"insert":{"card-link":"World Map"}},{"insert":"/"},{"insert":{"card-link":"Urza's Cave"}},{"insert":", "},{"insert":{"card-link":"Inventors' Fair"}},{"insert":" and "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":". Basically, if we find any part of this chain, it eventually leads us to Crucible of Worlds, which will let us loop Inventors' Fair to find any artifact from our deck (including Curio, Portal or Top). We also have "},{"insert":{"card-link":"Buried Ruin"}},{"insert":", "},{"insert":{"card-link":"Myr Retriever"}},{"insert":", "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" and a dedicated land cloning package ("},{"insert":{"card-link":"Echoing Deeps"}},{"insert":", "},{"insert":{"card-link":"The Mycosynth Gardens"}},{"insert":", "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":", "},{"insert":{"card-link":"Vesuva"}},{"insert":" and "},{"insert":{"card-link":"Mirage Mirror"}},{"insert":") to give us extra redundancy in this tutor chain.\n\nSo, we win by comboing off with some kind of Eldrazi shaped Rube Golderberg Machine. That is all well and good, but how do we get there? Well, my friends, it is all in the vegetables - the draw, ramp and removal.\n\nNot counting Sensei's Divining Top, we run 15 pieces of card draw to help churn through the deck and find our win cons. My predilections towards land based draw are well known, and well represented here with "},{"insert":{"card-link":"Arch of Orazca"}},{"insert":", "},{"insert":{"card-link":"Fomori Vault"}},{"insert":", "},{"insert":{"card-link":"Fountainport"}},{"insert":", "},{"insert":{"card-link":"Geier Reach Sanitarium"}},{"insert":", "},{"insert":{"card-link":"Sea Gate Wreckage"}},{"insert":" and "},{"insert":{"card-link":"War Room"}},{"insert":". Furthermore, we have "},{"insert":{"card-link":"Matzalantli, the Great Door // The Core"}},{"insert":", "},{"insert":{"card-link":"Palantír of Orthanc"}},{"insert":" and "},{"insert":{"card-link":"Trading Post"}},{"insert":" to draw cards while also getting things into the graveyard for Emrakul. Then there is the aforementioned Mystic Forge, Immortal Sun and Ugin, the Effable. Finally, we have some incidental card draw on "},{"insert":{"card-link":"Mind Stone"}},{"insert":", Kozilek's Command and Summon: Bahamut.\n\nWhen I was building the ramp package for this deck, I thought of it in terms of two groups: regular ramp and then ways for Emrakul to reduce her own cost.\n\nIn terms of regular ramp, we have 31 pieces, ranging from the UrzaTron lands, to Eldrazi sol lands, to tons of artifacts for use with Unwinding Clock. The only ones I really want to shout out are "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":" (it can get Wastes guys, it doesn't need the Basic it gets to have a type), and "},{"insert":{"card-link":"Forsaken Monument"}},{"insert":" (the fact that it doubles our mana is only the beginning... but the rest of the book is kind of short considering we only have 17 creatures in the deck).\n\nWhere it gets really interesting - at least to my brain, which has succumbed to the influence of Emrakul just like Bruna did - is how I built the deck to reduce Emrakul's cost as much as possible by her own effect. There are currently nine card types in the game - artifact, battle, creature, enchantment, instant, kindred, land, planeswalker and sorcery - and thankfully colorless has access to all of them. As such, I plumed the depths of Scryfall looking for as many "},{"attributes":{"italic":true},"insert":"acceptable "},{"insert":"cards of each type as I could find. \nIt should already be obvious that we have plenty of artifacts (42, to be exact), and the lone colorless battle - "},{"insert":{"card-link":"Invasion of Ravnica // Guildpact Paragon"}},{"insert":" - is a removal spell that I would be happy to play without wanting access to its type. The deck has 16 creatures (not counting Emrakul or Guildpact Paragon), 4 enchantments (a card type which I am actively cheating to get more of, Echoes of Eternity is the only traditional enchantment in the deck, but "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", Urza's Saga and "},{"insert":{"card-link":"Valgavoth's Lair"}},{"insert":" pick up some of the slack), 8 instants, 7 kindred cards, 38 lands, 3 planeswalkers (Tezzeret, Ugin and "},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":") and 3 sorceries. I promise you, this is the best I can do without making the deck absolute trash.\nBut just having these various card types isn't enough, Emrakul demands that we must cast them aside to accelerate her arrival. As such, we run a small discard and mill package to stock our graveyard with card types. For discard, we have the aforementioned Fomori Vault, Geier Reach Sanitarium, Matzalantli and Trading Post. For mill, we have my boys(?) "},{"insert":{"card-link":"Millikin"}},{"insert":" and "},{"insert":{"card-link":"The Warring Triad"}},{"insert":" to mill us over time as we tap them for mana, "},{"insert":{"card-link":"Tocasia's Dig Site"}},{"insert":" for repeatable card selection, "},{"insert":{"card-link":"Eden, Seat of the Sanctum"}},{"insert":", "},{"insert":{"card-link":"Sequestered Stash"}},{"insert":", "},{"insert":{"card-link":"Codex Shredder"}},{"insert":" and "},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" to mill and get important things back if needed, Palantir of Orthanc if one of our opponents is drunk and the be all end all itself - "},{"insert":{"card-link":"Mesmeric Orb"}},{"insert":". Together, this should allow us to cast Emrakul for 6 or 7 mana as opposed to 9 or 10 mana - which makes comboing a lot easier. Just be sure to never have Mesmeric Orb and the Hourglass Pendant on the field at the same time if you are going for The Promised End combo - that will kill you.\n\nAs for removal, we have 18 pieces. The deck is very creature light (which is also why we run "},{"insert":{"card-link":"Field of the Dead"}},{"insert":"), and people will either be afraid of the face-up cosmic horror we have in the command zone or know what we are capable of, so we need ways to protect ourselves until we can let Emmy do her thing. To that end, we have four boardwipes in the form of "},{"insert":{"card-link":"Blast Zone"}},{"insert":", "},{"insert":{"card-link":"Selective Obliteration"}},{"insert":", "},{"insert":{"card-link":"All Is Dust"}},{"insert":" and Ugin, the Spirit Airlines Dragon. All of these but Blast Zone are one sided, and honestly even if we lose stuff to Blast Zone we should be able to buy enough time to get that stuff back. From there, we have "},{"insert":{"card-link":"Null Elemental Blast"}},{"insert":", "},{"insert":{"card-link":"Spatial Contortion"}},{"insert":" and "},{"insert":{"card-link":"Warping Wail"}},{"insert":" simply because they are cheap pieces of interaction, "},{"insert":{"card-link":"Kozilek's Command"}},{"insert":" because it is a versatile kindred card, "},{"insert":{"card-link":"Eldrazi Confluence"}},{"insert":" to blink Invasion of Ravnica, and some 5 mana lessons because I couldn't find much else.\n\nAn Eldritch Moon is approaching Innistrad, and this time I'amrakul think she will find that the soil is receptive.\n"}]}




























































































