I have been tweaking the list for some time without ever finishing the entire deck. I wanted an Emeria deck that basically plays all of the best value creatures without going combo-rific. This deck is for a meta with many wraths being thrown around so the ability to bring creatures back easily and often is a big deal. I had previously made a thread looking for good ways to self-mill the value and decided on Satyr Wayfinder and Vessel of Nascency. The current list is below, but I welcome suggestions as I have not finished it as of yet.
Play the full 4x Krosan Verge. The card is great in Sun Titan decks and still supports Emeria (unlike Selesnya Sanctuary for example). Shepherd is an 8 drop so you need every free 2-for-1 that you can get your hands on.
I like the idea of running recurring nightmare as a 1 of. The witnesses seem superfluous as I can reanimate or return any card in the deck already. I appreciate the rest of the suggestions, but I think they push the deck more black than it can handle.
Play the full 4x Krosan Verge. The card is great in Sun Titan decks and still supports Emeria (unlike Selesnya Sanctuary for example). Shepherd is an 8 drop so you need every free 2-for-1 that you can get your hands on.
I suppose the angel is like an 8 drop in that you want to drop a plains the turn you play her and emeria (the land) is kind of an 8 drop too.
I should be able to add the claims and verges as I already have copies of them. Technically I could play primordial, but I want to avoid early game land destruction (reanimating him) and I have only a few forests to actually fetch. If I have the GG to cast him, there are only at most (likely fewer with the verges and claims fetching them) 4 forests in the deck. I would either have to lower the number of plains or get more shocks ($$).
If I have the GG to cast him, there are only at most (likely fewer with the verges and claims fetching them) 4 forests in the deck. I would either have to lower the number of plains or get more shocks ($$).
The card is still broken even if it's not fetching anything. It's a recurrable "Grasp of Fate" that doesn't lose to removal. It ensures that you'll always be able to remove problematic permanents from each opponent each turn if needed which is obviously extremely relevant when you have Emerias in your deck. I obviously have no idea what your budget is but Temple Gardens are a worthy investment (all shocks and fetches are) so a couple more couldn't hurt. Assuming that you have 5-6 total that all-but ensures Emeria will be online when needed.
I have been tweaking the list for some time without ever finishing the entire deck. I wanted an Emeria deck that basically plays all of the best value creatures without going combo-rific. This deck is for a meta with many wraths being thrown around so the ability to bring creatures back easily and often is a big deal. I had previously made a thread looking for good ways to self-mill the value and decided on Satyr Wayfinder and Vessel of Nascency. The current list is below, but I welcome suggestions as I have not finished it as of yet.
4 Satyr Wayfinder
4 Sakura-Tribe Elder
2 Greater Good
4 Animate Dead
1 Meren of Clan Nel Toth
4 Siege Rhino
1 Thragtusk
2 Sun Titan
2 Primeval Titan
4 Emeria Shepherd
Land (24)
4 Windswept Heath
1 Krosan Verge
7 Plains
1 Forest
1 Swamp
1 Temple Garden
1 Godless Shrine
4 Emeria, the Sky Ruin
Play the full 4x Krosan Verge. The card is great in Sun Titan decks and still supports Emeria (unlike Selesnya Sanctuary for example). Shepherd is an 8 drop so you need every free 2-for-1 that you can get your hands on.
Are you allowed to play Sylvan Primordial?
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I like the idea of running recurring nightmare as a 1 of. The witnesses seem superfluous as I can reanimate or return any card in the deck already. I appreciate the rest of the suggestions, but I think they push the deck more black than it can handle.
I suppose the angel is like an 8 drop in that you want to drop a plains the turn you play her and emeria (the land) is kind of an 8 drop too.
I should be able to add the claims and verges as I already have copies of them. Technically I could play primordial, but I want to avoid early game land destruction (reanimating him) and I have only a few forests to actually fetch. If I have the GG to cast him, there are only at most (likely fewer with the verges and claims fetching them) 4 forests in the deck. I would either have to lower the number of plains or get more shocks ($$).
The card is still broken even if it's not fetching anything. It's a recurrable "Grasp of Fate" that doesn't lose to removal. It ensures that you'll always be able to remove problematic permanents from each opponent each turn if needed which is obviously extremely relevant when you have Emerias in your deck. I obviously have no idea what your budget is but Temple Gardens are a worthy investment (all shocks and fetches are) so a couple more couldn't hurt. Assuming that you have 5-6 total that all-but ensures Emeria will be online when needed.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold