@infernox10: And if someone kills this, you can use Sun Titan to bring this back too. Ahh, what a beautiful cycle.
Posted By:
Totema
(6/29/2012 9:14:19 PM)
A ridiculously overpowered land made even more powerful because of its non-legendary status and its ability to pull any creature directly from graveyard to battlefield. Seven plains is not hard to get, especially given dual lands that serve as both plains and forest (Savannah and Temple Garden). Splashing green makes for easy ramp, though mono-white decks will find it easy as well (Gift of Estates , Tithe) to hit seven plains status, at which point creature removal requires either land destruction, graveyard hosing, or creature exiling. It's as overpowered as Valakut, the Molten Pinnacle . Wake of Destruction and Flashfires are quite effective here.
Posted By:
igniteice
(3/12/2013 11:28:23 PM)
Painful in edh...
Posted By:
Lifegainwithbite
(3/30/2013 7:39:56 AM)
This is not a plains, and I think I know where the confusion stems from. While it is true that ALL plains can be tapped for white mana, all lands that tap for white mana aren't plains by definition.
Posted By:
LiXinjian
(4/30/2010 1:13:07 PM)
Would it be wrong to bring back Sun Titan?
Posted By:
infernox10
(3/6/2011 1:26:57 AM)
Wow. I'm surprised at the comments here. Emeria is definitely a powerful card. It takes mono-white control to a whole different level. How'd you like to play that Akroma that got offed for free? Or Iona? It's pretty easy to jam 7 plains into play, especially with cards such as Harrow and Rampant Growth. Does everyone realize that this activates EVERY turn, not just once?
Martyr-Proc got a huge boost with this card, now it has even more ways to recur its Martyr of Sands.
Anyone besides me confused as to why Emeria and Valakut are not Legendary?
Posted By:
Dragonlord31
(10/23/2009 9:30:58 PM)
I don't know why so many people seem to be hating on this. I use this in a Paradox Haze deck and it is just awesome. A Paradox Haze or two will give you two or three upkeeps, and with two or three of these on the table lets you bring 4-9 creatures back to play each turn. Endless Horizons will throw down an extra two/three planes each turn, plus a Chronozoa on the table. I used the example with 2 hazes because that means every turn the chronozoa will vanish, putting two on the table. During your upkeep, you can pull three from the graveyard, next turn, you have 6 more...I assure you it gets ridiculus quite quickly. If you really are hurting, throw out a Savor the Moment for a total of 6 upkeeps for three mana. Even further, you can use either Rising Waters or Hokori, Dust Drinker for some massive mana advantage. You are putting more mana on the table ever... (see all)
Posted By:
CallmeMerry
(5/17/2011 12:58:03 PM)
@ Designer_Genes: Sure, other recursion is faster... it will cost you mana and a spell of course. This is just a land and the recursion is free. The point isn't "wouldn't you rather want to do something better?"; it's, in a mono white deck anyway, "well heck they game has lasted longer than I wanted it to because their defenses/damage prevention/whatever was too strong, but look here! I get to start recurring creatures for doing nothing more than playing a land!". Um... pretty strong in the right circumstances; perhaps you're judging it under the wrong ones?
Posted By:
professornutbutter
(9/26/2009 3:26:22 PM)
It's not a Plains
Posted By:
Qazior
(10/29/2009 12:33:21 PM)
To say this is bad is to not understand what it is meant to do. Recurring Iona is a checkmate.
Posted By:
Mikolash
(11/7/2009 12:51:45 PM)