The Emrakul Deck is where I started Mining Modern just over three years ago, so it seems fitting it's where I should leave things for now.
I am incredibly lucky TCGplayer gave me a chance back then—I'm not a pro and looking back on that first video, I definitely had a lot to learn. But it's been a great experience and I am happy to report that the crew that makes those videos you love are as awesome in person as they come across in the videos. This will be my last piece here for the foreseeable future, and I want to thank everyone at TCGplayer who has been so great to me.
Now, let's get to the Modern!
This deck cheats Emrakul, the Aeons Torn in all the possible ways. Through the Breach in a given, but Windbrisk Heights and Mosswort Bridge? Summoning Trap? What is going on here?
All of it—this deck puts Emrakul, the Aeons Torn into play in all of these ways regularly. It's a weird mishmash of cards of my own design that I've been tinkering with for years based off an old (double-Standard) Extended deck. It's not the best deck in the format (Merfolk is), but I have won multiple FNM events with it.
By the way, read those cards again. You get to cast the card under the land, not just put it into play. That means you get an extra turn with Emrakul, allowing you to annihilate people as early as turn three.
The mana dorks do the work here—they're all optimized to play an Emrakul, the Aeons Torn on turn three. Nest Invader ramps you while providing two bodies for Windbrisk Heights (turn-one Birds of Paradise into turn-two Nest Invader and Windbrisk Heights can equal a turn-three Emrakul). Lotus Cobra and Generator Servant both enable five mana on turn three for Through the Breach, and synergize very well with Primeval Titan.
Primeval Titan isn't as busted here as it is in most Titan decks, but it's a very good card and gives the deck something to do besides Emrakul, the Aeons Torn—though it still builds toward Emrakuls by getting the hideaway lands out of the deck. Knight of the Reliquary fits the same vein and is incredibly powerful here, ramping you or digging out hideaway lands or grabbing a surprise third creature in Dryad Arbor. By the way, it's usually a 5/5 or 6/6 as a backup plan.
This deck can win explosively, or it can win grindy. But what it cannot do is interact much with the opponent—we're either trying to goldfish them or play around their interaction, but before sideboard we can't actually stop anything they are doing. That's a weakness, but hey, every deck has a weakness. But not every deck is as fun to play as this one!
As I've ended every column here for the past three wonderful years, thanks for reading.