Alright, it's janky brew time. I really
really like the Emerge mechanic. I want it to be amazing so badly. Unfortunately, in Magic Duels, it's not very good.
...
or is it?...
...
Ok, it's still not. But I've got something that's at least T2 competitive and has some game, so I'm throwing the concept out there to see if anybody can help me refine it while staying true to being the best Emerge deck it can be.
Background:The reason Emerge is an interesting mechanic is that it's a way to cheat costs and cheat CMC. You get to cast an 8 mana creature without paying 8 mana. This lets you trigger all sorts of fun things like
Sanctum of Ugin and
Kozilek's Return, while finding it off
Conduit of Ruin, etc etc etc. You might notice something those cards all have in common - you can't build a deck around them in duels. The only card we have for that is
Emrakul's Influence, which is
probably unplayable even in an Emerge deck.
Okay, so we can't take advantage of the CMC of the Emerge creature itself. What about cheating it into play by abusing the target's CMC? Here, duels does provide some tricks! The obvious one is Madness - and our best target would be
Twins of Maurer Estate, a 5 CMC card that you can cast for just 3 mana.
Allosaurus Rider it isn't, but it's at least something. The trouble is that you need to trigger madness first - and there aren't a lot of free outlets, so you'll probably be paying the remaining two mana to something anyway. Probably not the best way to get ahead on mana - though we might get ahead on value, if we weren't two-for-oneing ourselves. Awkward.
And that's when I thought of the cards that could make this deck tick -
Haunted Dead and
Advanced Stitchwing, alongside their best buddy
Prized Amalgam.
These cards are good for Emerge on multiple levels. Both the returning creatures are 2 mana cheaper than their CMC (and Amalgam is 3 mana cheaper!). When you Emerge them, they go into the yard - and you can get them back! As many times as you need! They're also all respectably playable cards on their own in a graveyard shell, which will reduce the jank level of the deck a little bit.
Everything else is just trying to abuse the shell of recursive CMC reductions and Emerge - without further ado, here's my current list:
It's an Emergency! (
)
(Combo)Engine4x
Take Inventory2x
Oath of Jace4x
Pieces of the PuzzleTargets2x
Prized Amalgam3x
[
]
Haunted Dead2x
[
]
Advanced StitchwingPayoffs2x
[
]
Elder Deep-Fiend2x
[
]
Distended Mindbender3x
[
]
Abundant Maw3x
[
]
Vexing ScuttlerRemoval3x
Compelling Deterrence3x
Murder2x
LanguishLands (25)5x
Island10x
Swamp4x
Evolving Wilds2x
Sunken Hollow2x
Drowned Catacomb1x
Submerged Boneyard1x
Geier Reach SanitariumDiscussion:This deck has so much cool stuff going on! With minimal effort, this deck can fill its graveyard, turn on delirium, have madness outlets at will and at instant speed, have zombies on demand for zombies-matter cards, and so much more. The struggle is figuring out which pieces are worth playing and which aren't.
Standouts:Pieces of the Puzzle - The driving force of the deck. Effectively tutors for removal / engine, while simultaneously putting our targets in the yard and giving us fuel to toss to them. This card does it all, and for a fairly reasonable cost - including often chaining into copies of itself.
Take Inventory - This card has been
amazing. You can tutor it with Pieces of the Puzzle (though always dump the first copy in the yard), and then recur it with Vexing Scuttler once you have multiple. This is the fuel of our engine.
Haunted Dead - As early as turn four, you can End of Turn return this from the yard, cast Compelling Deterrence with zombie clause, then untap and Emerge it with mana up to return it
again or cast a two mana spell. The CMC and cost to return on this card are perfect, and bringing value with it in the form of a 1/1 flier is even better.
Advanced Stitchwing - The deck does very little without a target, so we need some redundancy; this guy is slightly better than the
Ghoulsteed. Importantly, (unless Amalgam is in the yard) he doesn't have an ETB trigger. This means there's no window for the opponent to kill it before you can Emerge it, so use him instead if you suspect they're holding up instant speed removal and really need your Emerge trigger.
Prized Amalgam - Another cute payoff for recurring all our creatures, we get some free 3/3s! Which can then be sacrificed to Emerge all over again. Note that the trigger for returning only goes on the stack at the
beginning of the next end step, so if you want it to return on a given turn, you'll need to bring back your
Haunted Dead /
Advanced Stitchwing before then - probably during the combat step. Takes a little getting used to for those of us who like instant speed effects during end step. Also, seems to be bugged slightly when you have two Amalgams - the first Amalgam's return trigger overwrites the original creature's return trigger, thus delaying the second Amalgam for a turn. This does, however, mean that if you Emerge the first Amalgam in such a situation, the second delayed one will bring them both back.
Languish - With Pieces of the Puzzle and Vexing Scuttler, we can find this card very reliably. It also leaves 7 out of 10 payoffs alive. It's good. Play it.
OptionsWretched Gryff - Feels like the worst Emerge card for our deck. It doesn't provide much more value than the initial creature, we spent three cards (discard two, and the Gryff itself) to get it into play, so drawing a card doesn't put us up, and it dies to Languish. If we want a flier, Stitchwing and Haunted Dead both do that job better. The card is for when you get the value from the sacrifice itself, and we don't.
Drownyard Behemoth - A big dumb idiot with flash and the ability to screw up a combat step because it can't be killed when it enters. Relevant because we get back our targets at instant speed, so this can come out of nowhere. Might want some number of copies in the deck, though I think it's weaker than all our current targets.
Removal - this is a pretty basic removal suite, but it's possible we can do something better here. Whatever we pick needs to be an instant or sorcery, though.
Lands - Uncertain on the value of
Geier Reach Sanitarium, but it seems good. Would need more testing to decide if it's better than colored mana (or
Drownyard Temple).
Other recursion -
Gravedigger and
Possessed Skaab are the most obvious choices here, since they can get back an Emerge creature, and then immediately be Emerged. They both feel worse than just playing more Emerge threats, though.
Sanitarium Skeleton could provide some (very expensive!) card advantage.
Other shells - we could fairly easily fit in Madness, Delirium, Zombie Payoffs, Sacrifice Payoffs, Creature ETB Payoffs, Creature Death Payoffs, and more. I couldn't find anything better in any of those areas (
Scour the Laboratory and
Whispers of Emrakul probably being the closest) but I encourage you to check for yourself!
And that's a wrap...I'd love to have people try out this deck and see what we can turn it in to. It's probably never going to be the best deck, but it sure is fun to play!