Why is emrakul the promised end banned?

Why Emrakul, the Promised End is Banned: A Deep Dive

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Emrakul, the Promised End is banned in Commander (also known as EDH or Elder Dragon Highlander) primarily due to its game-warping effect and its ability to create overwhelmingly oppressive and unfun play patterns. The card’s ability to mind control an opponent and force them to play their next turn under your direction is considered too powerful and disruptive for the casual, multiplayer nature of the format. The ability to manipulate someone’s plays often swings the game so strongly in one’s favor that recovery is nearly impossible. Its cost-reduction mechanic, combined with the abundance of ramp available in Commander, made it relatively easy to cast in the mid-to-late game, further exacerbating the issue.

Understanding the Ban: More Than Just Power Level

The ban of Emrakul, the Promised End goes deeper than merely its raw power. While the card is undeniably strong, the primary concern revolved around the play experience it created. Commander is designed to be a social format, emphasizing interaction and strategic decision-making. Emrakul directly undermines this by:

  • Disrupting Agency: Taking control of an opponent’s turn completely eliminates their agency. This not only feels bad for the controlled player but also shifts the focus away from player skill and toward the controller’s ability to exploit the controlled turn.
  • Creating Unbalanced Game States: In a format like Commander, where alliances and shifting power dynamics are crucial, Emrakul can single-handedly dismantle these carefully constructed relationships. The resulting imbalance often leaves the table feeling helpless against a single dominant player.
  • Prolonging Unwinnable Games: Even if a game is technically still winnable after Emrakul is cast, the reality is that the controlled turn often sets the targeted player so far behind that recovery is virtually impossible. This leads to prolonged games where the outcome feels predetermined, diminishing the enjoyment for everyone involved.

The Commander Philosophy and Emrakul

The Commander Rules Committee, responsible for maintaining the format’s ban list, emphasizes creating a fun and engaging experience for all players. The ban of Emrakul, the Promised End is a direct reflection of this philosophy. The committee recognizes that some cards, even if not strictly “broken” in terms of raw power, can significantly detract from the overall enjoyment of the game. Emrakul falls squarely into this category, as its ability to drastically alter the social dynamics and strategic depth of a Commander game outweighs any perceived benefits of its inclusion.

Furthermore, given the high deckbuilding restrictions in Commander (only one copy of any card barring basic lands), the format is generally resilient to incredibly efficient threats, as these cannot be reliably drawn. However, the relative ease of mana acceleration in the format meant that Emrakul could consistently be deployed around the same turn, making it a consistent, warping threat.

FAQs: Delving Deeper into the Emrakul Ban

Here are some frequently asked questions (FAQs) to provide additional insight into the Emrakul, the Promised End ban:

1. Is Emrakul, the Promised End banned in all formats?

No. Emrakul, the Promised End is banned in Commander. It is legal in other formats where it hasn’t been specifically banned, such as Vintage and Legacy. It has been banned in other formats in the past such as Standard.

2. Why isn’t Emrakul, the Aeons Torn banned in Commander instead?

Emrakul, the Aeons Torn is banned in Commander. Both versions of Emrakul are considered too powerful and disruptive for the format.

3. Can Emrakul, the Promised End be countered?

Yes, Emrakul, the Promised End can be countered like any other spell, unless a specific ability (like being uncounterable) is in effect.

4. What are some strategies for dealing with Emrakul, the Promised End?

Strategies for dealing with Emrakul include:

  • Countering it before it resolves.
  • Removing it from the battlefield after it resolves.
  • Preventing it from being cast in the first place (through mana denial or stax effects).

5. Is Emrakul, the Promised End legal in Pioneer?

No, Emrakul, the Promised End is not legal in Pioneer.

6. What makes Emrakul, the Promised End so powerful?

Its power comes from a combination of factors: its large size, its cost-reduction ability, and, most importantly, its ability to control an opponent’s turn.

7. How does Emrakul, the Promised End’s mind control ability work?

When Emrakul is cast, you gain control of target opponent during that player’s next turn. You make all choices for that player during their turn, including what spells to cast, which lands to play, and which creatures to attack with.

8. What happens if the player I control with Emrakul, the Promised End loses the game?

If the controlled player loses the game during their controlled turn, they are eliminated as normal. The game then proceeds, and the Emrakul control effect ends as if they had finished their turn.

9. Are there any cards that can protect me from Emrakul, the Promised End’s ability?

While you can’t completely negate the control effect, some cards can mitigate its impact. Cards that prevent you from losing life or taking damage, or those that grant hexproof or shroud to your permanents, can make it harder for the opponent to take advantage of your controlled turn.

10. Could the Commander Rules Committee ever unban Emrakul, the Promised End?

While it’s always theoretically possible, it’s highly unlikely. The reasons for its ban remain valid, and the card’s impact on the format is generally considered too negative to warrant reevaluation.

11. What are some alternatives to Emrakul, the Promised End in Commander?

There are numerous powerful creatures in Commander that can serve as finishers or threats. Consider creatures with trample, indestructible, or other impactful abilities, as well as board wipes and control spells to help you maintain board control.

12. How does the Commander Rules Committee decide what cards to ban?

The Committee considers several factors, including a card’s:

  • Power level
  • Impact on the social dynamics of the game
  • Potential to create unfun or repetitive play patterns
  • Overall effect on the health of the format

The Games Learning Society often discusses the impact of card design and game mechanics, as well as community feedback. Visit GamesLearningSociety.org to learn more about the intersection of game design and player experiences.

13. Is Emrakul, the Promised End more powerful than Emrakul, the Aeons Torn?

That depends on the situation. Emrakul, the Aeons Torn provides extra turn and protection from colored spells, while Emrakul, the Promised End provides mind control. In Commander, the mind control effect of Emrakul, the Promised End is generally considered more disruptive due to its impact on the social dynamics of the game.

14. What if my playgroup allows banned cards?

If your playgroup allows banned cards, that’s perfectly fine! Commander is ultimately a social format, and playgroups are free to modify the rules to suit their preferences. However, be prepared for the potential consequences of including Emrakul, the Promised End, as it may lead to less enjoyable games for some players.

15. Is the ban on Emrakul the Promised End a subjective decision?

While there is some degree of subjectivity involved in evaluating the impact of a card on the Commander format, the decision to ban Emrakul, the Promised End is based on a careful assessment of its power level, its disruptive nature, and its overall effect on the player experience. The Commander Rules Committee aims to make decisions that benefit the majority of players and maintain the long-term health of the format.

Conclusion: Maintaining a Balanced and Fun Commander Experience

The ban of Emrakul, the Promised End underscores the importance of maintaining a balanced and enjoyable play experience in Commander. While the card is undoubtedly powerful, its ability to disrupt agency, create unbalanced game states, and prolong unwinnable games ultimately outweighs any potential benefits of its inclusion. By understanding the reasons behind the ban, players can better appreciate the nuances of the Commander format and the ongoing efforts to ensure a fun and engaging experience for everyone involved.

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