I like big creatures and I can not lie. I don’t want to miss an opportunity to play with some Eldrazi.
Emrakul, the Aeons Torn is the most powerful creature in Magic’s history. While the casting cost is basically unimaginable for anybody not dropping Tron lands all over the place, there are a few ways to cheat Emrakul into play.
While Nahiri, the Harbinger is the newest tech for cheating out an Emrakul, trusty Through the Breach works extremely well. For only 5 mana and no wait time, you can send an Emrakul across the battlefield, wiping an opponent’s board and taking 15 off of their precious life total. There’s no ticking up a planeswalker and no set-up cost—just raw power.
This isn’t the only way to cheat out a giant monster. Summoning Trap doesn’t see much play, but it used to be a huge part of Standard ramp decks. Opponents may think twice about casting Remand or Spell Snare on your Sakura-Tribe Elder when it could be a Trap.
The other big hit is no surprise in any ramp strategy. Prime Time himself, a.k.a. Primeval Titan, can come down and end the game. A Through the Breach putting Titan into play gives you the enters-the-battlefield trigger, fetching up a pair of Valakut, the Molten Pinnacle, and then the attack trigger, which will result in 12 more damage from Valakut triggers when you fetch 2 Mountains, assuming you have at least 4 in play. That’s 18 total damage! The deck is capable of accomplishing this on turn 3.
The Sakura-Tribe Elders and Courser of Kruphixes are nice creatures that can help cushion your life total by blocking and through incremental life gain. They also advance your game plan of getting enough lands into play for Primeval Titan to end things.
The top ramp spell is Search for Tomorrow since it enables the nut draw. By suspending on turn 1, Search will come off suspend on turn 3 for an untapped land.
By casting any ramp spell on turn 2, such as Sakura-Tribe Elder or Farseek, you can play Through the Breach on turn 3. You also have many draws that can give you a turn-4 hard cast Primeval Titan or Summoning Trap.
This particular version is loaded up with interaction for the creature matchups. With 3 copies of Lightning Bolt, 3 Anger of the Gods, and an Obstinate Baloth, there are a number of ways to interact with early pressure and help buy time to get to the midgame. These cards are not mandatory for the general game plan and you can move some of these to the sideboard. You can do that to speed up your deck at the cost of some interaction, so that’s the trade off. By adding more Farseek, Explore, or any other cheap ramp spell, you will speed your deck up but also leave yourself more susceptible to an opposing creature rush.
There’s also a single copy of Scapeshift in the deck as a card that wins the game once you hit 7 mana. I don’t think this is a necessary card to play either, but it’s a nice option. With Through the Breach, Summoning Trap, and Primeval Titan providing game-winning effects that require fewer lands than Scapeshift, it’s the weakest option, but a decent safety net.
Primeval Titan is still one of the best creatures in the game, so finding ways to cheat it out along with the actual baddest girl on the block in Emrakul leads to some really fun matches—at least, if you’re on their side!