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Emerald CollectorHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Mystery Booster Commander Edition· October 19, 2026
Carte Magic Emerald Collector

Emerald Collector is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Whenever this creature deals combat damage to a player, draw a card. When you draw your third card in a turn, conjure a card named Mox Emerald into your hand. This ability triggers only once. {2}{G}: This creature has base power and toughness 4/4 until end of turn.

Complete guide

Emerald Collector is a versatile Human Pirate that rewards card draw with powerful mana acceleration. It starts as a modest utility creature but can transform into a heavy hitter that generates a legendary piece of Power Nine directly into your hand.

Drawing and Conjuring

The core of this creature is its triggered ability that conjures a Mox Emerald. This triggers specifically when you draw your third card in a single turn. It counts your normal draw during the draw step as the first card, meaning you only need to find two more through its combat damage ability or other spells to trigger the conjure effect. Note that 'conjure' is a digital-only mechanic that creates a permanent card in your hand that exists for the rest of the game.

How it Resolves

When Emerald Collector deals combat damage to a player, its first ability goes on the stack. Upon resolution, you draw a card. If this draw (or any other draw) is the third one you've performed this turn, the second ability triggers immediately. Once that trigger resolves, a copy of Mox Emerald is added to your hand. This second ability is unique because it can only trigger once per game while this specific permanent is on the battlefield.

Scaling Power

While it starts as a small creature, you can pay two generic and one green mana to set its base power and toughness to 4/4. This is an activated ability that lasts until the end of the turn. This is particularly useful for ensuring its combat damage trigger occurs, as it can survive blocks from smaller creatures or threaten significant life total pressure while digging for your third card draw.

Strategic Timing

Because the conjure ability triggers only once, you should plan your turn to ensure you hit that three-card threshold. If you have already drawn two cards (including your draw step), any source of card draw will finish the requirement. Since Mox Emerald provides immediate green mana, you can often use the conjured card to pay for the 4/4 transformation ability or to deploy more threats in the same turn.

Interaction examples

Accelerating into Power

With Llanowar Elves providing green mana, you play Emerald Collector on turn two. On turn three, after your normal draw (1st card), you attack with Emerald Collector. It deals damage, and you draw a card (2nd card). If you then cast a spell that draws another card (3rd card), the Collector conjures Mox Emerald. You can immediately play the Mox Emerald and tap it for green mana.

The 4/4 Transformation

You have Birds of Paradise and Emerald Collector on the field. During your turn, you draw a card (1st card). You use Birds of Paradise to help pay the {2}{G} activation cost for Emerald Collector. It becomes a 4/4. You attack an opponent; because of its increased size, the opponent chooses not to block. It deals 4 damage, you draw a card (2nd card), and you are now one draw away from conjuring your Mox Emerald.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Emerald Collector

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

Related cards and tokens

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Legal formats

historictimelessgladiatorbrawlcompetitivebrawl
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