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Rules guide · Sorcery // Land

Emeria's Call // Emeria, Shattered SkyclaveHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Zendikar Rising· September 25, 2020
Carte Magic Emeria's Call // Emeria, Shattered Skyclave

Emeria's Call // Emeria, Shattered Skyclave 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.

01

Official card text

Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn. As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {W}.

Complete guide

Emeria's Call // Emeria, Shattered Skyclave represents the pinnacle of versatility in white Magic, serving as both a game-ending threat and a land when you need mana. This modal double-faced card ensures you never miss a land drop early while providing a powerful protective swing in the late game. Understanding how its protection works and how to play both sides is key to mastering this mythic rare.

Dual Faces and Mana Value

This card is a Modal Double-Faced Card (MDFC). In your hand, graveyard, or library, it only has the characteristics of the front face, Emeria's Call, making it a white sorcery with a mana value of 7. However, when you play the card, you choose which face to use. If you play it as Emeria, Shattered Skyclave, it is a land that can enter untapped if you pay 3 life. Note that if an effect lets you 'cast' a spell, you cannot choose the land side; you must be allowed to 'play' the card to use the land face.

Resolving the Call

When you cast Emeria's Call, the spell first creates two 4/4 white Angel Warrior tokens with flying. Immediately after the tokens are created, all non-Angel creatures you currently control gain indestructible. This effect lasts until your next turn, meaning they are protected through your opponent's next turn as well. It is important to note that because the tokens created are Angels, they do not gain indestructible from this spell.

Timing and Indestructible Restrictions

The indestructible keyword is only granted to creatures you control at the moment Emeria's Call resolves. Any creature that enters the battlefield after the spell has finished resolving will not be indestructible. Furthermore, this effect does not prevent other ways of removing creatures, such as effects that reduce toughness to 0, sacrifice effects, or exile effects. Knowing when to 'Call' is the difference between a wasted spell and a winning board state.

Interaction examples

Surviving Your Own Sweeper

If you cast Emeria's Call first, your non-Angel creatures gain indestructible. You can then follow up with Austere Command choosing to 'Destroy all creatures with mana value 4 or greater.' Your Angels (mana value 0) and your protected non-Angel creatures will survive, while your opponent's large creatures are destroyed.

The Limits of Indestructible

Even if you have cast Emeria's Call to protect your board, cards like Farewell can still remove your creatures. Because Farewell exiles creatures rather than destroying them, the indestructible keyword does not provide any protection against it.

Token Synergy

When you cast Emeria's Call, you create two 4/4 Angel Warrior tokens. While these tokens are powerful 4/4 flyers, remember that the second part of the spell specifically says 'Non-Angel creatures.' This means your new Angel Warrior tokens are not indestructible and can be destroyed by standard removal spells.

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

How it works : Emeria's Call // Emeria, Shattered Skyclave

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Emeria's Call affects only creatures you control at the time it resolves. Creatures you begin to control later won't gain indestructible.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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