Emblem: Difference between revisions

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An emblem is a new kind of object, different from a card or a token. The ability is the only characteristic it has. Emblems have no color, name, card type, or anything else — just that ability. They are placed in the [[command zone]], which is the same place where [[Archenemy]] [[scheme]]s, [[Planechase]] [[planes]], [[Vanguard]] cards, and [[EDH]] generals are placed. They're <b>not</b> [[permanents]], and absolutely nothing can touch them or get rid of them, simply because no cards say that they can.
An emblem is a new kind of object, different from a card or a token. The ability is the only characteristic it has. Emblems have no color, name, card type, or anything else — just that ability. They are placed in the [[command zone]], which is the same place where [[Archenemy]] [[scheme]]s, [[Planechase]] [[planes]], [[Vanguard]] cards, and [[EDH]] generals are placed. They're <b>not</b> [[permanents]], and absolutely nothing can touch them or get rid of them, simply because no cards say that they can.


Emblem's were created in the July 2010 rules update to fix rules revolving around <c>Elspeth, Knight-Errant</c>'s ultimate, which left an effect hanging over the game without any visual indicator. [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/99a] Elspeth could theoretically 'go off' and then be shuffled back in the deck or somehow end up totally out of play, but still have her indestructibility clause hanging over the battle for turns to come. This situation left open the possibility that players would just forget about it.  
Emblem's were created in the July 2010 rules update to fix rules revolving around <c>Elspeth, Knight-Errant</c>'s ultimate, which left an effect hanging over the game without any visual indicator.<ref>http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/99a</ref> Elspeth could theoretically 'go off' and then be shuffled back in the deck or somehow end up totally out of play, but still have her indestructibility clause hanging over the battle for turns to come. This situation left open the possibility that players would just forget about it.  


{{CR|Magic 2011|*'''113.''' Emblems
{{CR|Magic 2011|*'''113.''' Emblems

Revision as of 21:16, 7 October 2011

Template:Navigation CRAn emblem is a marker with an ability on it.

An emblem is a new kind of object, different from a card or a token. The ability is the only characteristic it has. Emblems have no color, name, card type, or anything else — just that ability. They are placed in the command zone, which is the same place where Archenemy schemes, Planechase planes, Vanguard cards, and EDH generals are placed. They're not permanents, and absolutely nothing can touch them or get rid of them, simply because no cards say that they can.

Emblem's were created in the July 2010 rules update to fix rules revolving around Elspeth, Knight-Errant's ultimate, which left an effect hanging over the game without any visual indicator.[1] Elspeth could theoretically 'go off' and then be shuffled back in the deck or somehow end up totally out of play, but still have her indestructibility clause hanging over the battle for turns to come. This situation left open the possibility that players would just forget about it.

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Trivia

  • Emblem was featured as rules card 5 of 5 in the Scars of Mirrodin set.
  • Emblems may be considered the text on a Vanguard. In this case, games not using vanguards would have each player starting out with a blank vanguard.