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Revision as of 17:48, 4 June 2014
An emblem is a marker with an ability on it.
An emblem is 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.
Emblems 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.
The emblem for Sorin, Lord of Innistrad from Dark Ascension was the first emblem to be actually printed.
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Cards that produce emblems
- Domri Rade
- Elspeth, Knight-Errant
- Elspeth, Sun's Champion
- Garruk, Caller of Beasts
- Kiora, the Crashing Wave
- Koth of the Hammer
- Liliana of the Dark Realms
- Sorin, Lord of Innistrad
- Tamiyo, the Moon Sage
- Venser, the Sojourner
Trivia
- Emblem was featured as rules card 5 of 5 in the Scars of Mirrodin set.
- Emblems are similar to the text on Vanguard cards.
- Venser and Koth’s emblems were featured in their Duel Deck.
- Elspeth's emblem was first actually printed in Modern Masters
References
- ↑ Mark L. Gottlieb (July 14, 2010). "July 2010 Update Bulletin". magicthegathering.com. Wizards of the Coast.