Arcane Foundry › Commanders › Emry, Lurker of the Loch
Emry, Lurker of the Loch
Legendary Creature — Merfolk Wizard · {2}{U} · Blue commander
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
When Emry enters, mill four cards.
{T}: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Build an Emry, Lurker of the Loch deck →
What Emry, Lurker of the Loch actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · etbWhen Emry enters, mill four cards.
- Activated ability{T}: Choose target artifact card in your graveyard. You may cast that card this turn.
- AbilityAffinity for artifacts
What an Emry, Lurker of the Loch deck needs
Plays as artifact recursion engine. What the commander asks of the other 99 — read from the card and checked by hand.
- cheap artifacts to recast from the graveyard (0–1 mana)
- self-mill for artifacts
- untap effects for Emry (each untap is another recast)
- artifact loop pieces (Mirran Spy, Mishra's Bauble, Krark-Clan Ironworks)
The Emry, Lurker of the Loch deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 10× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 8× Untap the commander so the tap ability is an engine, not a one-shot
- 10× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Emry, Lurker of the Loch
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
- Honor-Worn Shaku3 mana
- Merrow Commerce2 mana
Put your own cards into your graveyard as a resource
- Emry, Lurker of the Loch3 mana
- Eden, Seat of the Sanctum0 mana
- Millikin2 mana
- Perpetual Timepiece2 mana
- Ghoulcaller's Bell1 mana
- Fraying Sanity3 mana
- Palantír of Orthanc3 mana
- Sequestered Stash0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Icy Prison2 mana
- Kozilek's Command2 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Transmute Artifact2 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Selective Obliteration5 mana
- Evacuation5 mana
- Perplexing Test5 mana
- Cyclonic Rift2 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
- The One Ring4 mana
- Combat Research1 mana
Keep a permanent you control alive through removal
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Svyelun of Sea and Sky3 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
Combos with Emry, Lurker of the Loch
Known combos from Commander Spellbook that Emry, Lurker of the Loch is a piece of, and how many decks list them.
- Emry, Lurker of the Loch + Mindslaver6,915 decks
- Emry, Lurker of the Loch + Mirran Spy + Mishra's Bauble6,741 decks
- Emry, Lurker of the Loch + The One Ring + Krark-Clan Ironworks6,269 decks
- Emry, Lurker of the Loch + Time Sieve + Myr Battlesphere5,347 decks
- Emry, Lurker of the Loch + Mirran Spy + Lotus Petal5,239 decks
- Emry, Lurker of the Loch + Coretapper + Magistrate's Scepter4,915 decks