Court of Embereth (Wilds of Eldraine Commander #32)

Court of Embereth {2}{R}{R}

Enchantment

When Court of Embereth enters, you become the monarch.

At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you’re the monarch, Court of Embereth deals X damage to each opponent, where X is the number of creatures you control.

Illustrated by Peter Polach

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Court of Embereth:
  • The game starts with no monarch. As a player becomes the monarch, the current monarch (if any) ceases being the monarch. There is never more than one monarch at a time. (2023-09-01)
  • There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch." (2023-09-01)
  • If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card. (2023-09-01)
  • If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch. (2023-09-01)
  • If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn. (2023-09-01)