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Moxonomy

Rearing Embermare

Creature — Horse Beast4 generic manaRed mana

Reach on a red creature is the small tell that this is a defensive body first, an aggressive one second. A 4/5 for five is a blocker that survives most combat and turns back the fliers red usually has no clean answer to, which makes the haste an odd traveling companion: the same card built to hold ground can also arrive swinging the turn it lands. It cannot do both in the same cycle, though. Attack with it and it taps, leaving the ground undefended on the crackback; keep it home and the haste does nothing. That is the honest tension in the rate, and it is why the creature reads as a knob you turn per game rather than a two-mode threat. When you are behind, it comes down as a wall with reach and eats an attacker; when you are ahead, the haste lets it swing for four the turn it lands. Nothing about the numbers is flashy, and nothing about them is a mistake either: this is midrange filler for aggressive red decks that still want a body capable of stabilizing a stumble. The design job is fitting a credible attacker and a credible blocker into one five-mana slot without the toughness dulling the offense or the reach going to waste, and a 4/5 with haste threads that about as cleanly as the mana allows, so long as you accept it only plays one role at a time.

Rearing Embermare (sos)
SOS · #127common
Pricing
Normal: $0.07
Foil: $0.10
Oracle Text

Rules text

Reach, haste
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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