Right around turn 5, or even earlier if you are playing cheap cards, the game can devolve into drawing one card, and playing the one card you just drew
It gives that germ, or whatever else you equip it to, +5/+5, first strike, trample, indestructible, and haste
I find it amusing how vanilla Emrakul is after the first turn, and the leaves-the-battlefield trigger makes it a steal and sac commander that you need to plan around since you're in danger of board wiping yourself
mja 2026
You have access to specific cards that are both good against them and provide massive standalone advantages in Glorybringer and Chandra, Torch of Defiance
While you can just win with creature beatdowns while controlling the game, there is a real threat of drawing TOO many cards