An emblem is a marker with an ability on it, created by Planeswalker cards.
|101. The Magic Golden Rules|
|103. Starting the Game|
|104. Ending the Game|
|107. Numbers and Symbols|
|115. Special Actions|
|116. Timing and Priority|
|120. Drawing a Card|
|Parts of a Card|
|Spells, Abilities, and Effects|
An emblem is different from a card or a token. The ability and the controlling player are the only characteristics 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. An emblem is not a permanent, and absolutely nothing can touch it or get rid of it as long as the player who gained it remains in the game, 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. 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.
- Emblem was featured as rules card 5 of 5 in the Scars of Mirrodin set.
- Emblems function 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.