Coastal Breach

Coastal Breach

Sorcery

Undaunted (This spell costs less to cast for each opponent.)

Return all nonland permanents to their owners' hands.

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Trade

Have (3) metalmagic , winterwind10 , Pieguy396
Want (1) Mcandes

Printings View all

Set Rarity
Commander 2016 (C16) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Coastal Breach occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Coastal Breach Discussion

Gidgetimer on What happens if I stifle ...

1 week ago

Nine Lives' fourth ability says "When Nine Lives leaves the battlefield, you lose the game." It will trigger once when it leaves the battlefield. This can be due to it being exiled from it's third ability or from something else entirely like Back to Nature or Coastal Breach. If you Stifle the trigger you will not lose the game and the ability will not trigger again, but you will no longer have a Nine Lives.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Lhurgyof on Toss A Coin To Your Witcher

3 months ago

Fabricate is another excellent way to grab the thumb.

One thing I find that works with Yidris is Undaunted. Since they have a higher CMC but can be cast for less mana, they end up being really good with cascade. Seeds of Renewal is awesome for recursion, and Coastal Breach can be a good wipe.

Another good high CMC easy to cast spell I really enjoy is Rags / Riches. Super high CMC, plus it won't hit Yidris.

+1 from me, I really like Yidris.

Deadpoo111 on Noah's Ark

5 months ago

"What I'm about to say may contradict god's teachings"

For flavor purposes I'd run Flooded Grove, Flooded Strand, and Coastal Breach

Final thing is maybe instead of Consulate Dreadnought as the Ark, you should try Conqueror's Galleon  Flip because it's a better card and also transforms into the land Noah winds up in after the flood

As for win cons, it looks like you have all the creature based ones you could want, so that shouldn't be a huge problem for you at this point.

Optimator on SadoArtifacthate

7 months ago

Mana Leak is also a weaker counterspell in EDH (it's pretty decent in 60-card formats). I would only recommend it in very counterspell-heavy decks. If the goal is protecting against removal/boardwipes use Swan Song or Negate . Otherwise, use Counterspell , Arcane Denial , or any of the other good cards that counter anything.

As for Rift Bolt and Lightning Bolt , if they're for removal I would highly recommend something more reliable like Pongify , Rapid Hybridization , Reality Shift , Aftershock , or Fissure . Comet Storm or Rolling Thunder work well with Saheeli too. If they're for going upstairs I'd again recommend things like Comet Storm to have a bigger impact and even end the game outright.

Without counterspelling them, the only way in to handle enchantments is Chaos Warp . I insist you run it. There are a few colorless ways to deal, like Scour from Existence , Unstable Obelisk , and Spine of Ish Sah . The latter two are great with recursion.

Personally, I always run two boardwipes minimum and I try to squeeze more in when possible. You already have the best in Cyclonic Rift, but another could save your bacon (you don't have tutors to find it, nor would I necessarily recommend running any). Even decks that go wide, like ours, need reset buttons in emergencies. Blasphemous Act is the gold standard, but Ixidron , Earthquake , Wash Out , and Coastal Breach are good too.

DoanDoan on From The Shadows

1 year ago

Frank_Glascock

Hatred really good with yuriko to one shot someone with commander damage. really good against life gain decks

Coastal Breach good board wipe assuming you're in a 4 player game. it's cmc is 7 but only cost you 4 mana to play also resets your ninja's and etb creatures

Never spot removal for troublesome creature or planeswalker. just a sorcery version of Hero's Downfall but with a cmc of 7

Equilibrium is used to bounce your ninjas with the unblockable dudes since ninja's are kinda trash by themselves if they can't get through or you can bounce your opponents dudes too if you wanna play the tempo game

Mardu Shadowspear currently placeholder but in a pinch is a good creature to throw out with haste to quickly activate ninjitsu. decent floor but low ceiling on this card. you can probably find better but the haste effect is decent in my playgroup

Traveler's Amulet mainly used in the same capacity as fetch lands. helps thin the deck from lands so you're less likely to whiff with yuriko triggers

Silumgar Sorcerer with yuriko out you can flash this guy in to counter a creature spell by saccing yuriko and he's a flyer aswell so you can ninjitsu yuriko back in with him. rinse and repeat. cute combo but only really decent in a meta heavy with creatures. easily cuttable card.

Frank_Glascock on From The Shadows

1 year ago

Thanks for the reply DoanDoan.

You are playing a few cards I usually don't see in a Yuriko list. Would you be willing to comment on their use and effectiveness?

Those cards include Hatred , Coastal Breach , Never , Equilibrium , Traveler's Amulet , Mardu Shadowspear , and Silumgar Sorcerer .

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