Coral Atoll

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Coral Atoll

Land

Coral Atoll enters the battlefield tapped.

When Coral Atoll enters the battlefield, sacrifice it unless you return an untapped Island you control to its owner's hand.

: Add .

UltimateRoxas40 on Eldritch Captain of the Deep [Lovecraftian Primer]

6 months ago

Made_Compleat Thanks for taking a look!

I had thought about Coral Atoll, but I ended up going with Halimar Depths to represent the underwater city of Y'ha-nthlei, and they both enter tapped, but I like the pseudo-Scry 3 effect.

Mind Flayer would be a good addition here, and fairly on-point thematically, but the main drive of this deck is Milling, not stealing other creatures. Mind Flayer just doesn't seem impactful enough here. If anything, I'd probably play Bribery for the same CMC and effect without the limits of 'as long as you control Mind Flayer'. But I appreciate the suggestion!

Made_Compleat on Eldritch Captain of the Deep [Lovecraftian Primer]

6 months ago

For the end of "The Shadow over Innsmouth," you could add Coral Atoll to represent the palace of corals from the protagonist's dreams, as well as Mind Flayer to represent the Old Ones reaching out to dominate the minds of mortals.

Love the deck!

Kashai on I Sphinx You'll Find That's Mine

1 year ago

Treachery is pretty cool and on theme, plus you can do some neat mana tricks with multiple mana producing lands

In the same vein Cloud of Faeries for more mana tricks

For some Scry support Retreat to Coralhelm

And for synergy with both a multi-mana land that also scys, Soldevi Excavations

Some Multi-Mana Lands Nykthos, Shrine to Nyx, Coral Atoll, Lotus Vale, Lotus Field, Ancient Tomb

DreadKhan on Tatyova

1 year ago

Harrow is worth a look, it'll net two landfall at instant speed. In a pinch, you could ramp while finding two islands to cast a counter, not many ramp spells let you 'catch' someone like that. There is even Dreamscape Artist, which I like. Parcelbeast is not bad value, but it's better with a higher land count. Abundance is a fun card in a Tatyova deck like this, if you've got access to extra lands per turn, you just keep playing them out. You could pull stuff like Brainstorm IMHO, I don't think you want cards like this, I'd run a land over it even. I'd also run a land like Simic Growth Chamber over a basic, and if you have a really high number of basics, you might even look at the Karoo lands, Jungle Basin and Coral Atoll. Guildless Commons is another land you can play that will net you an extra land fall, which is good even if it's a colourless land. You could run lands or land ramp over mana dorks, other than 1 mana ones, there are 2 mana ramp spells you could run over mana dorks, and these don't generally die to wipes. If you ran more lands, I'd suggest Sakura-Tribe Scout and Skyshroud Ranger, but at 36 I'm not sure it'll come up.

I think Molimo is a fair bit worse than Multani, Yavimaya's Avatar. There aren't many better beaters in a land ramp deck.

If you want, I could link you to my Tatyova deck, you could take a look at the manabase, it's designed to get Field of the Dead out and online quickly, while also letting me utilize Mystic Sanctuary as a potential combo piece with an extra turns spell. Field and Sanctuary are both really good cards, you do need a way to get Sanctuary to ETB, I use land bounce. The rest of the deck is a huge pile of combo, but Field is a great card if you can turn it on reliably.

zachz on Tap 'em Out!

1 year ago

You mentioned running dry on mana, as well as not having defenses. With your concerns in mind, I have a couple more cards to suggest. For start, a few more reimbursable defensive spells that give you back land taps after you cast them. Additionally, more dual-mana lands. Dual mana lands, once out, can be untapped for 2 mana, making them greatly beneficial for the reimburse spells.

  • Instants:
  • Rewind (Counterspell)
  • Snap (Creature Control)
  • Geistlight Snare (Cheaper counterspell with Spirits, Enchantments)
  • Lands:
  • Coral Atoll
  • Karoo
  • Guildless Commons is colorless but having numerous 3 CMC cards means you don't need all colored mana.
  • Path of Ancestry is very useful to Scry in your deck, as most of your creatures are Human/Soldier/Spirit.
  • Creature:
  • Cloud of Faeries is a reimburse flying creature that also has cycling. Many options for you there.

Excited to see how this deck works for you, and where you take it!

bushido_man96 on Close the beaches #seamonsters

2 years ago

If you're looking to capitalize on the landfall theme more, I recommend more land ramp to get the triggers. I'd ditch the Simic Signet for another spell like Nature's Lore or Kodama's Reach/Cultivate. I'd ditch Jungle Basin and Coral Atoll for some other fetch lands like Bant Panorama and Naya Panorama. Gush is a fantastic draw spell in a deck like this. Psychosis Crawler is a great payoff for drawing a bunch of cards.

kharsonist on Orvar CEDH

3 years ago

Grind Coral Atoll might be worth the inclusion. I think im fine with that taking the place of an island for specific combos. Something like Ancient Tomb or Temple of the False God is not useful due to needing blue for most spells. Thanks for the recommendation.

Grind on Orvar CEDH

3 years ago

sweet deck!!
i always liked the idea of using Coral Atoll or Guildless Commons or Temple of the False God with Cloud of Faeries to get value on bounce or copy. it gives you a path for infinite faeries if you have that land, whim of volrath, and your commander. but it is probably such a niche play that it is not worth a land that ETB tapped. maybe Ancient Tomb would be playable but then you can't get infinite faeries. just rambling here... anyway cheers and have fun!

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