Engulf the Shore

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Engulf the Shore

Instant

Return to their owner's hands all creatures with toughness less than or equal to the number of Islands you control.

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Engulf the Shore Discussion

chadsansing on Sense and Sensibility and Sea Monsters

20 hours ago

Cool theme!

I wonder if you might drop a few artifacts to add some wipes that bounce creatures. Those would also help you stay alive in the early game as you try to deal with threats in multiplayer. Engulf the Shore, Evacuation, and Crush of Tentacles might be helpful. Maybe an AEtherize and a Cyclonic Rift, as well, or a River's Rebuke?

Boomerang seems like a useful targeted alternative, as well.

Happy playing!

chadsansing on Frozen Ambitions

2 days ago

Sweet list and commander!

Have you tested with Crush of Tentacles or Engulf the Shore as back-up rifts?

Carry Away and Commandeer seem like they might also be flavorful cards to test.

Happy playing!

Rubythroat on Talrand random (in progress)

1 month ago

Reliquary Tower for obvious reasons, Mirrorpool to copy some big spells, Rogue's Passage for if you have Talrand and Runechanter's Pike on the battlefield, or Arcane Lighthouse seem like they would fit. But be careful to not add to many to make your Engulf the Shore and Scourge of Fleets worse.

multimedia on Commander mono blue control

1 month ago

Hey, that makes a lot of sense you want creatures to use as blockers in the early game before Drakes. Another thing to consider is more mass bounce board wipes. Slivers rely on having an assortment of different Slivers in play each Sliver then gains a lot of different abilities. Bouncing the entire board of creatures breaks this interaction and slows your Sliver opponent down. This gives you more time to get Talrand into play without being pressured.

Bouncing the board of all creatures does hurt the game plan of Drakes because they're tokens, but you can recover from this. There's a few budget four and five drop bounce board wipes:

These bounce board wipes don't care if your opponents' creatures are attacking like AEtherize does. Engulf seems good vs Slivers because Slivers in the early game have 1 or 2 toughness and since you're playing a lot of Islands Engulf can bounce all Slivers at instant speed for four mana. Wash can bounce a bunch of permanents and not hurt you, just don't name blue.

Ramping into a fast Talrand is a good strategy. There's a few budget mana rocks that can help with this:

I always prefer two drop mana rocks over three drops. Playing a two drop rock turn two here gives you a good shot at playing Tarland turn three which is fast. Other than Sol Ring there's no budget 0 or one drop mana rocks they're all expensive Magic cards.

Sapphire Medallion is a powerful artifact with Talrand and it's the effect you're looking for. I consider it budget, but $5 is a still a lot. Baral, Chief of Compliance is also a very good creature with blue control. He doesn't help ramp for Talrand, but all spells that make a Drake are then reduced by one colorless mana. Getting to draw after countering something with a counterspell is also good.

Runechanter's Pike is another card to consider it gives you an alternative win condition needing only one Drake or even just Talrand. Give the Drake huge power and swing for a lot in the air or give Talrand huge power and swing for a lot of first strike Commander damage.


Profet93 on Terrific Talrand

1 month ago

pettigrew23

It's always nice to see another talrand user. The way Talrand is typically built is by maximizing your instants and sorcerries and minimizing your creature count. With Talrand in play, each instant or sorcery turns into a drake to do your bidding. As such, I would recommend AT MOST 10 creatures that's pushing it.

Your land count is a little low, I would go to at least 36 (if not 38).

I don't know what your budget is, but feel free to take a look at my deck Tisk Tisk Talrand for ideas of instants and sorcerries you could utilize.

Here are some budget options for now

Future Sight can help you dig through your deck (works well with Mystic Speculation)

Engulf the Shore is a great reset card. I would trade out your cycling lands for islands regardless as to whether or not you add this.

Twincast is useful utility

Telling Time, replaces itself and sets up your draws

Rewind "free" counterspell (works well with caged sun)

Muddle the Mixture is useful on it's own and can tutor for 12 cards in your card. Add it.

Misdirection make them think twice even if you're tapped out

Isochron Scepter IS A MUST

Speaking of the scepter, add a Memory Lapse to it to ruin's someone's life.

Dismiss - counterspell that replaces itself

Disdainful Stroke

Let me know if you have any questions or want more feedback.

chadsansing on Swashbucklers & Scallywags - Admiral Brass EDH

1 month ago

Great theme & list!

Strictly for flavor...maybe test with Chasm Skulker, Crush of Tentacles, Engulf the Shore, and/or Skyship Weatherlight?

Happy brewing!

Argy on Goblins vs Merfolk Dual Deck

1 month ago

Merfolk won a LOT of the games we played.

You have to know when to use cards that interrupt the Goblins, like the aforementioned Claustrophobia, and Engulf the Shore, and make good use of your foil Master of Waves.

The Professor did a review of the product and found the decks to be balanced against each other. I concur with his findings.

It should be said, though, that the Merfolk probably do better when played by someone who has a bit of experience with Magic, whereas Goblins could perform well even if piloted by a beginner.

That is usually the case when playing tempo.

Mike94 on NEED HELP with Tromokratis

1 month ago

Maybe it's a daring idea but why not try to build a Tromokratis voltron deck? He is bulky and could easily deal 21 commander damage if you equip him with the right gear.

Play a lot of mana-rocks to get him out as early as possible like Lotus Bloom, Thran Dynamo, Caged Sun and Extraplanar Lens. Even Sapphire Medallion and High Tide help this strategy. Tromokratis wants to be blocked but that would be a set back for your gameplan so evasion is your friend. Archetype of Imagination could help your commander hit face for example.

If you go the voltron route I would definitely play these equipments:

Each Mirrodin sword would be an auto include but could maybe be to expensive to buy but I would at least try to fit in Sword of Feast and Famine.

Since you're in blue there are a lot of ways to search for artifacts.

I would also play some mono-blue staples like Rhystic Study and Mystic Remora to draw as much of you deck as possible.

And last of I would play some disruptive spells to ensure you're not overwhelmed by other tempo decks that tend to go wide like:

I love mono colored decks in EDH since they play the toughest game but excel at one main goal. It's hard to make them work against those fancy multi colored decks and it could become a big investment but from one mono-colored EDH player to another, it's worth it! +1

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