|Commander / EDH||Legal|
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|Shadows over Innistrad||Rare|
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Engulf the Shore
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
8 hours ago
MoGoose831 I love milling. With your deck being only $10 its very good. I would just go with Engulf the Shore instead of Cryptic Serpent. This is my take on control.(I like to play fast, so this is weird for me.)
I know I didn't comment on the deck above me, but in my defense I hate Electrostatic Pummeler and Energy in general. That's just my opinion, I don't mean to offend anyone.
1 day ago
I agree. I briefly tinkered with Engulf the Shore, but found that a true wrath effect, in this case from Fumigate, really makes all the difference in being able to stabilize, and not just buy time. If I were to dedicate sideboard space, I'd add a fourth Fumigate.
That said, if Oketra's Monument decks are big in your local meta, I would definitely use a couple Engulfs as sideboard tech.
2 days ago
I would try and find a way to get Engulf the Shore in the main deck- and at least 3 copies- maybe even 4. The biggest issue you're going to have is creatures. Either that or Crush of Tentacles- you need to be able to wipe the board without the Thing in the Ice Flip.
I think you can do without the minister or the thief. You aren't running enough energy to make them matter as much as with more energy cards. Oh- and I would absolutely run Lost Legacy in the sideboard. Memory would be a nightmare for your deck.
You'll probably need to do some testing with this before you can really get a feel on how competitive it is.
Hope this helps.
6 days ago
Maybe Engulf the Shore? That might not save you on a Craterhoof Behemoth swing. The Illusionist's Gambit would. Might even force them to deal lethal to someone else. It's definitely something you want to hold on to for maximum impact. It's hard to say though. It sounds like your meta is a bit different than mine.
1 week ago
Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: http://articles.edhrec.com/in-the-margins-cancel/ Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.
1 week ago
If you're committing to Approach, I would take out all Red in lieu of counterspells like Censor and Essence Scatter. Engulf the Shore or Crush of Tentacles works as a Sweltering. That will make it easier to stay on top of your curve, especially when you don't have any Energy sources to support your Hubs.
Love the deck idea, though! Best of luck
1 week ago
This is my take on Aethersquall Ancient.
Yours have more removal in Engulf the Shore compared to mine. I'm really enjoying my build tho and thought it might help you out!
You're trying to play Modern so I know these won't work quite the same. But maybe you can take some inspiration from mine!
2 weeks ago
Nice one, man! I've been trying to find a home for my 2 promo Harness the Storm, which you may have found :D
How did you find your matchup?
I have myself a more blue version of mill, that run some Geistblast and Mirrorpool (which I may remove, because I don't have currently enough colorless producer like Aether Hub) for more spell copying and Engulf the Shore for creature control, but I may want to upgrade to your version :P