Engulf the Shore

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Standard Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad 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

steve991 on Fraying Sanity Mill

7 hours ago

Hi! Love the idea of the deck, been trying to make it work for a little while. I've had good success with Engulf the Shore so I would recommend that to you in a heartbeat. Walking ballista doesn't seem to fit the what the deck is trying to do so I would almost certainly cut that. Another card think could be very good here is Jace, Unraveler of Secrets, his plus 1 gets you digging for the "combo' pieces you need to win the game, and his bounce and high loyalty are good for making the opponent kill you slower so you have more time to mill them.

Just my two cents! Good Luck!

Devinmlake on Mono-blue Engulf

2 days ago

If you drop the Commit / Memory in the main board and 4 Countervailing Winds you won't have to worry about big hitters because you'll have more counters. They also get better the longer the game goes for because you won't have to worry about your graveyard disappearing. I would also drop them because Memory screws up your Engulf the Shore. You could just move them to the sideboard for control matchups.

Alemanf on My very first deck

1 week ago

I found this deck online and I really like the playstyle:

4 Glint-Nest Crane4 Ornithopter4 Baral's Expertise4 Reverse Engineer4 Engulf the Shore4 Paradoxical Outcome2 Whir of Invention2 Aetherflux Reservoir4 Bone Saw2 Implement of Improvement4 Inspiring Statuary4 Prophetic Prism4 Renegade Map18 Island2 Commit / Memory2 Dispel2 Metallic Rebuke3 Negate2 Vexing Scuttler

what do you think? If I buy these cards is there a possibility to upgrade it in the future? Thanks

aleister23 on Exodia, Obliterate!

2 weeks ago

I hope you can make it possible, as i love the idea of a hedrondeck.

I dont see a reason for Curator of Mysteries and Drake Haven and would replace them with more control options like Fatal Push, Grasp of Darkness or more counters.

Engulf the Shore could easily be mass removal spell such as Yahenni's Expertise

More deck filtering could come from Anticipate or Catalog

Good luck with the deck!

GreekJedi on MIll'em and Bill'em

2 weeks ago

I thought about adding black to the deck, but i decided to keep it mono-blue for budget reasons, and because i just really like Engulf the Shore. I was really hesitant to put the cycling package in, but it just seems so appealing since it gives me both utility and card draw. I'm running 11 cycling cards, so maybe i should add another Abandoned Sarcophagus? Or should i just ditch them for more dedicated removal and draw cards?

TheSurgeon on Mono-Blue Mill control

2 weeks ago

Your counterspells all cost too much. You need mana to counter and mill. If you have to keep saving 3 mana to counter, your early game is spent milling a little and you lose because the opponent has a boardstate you can't bounce back from by the time you begin to counter.

If you wait to mill, you can't realistically start milling til turn 5 or so. Also, if you drop a Thing in the Ice  Flip, you're gonna be waiting to transform it, one turn at a time, due to the cost of your Instants. You need some well picked 2 drop counters/bounces. Mana Leak and Remand (great with Tutelage) are two of my favorites; since you are running a set of Hedron Crab, Deprive would be worth considering, also. Unsummon, Vapor Snag, and Void Snare are nice bounces that rid the board of selective threats.

Talent of the Telepath isn't good for this deck. First, the cost: For 4, a card should nearly win you the game. This does not advance your win strategy. Also, a 1-of? Take it out. Same with Startled Awake  Flip.

Take out 1x Fraying Sanity. You shouldn't have to rely on it for a win, but 3 of them in a 60 card deck, you're going to draw one at some point, statistically speaking. The same thing with its partner- Traumatize, 2-3 at most, you only need one to win.

Add in 2-3 more Archive Traps. Modern is full of fetches and reasons to search a library, this mills 13 for free, and can win you a long game if your Traumatize doesn't work out.

Engulf the Shore is pretty weak, by the time you have 4 land, your opponent may have a 7/7 goyf, ready to kick ur ass and you can't do squat. 2x AEtherize will do just fine. It's indiscriminate, and buys you at least 1-2 turns to continue milling.

I would take out Tutelage and find room with the removed card spaces for 1-drop mill cards. Tome Scours are alright. Though, I suggest Shriekhorn, as you can use it early game (mathematically better than Tome Scour) or save a few uses for when you have Fraying Sanity in play.

All of these suggestions will lower your mana curve, and make the deck play more securely and efficiently. Since your mana curve will be considerably lower, you could even take out 2 land, saving room for more suggested bounce/counter/mill cards.

Good luck!

Murphy77 on M-B-M

2 weeks ago

I like both of your suggestions. Engulf the Shore might just make all the difference.

captinreveng on M-B-M

2 weeks ago

Looks pretty good might need more control. Engulf the Shore is good board clearer. Idk if I would use Mirrorpool over Insidious Will same mana but more options. Check out my deck mono blue mill control

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