Ground Seal

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Rare
Magic 2013 (M13) Rare
Odyssey (ODY) Rare

Combos Browse all

Ground Seal

Enchantment

When Ground Seal enters the battlefield, draw a card.

Cards in graveyards can't be the targets of spells or abilities.

Price & Acquistion Set Price Alerts

C18

M13

ODY

Ebay

Ground Seal Discussion

Enuhal on cEDH Enchantress

1 month ago

Great Decklist! I was looking for an EDH Tuvasa list similiar to Legacy Enchantress, and this one is the most convincing I've seen so far. I hope you will keep it up to date!

Some cards I would love to hear your thoughts on: I noticed that you're not running a GY-hate card like Ground Seal or Rest in Peace. Is this just a meta call?

What would be some good cards to replace Compost or Carpet of Flowers if these don't work in a specific playgroup (unlikely as it may seem)?

Any thoughts on a hexproof effect for yourself, such as Leyline of Sanctity or Aegis of the Gods?

If artifacts are prevalent in a given meta, would Energy Flux be a good call? If yes, which card could be taken out for it?

Lastly - legacy enchantress usually runs some kind of additional defense, such as Solitary Confinement or Energy Field. Of course, these are slower compared to Elephant Grass, but I still think one of these might be good if you're not surrounded by combo decks that completely go around the defenses provided by these cards. I'd be interested to know why you aren't running any of these.

Flooremoji on This takes DEADICATION

1 month ago

the closest things to your graveyard has hexproof are Silent Gravestone, Ground Seal, and Underworld Cerberus. Pretty wimpy, I agree.

ZendikariWol on

1 month ago

Okay so 1) yeah my land bases are budget I honestly couldn't care less about them. My meta is full of broke people so I don't want to spend more money than I have to.

2) we're aiming for different things. You're going stax and I'm aiming for more of a voltron thing. That being said, I don't have a ton for you but I can throw some suggestions out.

3) Enchanted Evening/Starfield of Nyx permanently Armageddons everyone. Darksteel Mutation is one of the most effective commander removal cards ever printed. Rhystic Study speaks for itself. Depending on your meta, Ground Seal is pretty bonkers. I play against a Meren of Clan Nel Toth deck and it doesn't stand a chance.

landofMordor on ::Budget:: Trying to Keep Up with Tuned Decks!

2 months ago

Looks great to me, friend! You might add some modal spells like Primal Command, Mystic Confluence, Simic Charm (maybe), etc. That might increase your flexibility when it comes to beating different kinds of combo.

Also, I would guess that some dedicated graveyard hate might not be amiss. Scavenging Ooze, the new Ooze from C18, Ground Seal, or blue shuffle effects like Learn from the Past can help you beat cutthroat grave synergies. More hate includes Molder Slug, Rebuild, etc.

Things to cut, potentially your more durdly artifacts like Thaumatic Compass  Flip, The Immortal Sun, Treasure Map  Flip...but those are also fun to play, so I won't stop you. All my suggestions, though, are very situational and meta-dependent, because it looks like you've done a great job with the basics! And congrats on your strong game night performance with this deck! Cheers!

SynergyBuild on Atraxa - +1/+1 counters

2 months ago

Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.

This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.


Here we go:

  • Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.

  • Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.

  • Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.

  • Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.

  • 2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.


Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!

Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.

Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.

Containment Priest is a creature that can stop Kaalia of the Vast, but not Muldrotha, the Gravetide or The Mimeoplasm, but you might want to consider it too, despite it's price tag.

Good luck!

Tappyy on It Takes Tuvasa to Tango

2 months ago

Saecryd, funnily enough an early version of this deck did in fact run Rest in Peace! I also tried Wheel of Sun and Moon. There are a couple of problems, however, with our cards not going to the graveyard.

While it may help Energy Field, Rest in Peace disables two of our game winning combos: it prevents the activation of both Aura Thief and Academy Rector. These can easily win us the game on their own. If your specific meta has a really problematic Graveyard or recursion deck, Ground Seal is probably the best option, as it’s a cheap enchantment that has a card draw built in, so even laid it’s a dead card it’s still not bad!

elgosu1337 on Muldrotha, the Primally Surging Gravetide

2 months ago

Hi smiffdemon, Ground Seal doesn't actually stop Bojuka Bog and Leyline of the Void because those cards don't target the graveyard. Cards like Witchbane Orb and Orbs of Warding would stop Bojuka but not Leyline, Scavenger Grounds, Sentinel Totem, Relic of Progenitus, Rest in Peace, or Morningtide. The best way to play against graveyard hate is to just treat the graveyard as bonus card draw that you fill incrementally as needed rather than dump half your library into.

smiffdemon on Muldrotha, the Primally Surging Gravetide

2 months ago

What can you do to protect your graveyard from being targeted with things like Bojuka Bog and Leyline of the Void? Have you considered Ground Seal? I know it's a nonbo with Animate Dead but it doesn't stop Muldrotha's ability from working.

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