Sea Gate Loremaster

Sea Gate Loremaster

Creature — Merfolk Wizard Ally

Tap: Draw a card for each Ally you control.

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Set Rarity
Zendikar (ZEN) Rare

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Legality

Format Legality
Limited Legal
1v1 Commander Legal
Block Constructed Legal
Highlander Legal
Modern Legal
Duel Commander Legal
2019-10-04 Legal
Legacy Legal
Leviathan Legal
Vintage Legal
Unformat Legal
Tiny Leaders Legal
Oathbreaker Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal

Latest Decks as Commander

Sea Gate Loremaster Discussion

ninetoe on Allies mill

4 months ago

Edit:

I listed some cards that are not Modern legal in the comment above.

Here's the deck made modern legal:

ninetoe on Allies mill

4 months ago

Hey. Thanks for putting this together. I play-tested it quite a bit and have some recommended improvements:

I dropped all the Stolen Identity because it is slow. You have to pay 6, then cipher it. To get your value out of it, you then have to have a creature connect in combat. I found that the deck works best to simply never attack anyway.

I also dropped all Clones: Clone Legion, Cackling Counterpart, Jwari Shapeshifter. If your gameplan is to hit with Rite of Replication for win, having more clones doesn't really benefit much and those slots can be used to speed up your game or offer defenses for yourself and your creatures.

I found that my creatures were dying too quickly as chump blockers or to red spell damage/black destruction.

For this, I added 2 copies of Steely Resolve. And to protect myself, 4 copies of Ghostly Prison

Ondu Cleric can generate a ton of life for you and buy you the time you need for your combos. Especially when you chump block with him, then use flicker him off and on the field with Ephemerate or Cloudshift. But I wanted Allies that boost the P/T of other allies so I could take out some attackers with my blockers and not have to rely on flicker gimmicks. Enter Adaptive Automaton.

I won't bore you with all of the changes I made and my reasons for each change. Here's the updated 60 card list. I appreciate the deck you posted. It lent me some great inspiration and I hope you enjoy what I've done with it:

PS: Halimar Excavator + Rite of Replication hits for 180 milled cards (assuming there are no other allies present when the combo goes off).

If you are interested in what I've done with the decklist, let me know and I'll be happy to share my reasons for some of the changes.

Cheers!

bushido_man96 on Chulane: Chronicler of the Adventuring Houses

1 year ago

I don't know about Winds of Abandon . I'm not sure I'd like to give my opponents that many lands if I didn't have to. But if you've got good results running it in the past, then ignore me. Based on the mana curve of your deck, though, something like Austere Command might provide you with more flexibility.

I think I'd cut Infinite Reflection for Eternal Witness . Sea Gate Loremaster seems like it offers too much value to cut.

It seems to me that other than for use with Turntimber Ranger , your cards like Arcane Adaptation serve no other purpose. I understand wanting to have an infinite combo win con like that, but the Arcane Adaptation cards seem pretty dead otherwise. If you're set on keeping the combo in, I think that's cool, but those would be easy cuts otherwise for the other value cards you want to squeeze in.

Mothdust Changeling seems kind of meh, so he could be a swap for Reclamation Sage . I think I'd play Broken Bond , Growth Spiral , or Summer Bloom over Explore . Just preference, though.

A card you might consider that can help with making sure you've got lands in your hand to abuse Chulane's ramp ability is Abundance . It's a replacement effect that can fill your hand with lands on any draw, so you've always got some to ramp out with Chulane. Just something to consider.

The deck looks like fun, and I enjoy your creative approach to allies.

MrXilas on Advertise your COMMANDER deck!

1 year ago

Hey y'all. Sorry about the commotion I caused. I went back and hopefully made up for it. Here is the monstrosity that has my attention this week.

Chulane: Chronicler of the Adventuring Houses

I'm trying make room for a few more utility cards, but as you know, three color allies can only be tuned so far. The main things in order I am hoping to find room for from my "Trying to Make Room" list are (in no real order) Eternal Witness , Reclamation Sage , and Kindred Discovery . I was thinking of cutting either Sea Gate Loremaster (hopefully cutting allies won't put me down a slippery slope) or Infinite Reflection .

enpc on Five-Color Ally

2 years ago

You could add some more low end ramp like Nature's Lore, Farseek, Birds of Paradise and Deathrite Shaman to help out your curve. You also don't need 3 wraths in the deck - it's not a control deck. your primary stragety is beatdown so unless you have Hero of Goma Fada down it hurts you. For the same blowout effect, Cyclonic Rift does the same but is more versatile in a lot of ways.

You don't need Door of Destinies, Coat of Arms and Obelisk of Urd. I would cut Coat for more card advantage like Phyrexian Arena - you currnetly are leaning very heavily on Sea Gate Loremaster ofr your card advantage and that can be quite risky.

ryanhtg91 on MTGOnline

2 years ago

I added Hero of Goma Fada, Bala Ged Thief, and Sea Gate Loremaster.

Sea Gate Loremaster adds an Ally and card advantage. Bala Ged Thief is great because you can really take advantage of multiple Allies entering the battlefield on the same turn, and it can cause discard at instant speed. Hero of Goma Fada is perfect for protecting against some board wipes and protects your creatures when you swing.

I would also recommend looking at Herald’s Horn (ramp of a sort/card advantage), Vanquisher's Banner (card advantage/boosts creatures), Harabaz Druid (ramp/mana fixing/Ally), Chasm Guide (haste is EXTREMELY useful in EDH), Tuktuk Scrapper (artifact removal/damages opponents/Ally), and Vedalken Orrery (makes ALL your Allies have flash!).

The best Allies are the ones that either effect all other Allies (e.g. Hero of Goma Fada) or would really take advantage of multiple Allies/flashed in Allies (e.g. Bala Ged Thief, Tuktuk Scrapper).

Epidilius on General Tazri's Allies

2 years ago

You only have 10 (unless I missed some) non-Ally creatures, so you could get rid of Arcane Adaptation or Conspiracy. I know that they allow you to search your library for ANY creature if you name "Ally", but you could also use your other tutors for that.

Door of Destinies could be an option, depending on how fast your group plays. If it was an EtB trigger and not an on cast trigger, I think it would be a lot better (because of your flicker suite).

Also, is Amulet of Vigor in there for the lands and the Kor Ally tokens? If it is, I would suggest something more impactful (Mana Echoes?).

I would also suggest swapping Diabolic Tutor with Increasing Ambition. I prefer Ambition because of the flashback, but it (again) depends on the durdleness of your group.

Maybe add some stuff to use an infinite combo on? You can use Harabaz Druid with Deadeye Navigator and any haste provider to create infinite mana, then flicker Tazri until you get all your allies and cast them. Then use Sea Gate Loremaster to draw your deck. As long as you can either give your creatures trample or wipe your opponent's creatures (In Garruk's Wake, Kindred Dominance, etc) you probably win. I didn't check if you had Allies that give trample. And now that I think about it, you probably don't need that because all your creatures will be indestructible lifelinkers with evasion who have drained your opponents to death already.

Finally, and this is just my opinion, I strongly dislike the Vivid lands. I have never been happy to play one. I would recommend the Lair land cycle in it's place. They come in untapped, tap for three colours, and while they do bounce another land to your hand you can still get mana out of it first.

When you play, do you usually work towards a combat damage win or a combo win?

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