Sea Gate Wreckage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Sea Gate Wreckage

Land

: Add to your mana pool. ( represents colourless mana.)

, : Draw a card. Activate this ability only if you have no cards in hand.

Sea Gate Wreckage Discussion

snsmac on Eldrazi 8-Void Stompy

1 month ago

Nice list. Why do you not use Sea Gate Wreckage ?

Mylasergopew on Eldrazi TRON

1 month ago

Okay so after play testing your deck against my friend's human deck I've got some more suggestions. I don't think the Mind Stone and Sea Gate Wreckage are necessary. With this being a colorless deck, the mind stone is really only there for card draw, and there's better card draw ie Endbringer albeit a little bit slower and mid-late game. Though maybe I'm wrong in that aspect, as the biggest problem I have with my deck is it runs out of steam and then I rely on top-decking.

Ratchet Bomb and Oblivion Stone are essentially doing the same thing here, but either one can be better than the other in certain situations. Ratchet Bomb does great against tokens/other 0 cost cards and even against 1, 2, and 3 cost mana caps AND doesn't particularly hurt you much because all of your high cost creatures. Ratchet bomb can just be a little slow. As for oblivion stone, it's better for you IF you can get fate counters on all the biggies you want to protect. Of course, you could just protect one biggie (or none if you have an Ulamog). I know you can just clear the board, and save one biggie. But I've found that Ratchet Bomb and Oblivion Stone play an important role, just not in every situation. Maybe consider sideboarding one or the other?

I used to run Conduit of Ruin for the tutor, but I hated how slow it was and that the Conduit quickly became a target because of the discount. It's not a bad card, but I think you have enough big bois that you don't necessarily NEED to tutor for them. Which brings me to my final point.

While you do have a ton of big bois, it can be difficult to get more than one of them out, and at least against the decks I've played against in the past, they can be quite vulnerable to creature hate. Having some smaller creatures to sacrifice or overwhelm your opponent with is never a bad idea.

All in all, I think you've got something nice here. If you can get an annihilator out on turn 4 or even 5, the opponent usually doesn't have much to sacrifice anyway, and its gg. I may consider adding annihilator after this. Hope I was able to help :)

blazestudios23 on Mono red card advantage

3 months ago

I'm not sure why no one is mentioning this but the best way to get draw in Red or White for that matter other than wheel cards, which you should run, are artifacts.

There are many artifact cards that let you draw an extra card each turn, even the ones that make everyone draw a card each turn seem to give Red more advantage than other colors as your burn and copy spells are very strong.

Mind's Eye is 100% worth it. Howling Mine and Font of Mythos are both actually very good in mono red. I run all of the above plus these: Coercive Portal, Coveted Jewel, Endless Atlas, Temple Bell, and The Immortal Sun

Lands can help you draw too: Arch of Orazca, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Sea Gate Wreckage, and Treasure Cove

If you run out of cards before you opponent Ghirapur Orrery, would be a great card. Red is all about taking huge risks/gambles which pay off in the end. And you should run Gamble too by the way.

If you run Wheel effects or effects that make everyone discard and draw, Geth's Grimoire, can give you huge advantage.

If you are having trouble with lands I also recommend running more mana rocks.

Cards that make Red spells cost 1 mana less to cast are very helpfull as well as anything that will double your mana.

I also highly recommend Mizzix's Mastery, very powerful when combined with wheels and copied. You can recast the wheel cards on the first go and then use the cards you discarded from the wheel for the second go. I've cast over 20 spells in one turn doing this and managed to cast 3 cards that made me empty my hand end redraw that many cards or 7 cards using Mizzix's Mastery.

I have two Red & White decks, one uses Wheel type cards heavily, the other uses Mana Rocks and Artifacts to make you or everyone draw cards.

Hi_diddly_ho_neighbor on Avacyn is here to save your wallet

3 months ago

So...a couple thoughts. First of all, I will +1 this deck just because you are running the Kaldra + Worldslayer combination.

This appears to be a budget deck correct? I'll try to provide suggestions accordingly:

Hour of Revelation and Tragic Arrogance are probably two of the best white board wipes (outside of Austere Command) that are available.

Swords to Plowshares is still budget and an amazing spot removal spell.

Swiftfoot Boots give you another Lightning Greaves effect.

O.K. Now onto the area where I think your deck is lacking. You are running voltron but have only 1 tutor and 3 draw spells. Card advantage is white's biggest weakness in EDH making it imperative to include a large card draw package. Otherwise you will be quickly outpaced by other color combinations. I would suggest adding any of Mask of Memory, Endbringer, Sea Gate Wreckage, Slate of Ancestry, Tower of Fortunes, Endless Atlas, Alms Collector, Sram, Senior Edificer, or Arch of Orazca. Open the Armory is also a budget friendly equipment tutor.

If budget isn't the issue then you should also consider: Austere Command, Cleansing Nova, Stoneforge Mystic, Puresteel Paladin, Enlightened Tutor, Path to Exile, Memory Jar, Land Tax, Teferi's Protection, and/or Tithe.

Good luck deck building!

Arvail on Eldrazi tron vs control

4 months ago

UW control player here. Matchup is easy for me. Nothing you can do can make it all that great if I'm honest. Chalice on 1 may seem ok, but you're tossing away a card to blanket my Serum Visions and Path. It's verdicts and Terminuses (Termini?) that get you pretty far behind. That's the number 1 biggest mistake I see E-Tron players do against control. They overvalue chalice like crazy.

If I stabilize with a walker, the game is over. Sea Gate Wreckage, Karn, Scion of Urza, and generally making your deck as threat dense as you can is a pretty decent approach to the matchup.

Relic of Progenitus can be good depending on the flavor you're fighting against. Warping Wail helps if you're up against 4xTerminus decks. Sorcerous Spyglass is actually a pretty good card here. You can use it to blanket walkers and Azcanta, but the main use is knowing how to sequence your threats to maximize their value. Tossing one copy of Buried Ruin in the main helps. Finally, manlands are good.

That's about it. Count their number of Field of Ruin when playing.

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Sea Gate Wreckage occurrence in decks from the last year

Modern:

All decks: 0.04%

Black: 0.4%

Rakdos: 0.15%

Commander / EDH:

All decks: 0.02%

Red: 0.05%