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.

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Sea Gate Wreckage Discussion

Arvail on Eldrazi tron vs control

2 weeks 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.

Romer on Traxos Draws Close

4 weeks ago

theemptyquiver: Yep, definitely needed an Unwinding Clock. Added now.

TheRedGoat: I'll keep those power boosters in mind, but I haven't had power issues since changing commanders to Traxos.

Struyk: Hexproof yes. Shroud, no. Once my commander has shroud, I can't target him to equip anything to him, which defeats my gameplan of loading him up.

Cippo: Sea Gate Wreckage is only in the deck once (you'll see this if you sort by Type). It's listed twice because it fills multiple roles within the deck (both as a Land and a source of card draw). I personally prefer Shrine of the Forsaken Gods over Temple of the False God because the Shrine always gives me mana. It sucks pulling the Temple in an opening hand or drawing it early game and having it be a dead land for the first few turns. You're absolutely right, I need a Metalworker in here... someday when budget allows.

Litdaze: Artifact board wipes are painful. Other than Warping Wail, I also have Darksteel Forge but that's about it. And yeah, I've increased the land count a bit. I find I have tons of ramp, just need to make sure I've got 2-3 lands to get me started.

Cereal_Killer: On their own, the Kaldra equipment have nice effects but are expensive to cast/equip. With 99 cards and very few ways to tutor any of them, I don't think I'll ever see the full set in play at once, which really lowers the value of them. Seems a better fit for a 60-card deck where you can include multiple copies (and have a smaller library) for a better chance of hitting all 3.

loricatuslupus on Casual Eldrazi Modern

1 month ago

Well first of all, good to see another Eldrazi player! As you've gone the Tron lands route, I'd recommend that your primary acquisition is a playset of Expedition Maps. This makes it far more likely that you'll assemble your big mana, gives you a turn one play when you don't have Temple plus Mimic AND will make Emrakul cost less. Next, ditch those copies of Shrine of the Forsaken Gods. They suck as ramp, and I think you'd be far better off going down to 24/5 lands backed up by Maps. If you want useful colourless lands then look into Sea Gate Wreckage, Mirrorpool or a fourth Field of Ruin. Ugin's Nexus probably won't do much for you. Finally, I love Reality Smasher and would definitely go with four at the expense of an Endbringer: casting one on turn three with enough spare mana to pump it with Spatial Contortion and get in for eight is amazing. Plus their "nearly hexproof" is super relevant as colourless has no counters for instants or abilities outside Not of This World. Other than that seems pretty solid for a casual deck!

mfogle on Mono Waste

1 month ago

Interesting Deck. I see some really nice potential plays by using Deceiver of Form and Mirrorpool to "cheat out" multiple copies of some big cards: multiple Conduit of Ruins can allow you to drop high cost eldrazi almost for free, and if you manage to copy Ulamog, the Ceaseless Hunger You could potentially deck your opponent out in one attack. If that's what your focusing on, you can use Conduit of Ruin to load your deck for the exact card to copy while using Seer's Lantern to scry for what you need also. Not sure if that's what your going for though; that description isn't very descriptive. lol If it is though, I would recommend taking out Sea Gate Wreckage for more Sanctum of Ugin for more tutoring rather than the more niche draw effect. Solemn Simulacrum would be great with Walker of the Wastes if you weren't in standard.

Cippo on Traxos Draws Close

2 months ago

You have Sea Gate Wreckage in there twice, one in land, one in card advantage.

You're running Shrine of the Forsaken Gods but not Temple of the False God, I'd switch out or run both.

You've got a lot of utility lands, may be worth running Expedition Map

Not sure what your budget is for suggestions but you've got 68 artifacts in this deck so Metalworker is gonna give you more mana than all your rocks combined.

Cippo on Bleach

2 months ago

I'd suggest Ring of Three Wishes or Skyship Weatherlight over planar portal. The downsides and risk with these outweigh the mana saving in my experience.

In regards to Extraplanar Lens, it's amazing. I'd replace like 20-30 of these situational lands with Wastes, put it, Endless Atlas, Solemn Simulacrum, Wayfarer's Bauble, and Isolated Watchtower in. It will help your curve and consistency sooo much.

Every time you play a land, I would ask just yourself how often you actually use its perk. If you can't see yourself ever searching for it with Expedition Map, then it's a good sign that it doesn't have enough utility to be in the deck.

How often are 3 urza lands in at the same time? How often do you spend 7 to activate Urza's Factory instead of playing eldrazi spells? How often do you get a spirit from Gods' Eye, Gate to the Reikai and is a 1/1 really that good? How often do you have an empty hand for Sea Gate Wreckage? How often do you morph Zoetic Cavern? How often does Scorched Ruins get targeted for land destruction?

I would consider Ancient Tomb and Inventors' Fair too, those are some nonbasic lands that are worth searching for with map.

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