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|Oath of the Gatewatch||Rare|
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Sea Gate Wreckage
: 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
1 month ago
dont use 21 Wastes use a few because ghost quarter and so on, these are better options yes tron is just a waste with only upside. Ash Barrens, Blasted Landscape, Blinkmoth Nexus, Buried Ruin, Darksteel Citadel, Zoetic Cavern, Wasteland, Urza's Tower, Urza's Mine, Urza's Power Plant Rogue's Passage, Mutavault, Mishra's Factory, Geier Reach Sanitarium, Ghost Quarter, Homeward Path, Inkmoth Nexus, Tectonic Edge, Shrine of the Forsaken Gods, Sea Gate Wreckage, Reliquary Tower, Nephalia Academy, Mystifying Maze, Ghost Town, Dust Bowl, Drownyard Temple, Deserted Temple, Arcane Lighthouse, there are more, all of these are strictly better Wastes make sure to have few in your deck, weird stuff happens it's a multiplayer format.
1 month ago
Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.
Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.
With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.
Changes that I plan:
Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.
Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.
Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.
Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.
Out: Utter End - Into the Main Deck!
In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...
So, what does that leave us with?
Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.
Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.
Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!
Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.
Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.
In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.
1 month ago
I have a proposition for you!
Tolaria West FTV
Cabal Ritual FTV
Total - 24.07
Total - 17.51
Let me know if this sounds okay for you.
1 month ago
Thinking about utility lands lately, I started to consider Thespian's Stage and Vesuva. At the least, they both come into play and are mana producing lands, potentially any colored. Both would copy a Maze of Ith or Kor Haven for added protection. They could both copy any of my multiple mana producing lands like Lotus Vale, Scorched Ruins, Boros Garrison, Orzhov Basilica, or Rakdos Carnarium for some extra ramp. They both could copy a Sea Gate Wreckage, Rogue's Passage, or Slayers' Stronghold for value in those areas. Vesuva could be dropped early to copy any mana producing land and then bounced with a bounceland like Boros Garrison, Orzhov Basilica, or Rakdos Carnarium. Thespian's Stage would not need to be bounced to continue to produce the most value for me throughout the game. I am pretty sure I would not want to run a Dark Depths myself, but it would open the possibility if I ever wanted to, and in a pinch it could counter those pesky Dark Depths combo decks out there that I may eventually face (I know, likely a rare occurrence, but wouldn't that just be amazingly dramatic?).
Anyway, does anyone have any opinion on both Thespian's Stage and Vesuva? I am leaning more toward Thespian's Stage if I only use one, since it comes into the battlefield untapped and seems more flexible than Vesuva, but I could be convinced to run both.
1 month ago
I have ideas, but let me first clear up a few matters. I think I see this deck as a spell deck. You cast instant and sorcery's with permanents on the field that generate tokens and damage to the player and later swarm the opponent.
Keeping that in mind I see cards like Hanweir Garrison as a break in the deck or rather making it clunky. So with that in mind here are some other cards I would replace: Path of Bravery, Faithless Looting, Burn at the Stake.
Removal is a key part of this deck, as well as damage prevention. Shining Shoal. Consider it, and Consider Spectral Procession. 6 CMC, not 3 CMC read the rules on it. There are more options like this. Now you have the ability to card remove, have higher CMC in a lower CMC deck and fill your token needs: Sorcery/instant needs.
IF you do the above, then consider Flame Javelin. Higher removal, low casting with high CMC. Staying budget without dropping money on lands comes into play now. Guess what. Thats modern, that is standard, that is magic. Buy one awesome land from time to time when you can and be satisfied that modern lands do not lose value on the norm.
:::::Now to your question:::::
(40 cents) Budget: Check.
Its an instant or socery: Check
Reusable, well it recycles so: Check
Helps against or with: Board wipes/sweeps
Lastly Terminus See all the above and think for about a budget potention 1 drop board wipe. not super budget.
Side Note: Buy Sea Gate Wreckage running one of these in modern decks will be a staple. Anyone that does not see well they do not see the value it offers decks like yours.
1 month ago
For those wondering why Sea Gate Wreckage would be better than Phyrexian Arena or another incremental draw card, the difference is that Sea Gate Wreckage has an alternate function. It is a land, and can be useful as such when it is not performing it's main duty. Phyrexian Arena performs a single function, has a not insignificant drawback, it gives you no choice about it, and potentially could be used against me as I sit and wait to draw what I need. We already discussed why Phyrexian Arena is not as good as Necropotence, and I won't rehash that here, and needing something to get me out from under a Solitary Confinement squeeze has not changed my opinion of Phyrexian Arena. Many times, I am discarding many cards to Solitary Confinement that would be useful otherwise as I wait for just the right card to get out from under the Solitary Confinement squeeze, and I will often get to 0 cards in the process. With Sea Gate Wreckage, I can get an extra card out of it that I could use each turn. I can't wait to be able to test this. I had originally overlooked Sea Gate Wreckage due to the fact that I could not see building and enjoying a deck that could use it. Queen Marchesa keeps surprising me in that she seems to find ways of using cards that I had overlooked before, and often either finds herself in situations that would need these uncommonly played cards, or she finds ways around the drawbacks of these uncommonly played cards. She keeps showing me that unconventional can be fun and powerful, it just takes experimenting to find these subtle synergies.
1 month ago
I think I may have come up with a card to get me out from under a Solitary Confinement squeeze. Sea Gate Wreckage. In the setting of a Solitary Confinement squeeze, this is essentially the same as a Library of Alexandria. Not a huge bomb card draw spell, but I think it could be effective. The Monarch, Solitary Confinement, and Sea Gate Wreckage means I can't be damaged, I can continue to maintain the Solitary Confinement, and I have a card to play each turn. I think I will playtest it, but I am very optimistic.
1 month ago
Another update to the two people who are reading this: I took out Scrying Sheets (there are so few snow permanents that it doesn't seem worth it in this particular deck) and put in Sea Gate Wreckage; filling a colorless land slot with a card that lets you repeatedly pay three mana to draw a card when your hand is empty (which happens fairly frequently with this deck) seems insane in the mid/late game, and could become a huge draw engine with various untap-land effects. Since I took out a few draw spells, it seems worth adding card draw back in a slot that doesn't typically draw cards.
I also took out Awakening (too symmetrical, although it probably still works to this deck's advantage) for Rishkar, Peema Renegade. I like having an extra creature, and Rishkar is a great three drop, because he could provide two extra hasty mana on turn three, depending on which other creatures we've got out, and we've got other ways to add counters to our non-mana elves if he sticks around. He's also just 4/4 of value for 3 mana, which seems good, and has bounce synergy with Wirewood Symbiote, which is nice in a deck that's light on enter-the-battlefield creature effects.
I've still got a couple of creatures possibly on the chopping block. Yeva, Nature's Herald has been underwhelming so far; I haven't yet had a game where I've been able to have the combo of Yeva and Quest for Renewal or similar letting me flash in creatures on all my opponents' turns. By the time that's set up, I'll probably have few cards in hand anyway. Winding Canyons and untap effects might be enough flash for the deck.
It seems like Silhana Starfletcher is a little underwhelming as a flyer blocker and one-mana generator for three, since this deck isn't really configured for defense, and all the other three-drops have much higher value. But without another one- or two-drop mana elf, Silhana seems fine for now, as the most versatile three-drop that generates one mana. Maybe Seedborn Muse goes in one of these two slots; I'm not really sure.
Aside from the creatures, I'm very happy with the mana base (I just went through Mana Base Crafter, and Sea Gate Wreckage was the only card I didn't yet know about that I wanted, and now have). I've whittled the non-creature spells down to the ones that I always want to see in my hand at some point during the game. I'm not sure if there's anything more to add, but I'm sure there will be some spicy cards in future sets that slot in nicely.